“O f all the conflicts that have beset this Imperium of Mankind, it is the rebellion of the Warmaster Horus, the Horus Heresy, which has left the greatest scars upon its fabric. Even now, centuries after its end, when few save ancient and shrivelled creatures such as myself remember the horror of those dark years, men speak of it with awe. For those were the last days of legend, when the Emperor and his sons, the mighty Primarchs, strode forth to war, when the dominion of Mankind spread across the galaxy and none could challenge our might, the last days of a golden age long since consigned to dust by the actions of one man. It is the curse of history that few care to remember other than those fragments that exalt them, to relive those glory days endlessly while the present crumbles about them.” From the finaltestament of Sulem Rei, historiarch of the Imperial Court, presented to the High Lords of Terra circa 098.M32 Warhammer: The Horus Heresy – Age of Darkness Rulebook © Copyright Games Workshop Limited 2022. Warhammer: The Horus Heresy, Citadel, Forge World, Games Workshop, GW, The Horus Heresy Eye logo, Warhammer, the ‘winged-hammer’ Warhammer logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved. ® No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only. Product Code:60633099001 ISBN: 978-1-83906-531-6 Games Workshop web site: www.games-workshop.com Forge World web site: www.forgeworld.co.uk Contents AGE OF DARKNESS ......................................................................................................................................6 The Age of the Emperor.......................................................................................................................8 The Imperium of Mankind...............................................................................................................20 The Legiones Astartes .......................................................................................................................28 Armour of the Legiones Astartes..........................................................................................................................................32 The Space Marine Legions ....................................................................................................................................................40 Talons of the Emperor .....................................................................................................................112 The Solar Auxilia...............................................................................................................................118 The Mechanicum ..............................................................................................................................122 An Age of Darkness...........................................................................................................................126 Pivotal Events of the Horus Heresy................................................................................................130 CORE RULES ...............................................................................................................................................146 General Principles.............................................................................................................................150 The Turn ............................................................................................................................................156 Reactions............................................................................................................................................158 The Movement Phase.......................................................................................................................162 The Shooting Phase..........................................................................................................................166 The Assault Phase .............................................................................................................................180 Morale ................................................................................................................................................191 UNIT TYPES ................................................................................................................................................194 Characters..........................................................................................................................................198 Psychic Powers .................................................................................................................................200 Vehicles..............................................................................................................................................202 BATTLEFIELD TERRAIN .........................................................................................................................220 SPECIAL RULES..........................................................................................................................................230 GAMING IN THE AGE OF DARKNESS ................................................................................................254 Age of Darkness Modes of Play .......................................................................................................272 Preparing for Battle ..........................................................................................................................276 Warlord Traits ..................................................................................................................................284 Battles in the Age of Darkness .......................................................................................................298 Deployment Maps............................................................................................................................302 Missions .............................................................................................................................................312 Psychic Disciplines ...........................................................................................................................322 Reference ..........................................................................................................................................326 Index...................................................................................................................................................332 Age of Darkness The book you hold in your hands is the start of your journey into the tumultuous 31 st Millennium, when the wars of the Horus Heresy wracked the Imperium of Mankind – a dark age of death, destruction and betrayal. The vast armies of the Imperium are sundered by the betrayal of the Warmaster Horus, who seeks to overthrow the Emperor and forge his own dark empire. Under the banner of Imperial Loyalists or the Traitors of Horus, the Space Marine Legions, Mechanicum Taghmata and endless hosts of the Imperial Army clash in a war that will reshape the galaxy. T he Horus Heresy – Age of Darkness game is part of a vast and evergrowing hobby, where the drama of Mankind’s galaxy-spanning civil war provides endless opportunities for collecting, building, painting and gaming with armies of Forge World and Citadel models. From careful recreation of the detailed panoply and heraldry of the Legiones Astartes, to the organisation of exciting battles and campaigns for groups of like-minded friends or the creation of dioramas displaying iconic moments, the hobby provides a wealth of options. Collecting Citadel & Forge World Models By far the most common way to engage with the Horus Heresy – Age of Darkness hobby is by collecting Citadel and Forge World Horus Heresy models, both individual heroes and small units for display, as well as grand armies for gaming. These models are bought as highly detailed resin or plastic sets, and require assembly before they can be used for gaming or display, and while basic assembly is a simple matter, there are a number of more advanced techniques and styles which can be applied. From magnetised weapons for easy replacement to converting parts to create new poses for figures,there are many ways to customise your collection and make it unique. Painting Horus Heresy Armies Though supplied as unpainted resin or plastic pieces, most hobbyists will paint their model collections. A wellpainted army, whether a detailed reproduction of an iconic heraldry or a unique creation, brings a collection to life. Just as with building your Forge World and Citadel models, there is a vast wealth of techniques and styles of painting. This book is divided into three sections, which when taken together form the three pillars of the hobby: background, rules and gaming. The Age of the Emperor: The opening section of the book sets the scene for the devastating galactic civil war that future generations will call the Horus Heresy. It provides an overview of the Imperium as it stood on the eve of war, along with a galactic map of the Imperium of Mankind. Each of the main factions that fought in the Horus Heresy are detailed, along with background information and example colour schemes and heraldry. Lastly, a comprehensive timeline of the Age of Darkness is provided, taking in the grand sweep of events from the very earliest betrayals right up until the moment the Traitor hosts lay siege to the home world of Mankind – Terra. The Rules: This section of the book provides all you need to know to play a game of The Horus Heresy – Age of Darkness, detailing everything from the turn sequence to special rules. Also covered later in the book (for easier reference during a game) are Warlord Traits, Missions and handy reference charts. Gaming in the Age of Darkness: The final section of the book takes a look at the broader sweep of the hobby, talking about the different ways in which the game can be played, how armies may be collected and what types of battlefield might be appropriate for games set during the Horus Heresy. The Army Showcases present a range of collections, from starting armies to those consisting of hundreds of miniatures and dozens of tanks. The Legend of the Horus Heresy As well as collecting and painting models, the Horus Heresy can also be enjoyed through the interwoven saga that is told in other campaign books as well as the various novels published by Black Library. With an epic narrative that sets the foundation of the Warhammer 40,000 universe and the dark Imperium of later millennia, the Horus Heresy and the battles and campaigns that make it up have entertained hobbyists for years. There is much enjoyment to be found in tracing the entangled threads of the various heroes and armies who fought to save or damn the Imperium, and a great deal of secrets and surprises to be discovered. These books are also an excellent source of inspiration for modellers and painters, providing a wealth of material on which to base heraldry, iconography and unique characters. The rulebook is only the start however, with an entire range of expansions available… Army Lists: The only things not found in the rulebook are the army lists from which players select the units for their armies and which present the profiles,wargear and special rules for those units all in one place. Had we tried to squeeze these into this book it would have been more than twice the current size, so they are to be found in the range of ‘Liber’ books available separately. These books present army lists for both Loyalist and Traitor Space Marine Legions, the myriad forces of the Mechanicum, the Solar Auxilia, the Custodes and many more besides. Campaign Books: Although Horus Heresy – Age of Darkness games can be played in a range of styles, from one-off competitive tournaments to pre-planned, interlinked battles, what binds all these styles together is an incredibly rich, deep and compelling background story, which begins with the fall of Warmaster Horus and ultimately ends with the Siege of Terra and the terrible events that occurred at its conclusion. Therefore, the game is accompanied by a range of campaign books, each detailing one of the many confrontations that took place during the period, alongside special characters, units, scenarios and campaign options. Many of these confrontations will be well known to veteran players, others however will be entirely new, revealing in detail events previously mentioned in obscure references or short entries on an Age of Darkness timeline. These and other supplements, expansions and boxed sets will provide players with a wealth of options, no matter what faction or style of play they prefer. The Age of the Emperor Old Earth Three hundred centuries ago, Mankind first left the polluted, used-up carcass of Old Earth for the unknown bounties and perils beyond the skies of our birth world. In those forgotten early years, it is unknown what enemies and trials humanity overcame in our uncaring universe to not only survive, but thrive and forge a domain amongst the stars. Colonies spread across our galaxy so that humanity was scattered across a million worlds and found treasures and horrors uncounted. Mankind’s mastery ascended to an almost unimaginable zenith, and at its heart lay a resurgent Earth. The promised wonders of our species’ earliest ambitions were made manifest, and our application and control of the sciences was unparalleled. Humanity reached its pinnacle, raised up by the miracles of technology which it wrought, re-shaping uncounted worlds in the vision of distant Old Earth. The legends which remain of that lost realm of ancient human empires speak of a galaxy of plenty, filled with opportunity, culture, technological progress and wonder. The Dark Age of Technology In the heights of those times, lost to all but supposition and myth, humanity made itself as unto gods; able to harness the power of the stars, and fashion servants from clay and iron and give them counterfeit-life to do their bidding. Unfortunately, this era of advancement was not to last, for Mankind fell prey to its own sciences. Mankind’s Golden Age failed; wherein the promised wisdom of science and technology did not elevate Mankind to the divine, but rather smote it for the consequences of its reckless excesses and ambitions untempered by reason. Martian-Terran wars of terrible destruction ensued, and the beautiful, animate tools which Mankind had created and so coveted were corrupted and turned upon all humanity. Horrors were perpetrated to possess meagre resources all but depleted from the earlier age of prosperity, and greed and hubris saw fearsome, ancient weapons unleashed that risked our species’ very annihilation. Such were the terrors of this time that death could cross vast distances of space, coming unexpected and uninvited to consume entire worlds. This was the Dark Age of Technology, and for millennia it reigned. The Age of Strife Mankind’s first empire would fall into bloody ruin, isolation and ignorance. The terrible period of history that followed is officially named the Age of Strife, although it has another name, whispered only fearfully: Old Night. During the darkness of Old Night, humanity experienced naught but nightmare and predation for over five thousand years. During this time, the worlds of Mankind were isolated by searing warp storms that made interstellar travel virtually impossible, and Ancient Terra was totally cut off from its colonies and allies. Across the galaxy human worlds, bereft of central authority or protection, and with the web of support and supply that had maintained the threads of civilisation cut, fell into anarchy and war. Human civilisation was torn apart as local factions and new empires fought for control in the shattered realm while others, utterly cut off from aid, succumbed to the horrors of planet-wide famine, insanity and worse – the perils of the Warp. The existence of warp creatures and the dangers they posed to the human mind were then barely understood. On worlds with large concentrations of emergent psykers, the entities from beyond were able to breach the barrier between the Immaterium and corporeal reality, and it cannot be known or guessed how many worlds were ravaged or swallowed whole by their incursions. As human civilisation fragmented, hundreds of xenos races and enemies unknown seized their chance for revenge on humanity for its past conquests, or to plunder unprotected worlds and enslave their populations. Hundreds more human-inhabited star systems were sacked and ravaged, their peoples slaughtered, mutilated or abducted. Those that survived the alien onslaught rapidly reverted to barbarism, stripped of civilisation, knowledge and culture in the raw battle to endure. Humanity stood on the brink of total extinction and endless night gathered round its children. Alone and beset by internal strife, famine and plague, under incessant attack by aliens and facing the horrors of warp incursions, the human worlds that survived were pitiable shadows of what they once had been. It was to become an age when Mankind’s dead far outnumbered its living. Shorn of its galactic empire, Ancient Terra could not sustain itself. Protracted internecine wars emptied Old Earth’s terrible arsenals of radiological weaponry, killing untold billions, destroying its ancient power structures and boiling off the last of its oceans. In their aftermath, the planet became a lawless battleground, little more than a blasted desert dotted with ruins, its people reduced to the level of brute savages fighting over the scarce water and untainted land which remained. Old Earth expired entirely, all of its ancient knowledge lost and its cities torn down, and where it once stood, instead reigned a world of savagery and horror, the equal of any brought to ruin in the Age of Strife. Long before left parlous and polluted, generations of war made Terra a wasteland punctuated by fortified holdfasts built amid the wreckage of lost civilisations, and its inhabitants a mass of degenerate, feral nomads. Insane prophets, cyber-augmented butcher-kings, vivisectorwarlords and religious demagogues led the warring tribes of Ancient Earth, and the world was wracked by incessant conflict as one tyrant displaced another. Petty empires rose and disintegrated; tribes formed, were destroyed and re-formed as diminishing, brutalised shadows of lost glories and forgotten triumphs. Uncounted billions died unknown and unremembered, while whispered names such as the Unspeakable King and the Seven Neverborn left legends to terrify generations to come. Anarchy and bloodshed was lord over all. For those few with time enough to spare thought to such matters, it would have seemed as if there were no hope and no help – the end times were at hand, and a slow bitter descent into destruction was all that any could see as humanity’s future. Many succumbed to despair, believing no force imaginable could save Mankind and free it from its hellish bondage. But they would be proved wrong. The Unification Wars From out of this seemingly endless cycle of violence and doom a leader emerged—a warlord more powerful than any before him. He was the Emperor and his power lay in his rationality and foresight, and his mastery of science was as unequalled as his might as a warrior, although few suspected the true range of his powers and abilities. The Emperor conquered great swathes of Old Earth, and those that would not join Him he destroyed, but his was a conquest not merely born of blood and ambition, but a higher calling. Where his dominion reigned, the idols of fear and blind faith were cast down, and order and rationality were raised up in their place. Under his rulership, humanity would be restored, intellectually, spiritually and physically to the heights it had once known, and the shackles of darkness cast aside. It was not enough merely to secure military victory, however; the betterment and restoration of humanity required more. So it was that even before victory on Ancient Terra had been achieved, the Emperor and those learned souls he had gathered to Him started to experiment with genetics. This was done first and foremost to stabilise the population and to recreate the race of Mankind as it was before the radiation storms and generations of viral and alchemical weapons had wracked the planet. Secondly, the creation of geneticallyaugmented superhuman fighters that had begun with the Thunder Warriors continued apace into newer, more powerful creations, ultimately leading to the genesis of what would later become known as the Space Marine Legions. These were the days of the Unification Wars, in which the remaining tyrants of Ancient Earth – Kalagann of Ursh, Narthan Dume and others just as bloody handed – were at last cast down. The Emperor commanded superior armies of genetically enhanced warriors, such as his Thunder Legions, the nascent Legiones Astartes, and the Legio Custodes (the Emperor’s guardians, who were few in number but peerless in might). The war continued without relent until, finally, all of Old Earth’s technobarbarian factions and fractured city-states pledged the Emperor fealty and, at last, Terra was unified for the first time in many millennia. Alongside this ascendancy would come a rebirth of civilisation and government with the Emperor founding an all-embracing civil administration to reorder and rebuild his world, and concentrate such learning and knowledge that could be salvaged from the dust of ages in houses of learning and education. The unification of Terra would only be the start. The Dawn of Imperium Understanding that no one mortal, even one such as he, could rule alone, the Emperor formed his War Council, comprised of his most able generals and a number of highranking administrators, the most formidable of which was Malcador, known as the Sigillite. Malcador was not a warrior but a man of learning with the bearing of a priest. His origins unknown to all save perhaps the Emperor, to whom some said he was kin, Malcador was appointed to run the Emperor’s Palace and Imperial Court, and through this managed the administration of newly-conquered Terra as his master’s left hand. Where Terra had been a place of unending war, it now became a place of unceasing activity, production and planning. Just as the conquest of Old Earth was complete, a mighty and unforeseen cosmic event occurred. A massive shock wave blasted across the Immaterium, clearing the warp storms that had plunged the galaxy into tumult and raged for millennia. It seemed to some divine providence, fuelling the beliefs of those that considered the Emperor to be himself divine (no matter how much he decried this claim). The way to the galaxy was now open and the Emperor’s armies would now be able to take to the stars, with the other planets of Terra’s solar system the first step upon the road. The Great Crusade had begun. Lords of the Red Planet For thousands of years, the planet of Mars has been ruled by the strange and mysterious caste of Tech-Priests known as the Mechanicum or the ‘Cult Mechanicus’, who formed a technocratic parliament of feudal overlords. This religious sect rose to dominance on Mars during the early centuries of the Age of Strife and, through the Machine Cult, Mars had evolved a strong culture and ordered civilisation based around worship of their ‘Machine God’ (or Omnissiah as it is also known). To the Priesthood of Mars, science and technology were matters of sacred mysteries and arcane religion; matters not only of reason and experiment but of vital ritual and ceremony. The Mechanicum’s sacred duty was to maintain, venerate and reacquire the techno-arcana of ages past—a creed that had arisen on a planet which had been a technological powerhouse in the dark age that had gone before, and given its rad-scoured barrens, where technology had offered the only hope of survival. When the warp storms flared and Mankind began its dreadful period of isolation, Mars had also suffered the same fate as the other worlds of humanity. The Red Planet was sundered from its colonies, the thrall-Navigators that had been based there no longer able to chart a safe course through the Warp, and Mars itself was lost amid a solar system descending into a civil war of collapsing societies, anarchy and bloodshed. Mars suffered just as Ancient Earth did and in some measures worse, without sufficient food or water to sustain its population, famine and war swiftly followed, worsening as through damage and neglect planetary radiation shields and macro-industrial plants failed and poisoned the planet further, murdering what fragile artificial ecosystem had been sustained over the millennia. By the time the Mechanicum rose from their bunkers to wrest control from the scattered cannibal, rad-mutated creatures and half-insane automata and false-minds that haunted the benighted surface, they had evolved from a cult dedicated to survival by the recovery of technology to a fully-fledged techno-mystic faith. Under the control of the Mechanicum’s feudal Tech-Priest overlords order was restored, the rad-shields repaired and great machine-temples rose up turning out materials and machinery, synthetic food and oxygen, and Mars was rebuilt in the image of their inhuman god-construct. Deus Ex Mechanicus Long before the Emperor reunited Terra under his standard, Mars stood as one under the auspices of the Omnissiah. When it looked out across the solar system and sent ships to its spheres, it found nothing but chaos, threat and savagery. The Martian Magi concentrated their attentions on Old Earth, ancient seat of humanity’s power, and looked on it with both hunger and fear. They knew that the world harboured many secrets and that some of the warring barbarians of Ancient Earth would be able to glean these and use them for themselves, perhaps one day falling upon Mars in their savagery. So it was that the Tech-Priests became bitter foes of the techno-barbarian tribes and shifting cast of murderous tyrants that held sway over portions of Old Earth. For centuries, they sought to plunder and steal what technologies they could, but they were also fixatedwith the fate that had befallen the wider human galaxy. To this end, they periodically dispatched great vessels into the Warp in the hope that some clues would be found and to colonise and restore what ancient domains of humanity as could be recovered. These were the firstExplorator fleets of Mars and over the centuries hundreds of such expeditions went out blindly into the dark stars, prey to the tumult in the Warp. Some founded new colonies – the sundered worlds – that were to become the Forge Worlds in time as they were reunited with their lost kin during the Imperium’s expansion, but many were simply lost. When the Emperor unified Terra, the Lords of Mars scrutinised unfolding events with envious eyes, and some among them recognised a kindred spirit—the Emperor was to them a man of science who valued the machine and technological advancement, while others saw only a deadly new power to be feared. As word filtered back to Mars of the Emperor’s superhuman achievements, some Tech-Priests even began to equate the Emperor with their own Machine God in fulfilment of ancient prophesies, and debate raged on Mars as to whether to treat the Emperor as saviour or enemy. Such facts the Emperor was not ignorant of, for he too had watched the Red Planet from afar and made his plans accordingly. Mindful of the diplomatic opening the Mechanicum’s beliefs afforded, and the vast strategic difficulties and destruction to his own forces any (and by no means certain) attempt to take Mars by force would entail, the Emperor sought a negotiated alliance with the Mechanicum Parliament. In return for supplying materiel for his armies and building a mighty war fleet for his crusade to the stars, the Emperor promised to protect the Tech-Priests and respect the sovereignty of their Forge Worlds across the galaxy, affording them a level of independence unequalled within the Imperium. Furthermore, the Emperor gave to the service of the Mechanicum six of the Houses of the Navigators to replace their long dead thrall-Navigators, so that their ships might once again travel safely through the Warp. Given such an incentive Mars assented to an alliance, although not without some bloody internal strife over the matter. The alliance was sealed and the Mechanicum’s ambassador to Terra—the powerful Fabricator General who spoke for the Martian Parliament—was respectfully given a seat on the War Council of the Great Crusade. Access to the giant factories of Mars enabled the Emperor to vastly increase the power of his Legions with improved wargear and supply, and in addition the Tech-Priests of Mars lent their arts to the construction of the massive warp-capable battleships that could transport the Emperor’s Legions across the galaxy, and provided the mighty city-crushing war machines known as Titans to the ever-expanding Imperial military. The Great Crusade Where Terra had once been a realm of unending war, it now became a place of unceasing activity, production and planning, for it was the Emperor’s great cause not simply to bring Terra once more to the light of prosperity and order, but to liberate the unimaginably vast and scattered worlds of humanity from the darkness and reunite them into a single Imperium of Mankind. The Great Crusade was a mammoth operation on an unconceivable scale and complexity involving billions of troops and tens of thousands of ships, and only a mind such as the Emperor’s could have had a hope of successfully comprehending and executing it. Hundreds of thousands of human worlds needed to be saved, and as many more alien or otherwise hazardous worlds ravaged if the socalled ‘Pax Imperialis’ (Imperial Peace), was to be brought into being across the galaxy. With Mars now part of the Imperium, the Great Crusade could begin. The solar system was the first region of space to be conquered by the Emperor and his newly rearmed and re-equipped Space Marine Legions. Alien invaders were flushed from the moons of Saturn and Jupiter, and their wretched enslaved human inhabitants repatriated to Terra. The once-human creatures of the Neptunian Deeps were exterminated without mercy, and the baleful false-world of Sedna at Sol’s edge-light was boiled away to vapour under the guns of the newly-forged war fleet. The next step was to conquer the stars beyond. In order to manifest this conquest, the Imperium’s forces were divided up into an expanding and frequently reconfigured series of Expeditionary fleets – semiautonomous battle groups assigned to voyage the stars, map the darkness of the void and make war in the Emperor’s name. They were composed in chief of a bewildering array of void ships great and small, from battleships and war cruisers to Mechanicum arks, provender barques and colossal troop transports, and countless lesser escorts, drop ships, pathfinders and scouts. The paths of these fleets were dictated both in general by the Emperor and his War Council, but also at the will of their commanders who were entrusted to seek out the enslaved and destroy the alien under their own cognisance. Their passages were dictated by many factors: apocryphal lore left over from Dark Age vaults as to where the great colonies of old might be found, the prognostications of the Tech-Priests of Mars and the Savant-scholars of Terra, and the reports of that rare and infamous breed of Rogue Traders given license to run before the fleets as birds of illomen before a storm, as well as myth, rumour and legend. Imperial Might The expanding Space Marine Legions were the spearhead of the Imperium’s military might; the killing edge against which the strength of a foe was broken and which toppled empires by ripping out their heart. Alongside them was the Imperial Army: hundreds of regiments of human troops drawn from Terra and also from conquered worlds, serving in a support capacity and holding ground conquered by the Space Marines. Where the Legions were not available, the elite expeditionary arm of the Imperial Army – the Solar Auxilia – stood in their stead, weight of numbers their chief advantage. Just as vital were the war machines supplied by the Mechanicum and their Forge Worlds, foremost amongst these were their legions of battle-automata and the mighty Legios Titanica. The Great Crusade was a mission to free humanity from the aliens and warp creatures that had nearly destroyed it. World after world was reconquered and made part of the Imperium. This was called achieving ‘Compliance’ with the Imperial Truth, the rational, secular belief of the Imperium. Such integration was reached with diplomacy and the promise of a better future and a wider connection with a galactic human society where possible, and by force of arms where not. Tyrants were broken, the falsities of religion and dogma forbidden, and to humankind mercy was shown where it had not become irrevocably tainted or changed. For the alien there was no such mercy, and xenos oppressors were routed or annihilated in a series of epic wars, which freed billions of enslaved humans. In every corner of the void the brute scourge of the alien was found, and everywhere it was confronted and routed. Ancient xenos empires were met with death and destruction. Lesser species were exterminated without pity or remorse, and those too strange or unnatural to be bested in conventional warfare were instead contained or driven into the outer darkness. The Great Crusade did not shirk from this dire task. Where planets were encountered that had become infected with warp creatures and the barriers of reality slashed open, those worlds were cleansed with powerful virus bombs and vortex missiles in apocalyptic orbital barrages designed to slay the living and seal the breach – this act of sanction, known as ‘Exterminatus’, was never undertaken lightly. During the Great Crusade the Primarchs, the Emperor’s gene-forged sons that were scattered by an unknown cataclysm at their birth, were reunited with their gene-father. These the Emperor set to his cause, granting each a Legion to command, and using the planets on which the Primarchs had been raised as their Legion’s home. These worlds were heavily fortified and developed, and the Primarchs were given fiefdom over them. The Legion home worlds, along with a handful of other strategically vital planets, such as staging posts and fortress worlds, became lynchpins of the Great Crusade as it moved further from Terra and direct central command and coordination became ever more difficult. Furthermore, the logistical task of supplying the Great Crusade fleets would have been impossible without the great re-forging of the Mechanicum, by which the Martian power brought back into the fold its sundered Forge Worlds and colonies that were scattered the breadth of the galaxy during the Age of Strife. Each of these Forge Worlds created more voidships and arms, and accelerated the pace of the Great Crusade until its outer expanse was almost autonomous of Terra, carrying it to the verges of the galaxy and beyond. THE FORGOTTEN AND THE PURGED The histories of the Imperium recount the titles and ordinal numbers of eighteen Legiones Astartes, each of which carved its legacy across the galaxy in glory or in infamy. Yet twenty Primarchs were created in the Emperor’s gene-labs, and twenty Legions were loosed from Terra at the outset of the Great Crusade to reclaim the lost worlds of humanity. The two so-called ‘Lost Legions’ were all but unknown by the time of the Horus Heresy, their names and those of their Primarchs erased from history, and, so it said, from the minds of many who must surely have served at their sides. How the scales of history might have been tipped had either or both been present to participate in the calamitous events of the Age of Darkness, none can say. The Lords of the Imperium The War Council was the ruling body of the Imperium during the Great Crusade and through it the Emperor’s law was brought to hundreds of thousands of human worlds. The Emperor sat at the head of the Council; at his left hand was Malcador and with them were the greatest of his Unification Wars generals and accomplished administrators from the ruling dynasties of Terra and the Sol System. When the Emperor made his alliance with Mars, the Fabricator General of the Mechanicum was also granted a seat. Supporting the Council was a clade of Astropaths who provided communication between the members since it became increasingly impractical for the group to physically assemble given the size of the growing Imperium and the inherent difficulties of travel through the Warp. Conquered worlds were given new governors. Many were Imperial commanders rewarded for their service by being given a planet to rule in the Emperor’s name, while others were the indigenous rulers of worlds who had bent the knee to the Emperor and had been rewarded for their wisdom. Imperial governors were masters of their worlds, but operated within clearly defined strictures of Imperial Law, and possessed important responsibilities. First of all, they were to uphold the Imperial Truth and second to provide tithe to the wider Imperium by way of supplying troops and resources as called upon as well as provide shelter and succour for the Emperor’s armies and fleets. Importantly, it was their responsibility to cleanse their population of grievous mutation and, specifically, psykers. Each was told to expect great black ships to visit their worlds and carry psykers away to Terra, and these ships were not to be denied upon pain of planetary extinction. This great endeavour was called the Imperial Tithe. As the Great Crusade progressed, joined to the War Council, if not granted the elevation of joining it, were an inevitably widening vortex of admirals and commanders, generals, sector governors and ministers of state. Below these were advocates and technocrats responsible for control of far-flung administrative systems and world-regimes with chains of supply and distribution whose scale beggared belief. Each of the Primarchs was given a seat on the War Council, as was the Chief of the Legio Custodes Constantin Valdor, but such men were creatures of war not politics and largely remained aloof from matters of governance that did not serve the prosecution of the Great Crusade. As the years became decades, some of the baseline human council members died in war, or through simple old age or infirmity and were replaced only irregularly. So it was that increasingly beyond the ultimate authority of the Emperor himself, Malcador the Sigillite, the unnaturally long-lived and razor-minded Imperial Regent, proved the only individual capable of managing the minutiae of this vast Imperium, becoming over time both overseer of the Imperial Tithe and overall chief of the Imperial Administration. At the end of nearly two centuries of war, the Primarchs were all united with their Legions and millions of human worlds had been restored to the fold. The alien had been smashed and driven to the edges of the galactic fringes or contained within dead voids devoid of human colonisation to be slowly annihilated at the Emperor’s pleasure. The power of the Imperium was at its zenith, and the Great Crusade was reaching its conclusion. There appeared to be no-one and nothing remaining that could threaten the fruition of the Emperor’s grand design. Apotheosis After a series of glorious victories that marked the culmination of the Imperium’s expansion, the Emperor decided it was time for Him to withdraw from the Great Crusade and return to Terra, to set in motion the next stage of his great plan to save humanity. He had every confidence in his sons, the Primarchs, to prosecute the Great Crusade to its end. The Primarchs and their Legions had proved themselves time and again, and soon the galaxy would be utterly cleansed of the alien and other threats to the worlds of Mankind. At a great triumph on Ullanor, once the centre of the last great xenos empire to threaten the Segmentum Solar, the Emperor bestowed upon the Primarch Horus Lupercal the title of Warmaster and ceded to him control of all of the Imperium’s military forces in the Emperor’s stead. The other Primarchs were then instructed to follow Horus and obey him and to finish their mission. There was disquiet amongst the Primarchs; several were dismayed that the Emperor would no longer be fighting at their side and some even whispered that they had been set aside like tools whose usefulness was at an end. However the Emperor was adamant in his decision. Departing, the Emperor returned to Terra and his great Palace and began his greatest work under a veil of secrecy. He drew to him certain advisors and retired to the private vaults of his city-fortress. Horus, meanwhile, set about his new duties with relish. He immediately despatched messengers to the other Primarchs in order to make plans for the resolution of the Great Crusade with almost feverish haste, knowing that while some would welcome his new rank and authority, others would be at best indifferent and at worse resentful of them. Horus spoke to each Primarch in turn, both in private and in public, before an assembly of the Legions, and Horus the Warmaster promised them victory – he promised them that he would never fail in his command and never leave them leaderless while breath remained in his body. The Imperium of Mankind The Imperial Truth The Imperial Truth was the rational, atheist philosophy that guided the Emperor’s conquest of Old Earth and the formation of the Imperium through the Great Crusade. At its heart, the Imperial Truth held that the universe was rational, that knowledge defeated fear and brought freedom from the terrors of Old Night. With this assertion went the denial of the irrational and the superstitious, as well as the abandoning of faith in powers and principles beyond the knowable. In the unified Terra and Imperium of Mankind, there could be no mysteries of the soul, no sorcery and no gods. Those who clung to their ignorance were cast down, their lies silenced. If Mankind was to survive its rebirth, it could not tolerate the delusions of the past. With a foundation built upon the tenets of the Imperial Truth, Mankind achieved greatness, and though it was not destined to last, humanity was briefly elevated in glory to become the dominant species of the galaxy. At the heart of this doctrine of enlightenment was a great but necessary lie; it concealed that the Warp is alive with malignant sentience, the very essence of which is supernatural. Indeed, the unquiet spirits which reside in the Warp sate themselves upon the souls of mortals. The Emperor hid this truth from his subjects to protect them with the shield of ignorance, but in time the secret truth behind the lie spread and laid the foundations of the horrors to follow. The Warp The Warp, also known as the Immaterium, the Sea of Souls or, to the un-sane, as the Realm of Chaos, is a parallel dimension of exotic energy that co-exists with reality; as both its reflection and an essence which permeates it invisibly. It is a roiling, howling maelstrom of force and energy, utterly unpredictable and not subject to rational laws such as the linear flow of time. It is a shifting realm subject to massive vortexes that disrupt its fabric and reverberate across its fathomless deeps. Within it dwell strange and terrible inhabitants, and to gaze into the substance of the unfiltered Warp is death. Long ago, humanity learned of this realm and how to manipulate it, and found that they could project vessels through its depths and have them emerge quickly into realspace across vast distances that even at light speed would have taken generations to accomplish. Such travel is highly dangerous, and only relatively short jumps (although still many light years in span) can be attempted with any margin of safety in the complex and inconsistent tides of the Warp. Ships attempting long journeys often end up wildly offcourse, lost permanently within the Immaterium’s complex weave or simply shredded to flinders. Furthermore, such vessels may suffer bizarre time shifts, aging their passengers to dust or arriving years after – or even years before – they had originally planned. Warp storms and other disturbances can also block navigation completely, cutting worlds and sometimes entire regions of space off for days, weeks or centuries. During the Age of Strife, massive warp storms shook the entire Immaterium, preventing any long range inter-stellar navigation for millennia. The Psyker Paradox Psykers are sentient beings who can harness or manipulate the Warp. The Emperor is the first and greatest of all human psykers, but there are psychically able people in every human culture and on every world throughout the galaxy, and to every generation yet more psykers are born. Many of these people possess only minor, apparently harmless, talents and a scant few preternatural power that sets them apart, but regardless of its measure all psychic abilities come at a price. Some psykers are driven mad by precognitive dreams and visions. Others find their talents uncontrollable and wreak terrible damage on themselves and the people around them, and at worse become living conduits to the Warp and its nightmarish denizens – and by doing so perhaps doom an entire world. Because of this, many psykers are treated as witches and executed or banished into exile, and the Imperium organises the Tithe of the Black Ships to round them up and control their danger. Stringent testing upon the Black Ships ensures dangerous psykers can be dealt with permanently, while those more stable are apportioned to various Imperial organisations under a ‘Sanction’ of strength. The rarest and most powerful find themselves in the employ of secret Imperial organisations whose shroud of mystery still holds fast. The paradox of the psyker was that while a pressing danger to humanity, their presence was utterly vital to the pursuit of the Great Crusade. On a practical level, this was embodied by the Emperor and, most widely and vitally, by the bloodlines of the Navigators who facilitate long-range warp travel, and the Astropaths that make interstellar communication possible. The Astronomican The majority of psykers are sent to the Emperor’s Palace to undergo the ‘Soul Binding’ ritual that renders them into Astropaths. These are specially-trained and controlled psykers who are capable of communicating with others of their kind, through the Warp, over vast inter-stellar distances. They enable inhabited worlds, many light years apart in physical terms, to act as one realm, and bind the fledgling Imperium to Terra and its worlds to each other as one domain. Due to the nature of the Warp, their messages must be transferred in the form of allegory or metaphorical dreams, and the Astropaths and their handlers are responsible for the difficult task of deciphering such communiqués. At the centre of the Great Crusade was the creation of the Astronomican on Terra. This was a grand choir of Astropaths that made the Imperium possible, for it acted as a psychic navigational beacon – a fixed point in the Warp – that could guide the Imperium’s warp-bound vessels safely through the raging depths of the Sea of Souls. Navigators The Navigators are an ancient mutated (or perhaps designed) psyker-strain of humankind whose very existence facilitates warp travel. Clannish and insular, they have lived amongst humans since before the Age of Strife and during those nightmarish times dwindled almost to extinction. Their Houses gathered to join the Emperor after his conquest of Terra. However, some bodies of the Imperium suspected the project to be a fount of dangerous ‘sorcery’, and it was feared any misuse of such power could bring calamity down upon the fledgling Imperium; fears that were supported by the dire histories of Old Night. Over long decades, such suspicions grew until, in the final days of the Great Crusade, the Emperor held court on Nikaea. There he chose to rule against the continued use of psychic powers within the Legiones Astartes, and pronounced the immediate disbandment of the Librarius across all of the Legions without exception, promising to visit total destruction upon those who dared defy his decision. For the Librarians, particularly amongst the Thousand Sons Legion, this was an intolerable betrayal; being forced to suppress their psychic senses was akin to having a limb hacked from their bodies. The Great Work When the Emperor withdrew from the Great Crusade at its height, he returned to Terra to pursue his Great Work for the salvation of Mankind. Some feared he sought godhood or plotted some other unknowable fate for Mankind. They even feared he had abandoned the species when he interred himself in the Imperial Dungeons. Though none know for sure what this work entailed, nor if it was ever completed, the barest facts of his plans speak of a weakening of the power of the Warp, and the eventual removal of humanity’s reliance upon it. The Regent of Terra Psykers of all kinds use the Warp to empower their gifts, but only Navigators are uniquely adapted to gaze into its depths. Navigators are genetically empowered to see into the Warp directly without risking instant insanity or death, and hence can guide a vessel as it attempts to plot a course in that otherworldly dimension. A human ship without a Navigator cannot hope to travel far without quickly being lost in the maelstrom and destroyed. Even so, a Navigator’s natural ability only enables them to chart relatively short journeys through the Warp with any degree of certainty, particularly where the Immaterium is in tumult. However, the Navigators’ range was greatly expanded due to the Astronomican – its light cuts through the Warp’s insane modulations and frequencies, allowing them to use it when plotting journeys to more accurately traverse the void than would ever have been conceivable before. The Edict of Nikaea Strong psykers uncovered in youth were taken by the Space Marine Legions to be trained in an attempt to create Space Marine battle psykers – warriors who would wield terrifying power in the name of all humanity. Many Legions supported the so called ‘Librarius Project’, in particular the XVth Legion, the Thousand Sons, whose gene-seed granted almost all of its warriors and its Primarch a significant degree of psychic ability. Malcador the Sigillite was an unfathomably ancient being, said to have been with the Emperor since the earliest days or even to be his kin. As Regent of Terra, Malcador was the overseer of the minutiae of Imperial governance, a role which only grew as the Emperor secluded himself in his Great Work and the Great Crusade expanded the Imperium. It is said that while the Emperor looked to the future of Mankind, Malcador safeguarded its present and its past. In doing so he founded many of the Imperium’s institutions, and created several organisations, both public and secret, to aid in the effort of preserving Mankind’s cultures and histories as well as pruning from that grand heritage any aspect deemed unsavoury for remembrance. Amongst the many bodies controlled by the Regent were the Remembrancers, Iterators, Assassins, Elucidators and the Administratum. Remembrancers &Iterators The Remembrancers were a class of itinerant artists and chroniclers that accompanied the forces of the Great Crusade under license and edict. Following the Expeditionary fleets, they recorded what they saw in words, picts, paintings, sculpture, music and any number of other modes of expression in order to immortalise the actions and forces of the Great Crusade. The order died with the onset of the Horus Heresy, and its works were deemed too dangerous to endure and have since been destroyed, although much is said to remain under a seal of utmost secrecy. The Iterator Order also accompanied the Great Crusade. The task of the Iterators was to promulgate the message of the Imperial Truth on every Compliant world ascending to the Imperium, as well as to reinforce the secularity and rationality of its tenets on Imperial worlds and within the Great Crusade’s fleets. They were recruited from the most erudite, sharp-witted and silvertongued teachers of Terra, men and women trained to have such a firm belief in the Imperial Truth and keen grasp of rhetoric, debate and diplomacy that when making their orations, they could smother any arguments contrary of their specific dogma. Dozens of peaceful Compliances were achieved thanks in no small part to the work of the Iterators, though cynics might suggest that it was the threat of the bolters of the Legiones Astartes standing at the Iterators’ sides which cowed worlds into Compliance, rather than philosophy, eloquence and logic. Elucidatum The Administratum The Order Elucidatum, colloquially known as the ‘Tallymen’ or Malcador’s secret police, acted in two functions; openly as contributors to the bureaucracy of the Great Crusade and covertly as iconoclasts, censors and murderers. In their open capacity, the Elucidators travelled freely among the Expeditionary fleets of the Great Crusade, operating as supporting data scribes to the offices of Iterators, future planetary governors and census takers as a function of the Administratum. This work of the Elucidators was vital, though it was undertaken with an ulterior motive, to gather information for their secret task: the assassination of demagogues, the destruction of proscribed texts and the suppression of any persons with knowledge of or contact with the manifestations of the Warp. The mandate possessed by the Elucidators was underwritten with the seal of the Sigillite, allowing the Tallymen, who were themselves expert and highlyspecialised warriors, to independently take immediate possession of almost any military command they required to complete their mission. The Order earned a dark reputation for the uncompromising ruthlessness with which they enforced their will, and the atrocities they perpetrated in accomplishing their aims. The Administratum is the core bureaucracy that holds together the Imperium. It was the unimaginably vast organisation which acted upon the decrees of the Council of Terra, managing aspects of government as diverse as levying taxes, raising fleets, allocating the division of agricultural resources, and collecting census data across a million worlds. Uncounted billions of minor politicians, scribes, clerks and administrators were in the employ of the Administratum; their toil greasing the unceasing wheel of Imperium. The Council of Terra Upon his retreat to Terra, the Emperor called to his side Malcador and the Imperial Court and issued them with new commands. No longer were they to support the military campaigns; these were now safely in the hands of the new Warmaster. Unlike the far-flung members of the War Council, of which Horus was leader, the Council of Terra would attend to the matters of state and the establishment and maintenance of Imperial Law across the myriad worlds of the Imperium. Where once only conquest and liberation had been the order of the day, the Council of Terra dealt with the consolidation and organisation of the Imperium as their priority. Malcador, the Emperor’s most trusted advisor, was named as First Lord of the Council and would lead it in the Emperor’s absence, and with him Chief Custodian Constantin Valdor and the leaders of the Astropathic and Administrative divisions of the Imperium were appointed to the Council. For some of the Primarchs, this seemed a sign that the Emperor was willing to turn his back on his greatest warriors, who had fought and bled tirelessly in his service, and give power to petty mortal administrators and sycophantic adepts of Mars in their stead – administrators who could impede the progress of the Great Crusade with their bureaucracy. Excertus Imperialis The Excertus Imperialis was the vast organisation of the Imperium’s mortal military, comprising billions of second line and support troops, functionaries, labourers, void crew, logisticians, almoners, adepts and staff officers, and the countless quantities of weapons, equipment, war machines, void conveyances and warships they needed. While there were a few million Space Marines, the untold billions of the Excertus made the Great Crusade a reality. Within this vast body of men and women under arms were many divisions, each created to serve a singular purpose, and each a vital cog in the vast Imperial war machine. These included the highly specialised void troops of the Solar Auxilia regiments, the well-armed and thoroughly trained battalions of the Imperial Army or ‘Imperialis Auxilia’ and the innumerable, ad-hoc provincial militias raised for planetary defence. The Excertus was ultimately the responsibility of the Officio Militaris on Terra, but in practice their numberless ranks were commanded by the principal agents of the Great Crusade under the War Council – particularly the Primarchs – and almost every significant body of the Great Crusade host, from the Navigator Houses to the Planetary Governors, could call upon the Excertus Imperialis to obey them. Armada Imperialis The Great Crusade was the most ambitious military endeavour ever attempted. It was a campaign fought on worlds without number, across star systems on expeditions into interplanetary gulfs and into the entropic darkness of the intergalactic horizon. Conquest of the void was only made possible by the Armada Imperialis; the Imperial fleet. The Armada comprised countless tens of thousands of warp-capable vessels that transported the Legiones Astartes and many billions of Imperial Army soldiers from one star’s light to the next, and then supplied them and fought battles at their behest in the void. A staggering array of vessels were constructed, reclaimed or pressed into service for the fleet. The first vessels to enter the service of the nascent Imperium were constructed in the orbital foundries of Terra, and later Mars and Saturn and a hundred other worlds and, as the Imperium expanded, so too did its fleets. Each great Expeditionary fleet which pushed outwards into the galaxy contained hundreds of thousands of vessels. The ships of these fleets were myriad. From singular, recovered wonders of technology, to massproduced void supremacy vessels. From stately Galleass engines of doom, their armour concentrated to the fore and their flanks replete with rank upon rank of broadside batteries, to lithe and deadly cruisers and stripped-bare warp runners, to watchful piquet frigates and lumbering star-fortresses. They were also of innumerable ranges of size, from the smallest Cobra-class destroyer or Heliconclass freighter to the grandest, multi-kilometre long, Victorem-class battleships and Mechanicum arks. Chartist Captains and Rogue Traders Fleets led by Chartist captains were the principal independent trade and supply fleets of the Imperium. Their flotillas of ships were intended to run the gamut of Imperial systems and provide an exchange of provender, materiel and other necessary goods on behalf of the Council of Terra. They were granted warrants of passage by the Emperor during the early expansion of the Great Crusade, and often assisted the Expeditionary fleets in whose wake they travelled by securing supply routes, providing news and transferring orders from central Imperial authorities down a chain of messengers to the front lines. Rogue Traders Militant commanded independent flotillas that scouted ahead of the leading edge of the Great Crusade, accompanied by their own armies which sometimes included Imperial assets. They were tasked with finding uncharted human worlds or xenos civilisations for the Expeditionary fleets to deal with in turn. Operating so far ahead of the Emperor’s crusading armies, the Rogue Traders Militant could expect little or no aid should they encounter foes too powerful for them to overcome, and so over time they fortified, and in the far darkness made use of esoteric and alien technologies. Many Rogue Traders were former powerful rulers of worlds conquered by the Emperor, given the choice to serve in the outer reaches of the galaxy or die. These rivals were never allowed to return to the core systems of the Imperium and many vanished alone and unheralded; slain, consumed or enslaved by nameless xenos abominations far from the light of Terra. The Mechanicum The Mechanicum of Mars, which was the spiritual authority over tens of thousands of Forge Worlds across the galaxy, was the Imperium’s primary manufacturer and maintainer of arms, munitions, vehicles and warships. Dedicated to working their machines and forges with religious ardour, the lion’s share of their output was committed to the furtherance of the Great Crusade. The Mechanicum’s leader, Kelbor-Hal the Fabricator General of Mars, held a seat on both the Council of Terra and the War Council, commanding vast authority and power. Under him was a grand synod of Magi, each controlling a Forge World, macro-forge, Explorator fleet or a splinter of the Taghmata Omnissiah: the armies of the Machine God. Amongst the armies of the Mechanicum were the Titan Legios, which fieldedthe largest and most impressive war engines in the Imperium; each a mobile weapons platform able to raze a city to rubble. At the feet of the Titans came legions of cyborgs, servitor-thralls, Tech-Priests and programmed automata armed with arcane and esoteric weaponry. In support of the Magi of the Mechanicum were the Skitarii hosts; cyber-augmented elite defenders of the Machine God. Also under the aegis of the Mechanicum, though not exclusively bound to it, were the Knight Households; ancient feudal bloodlines of aristocratic pilots who rode to war within combat exo-suits. The Primarchs In preparation for the re-conquest of the galaxy, the Emperor created twenty Primarchs to be his agents of change and lords of war, long before he reconquered Ancient Terra. These unique individuals, wrought of gene-craft and lore beyond the understanding of any save the Emperor himself, were his generals and the executors of his will – great leaders who would conquer uncounted worlds. Each Primarch had powers and skills beyond those of any other human – abilities rivalling those of the Emperor himself, for they were his sons and shared his brilliance, charisma, intelligence and radiant glory. Furthermore no two were alike; each embodied a different facet of the Emperor’s character, and had their own preference for warfare. Together, united with the Emperor and with the Legions at their command, they made for a force unseen and unequalled in the annals of human history. But the Emperor’s ambitions for the Primarchs appeared to be thwarted by a cataclysmic event, the true nature and scope of which has never been revealed. Some unknown force snatched the still foetal Primarchs from the Emperor’s care and flung them in scattered disarray across the galaxy. Each Primarch was cast onto a separate world where he matured in circumstances good or ill as fate, or perhaps some other agency, decreed. As the years passed, each Primarch came into maturity beyond the Emperor’s guidance; each a superhuman far beyond the power and ability of those around them. Some came to dominate their surrogate worlds, becoming powerful warriors and leaders; others were transformed by predilection or circumstance into shadowed monsters of legend. Over the course of the Great Crusade, the Emperor was reunited with each Primarch in turn and each was placed in command of one of the Space Marine Legions, and their authority was second only to the Emperor himself. At the close of the Great Crusade each of the eighteen remaining Primarchs was steeped in glory and was a proven master of strategy, having conquered vast swathes of space in the Emperor’s name. The Warmaster Named Warmaster at the Triumph of Ullanor, Horus was the Emperor’s most successful, most charismatic and most respected son. It was the greatest shock to the Imperium that he would turn his back on the Emperor. However, the stirrings of discontent were evident even in the years before his secession. With his actions cloaked in whim and the long tradition of military patronage and honour, he laid many seeds that would draw no suspicion under his lawful authority as Warmaster. Horus used his power to influence the stockpiling of munitions, showing preferential treatment to commanders who favoured him, and established trade pacts, patronage and treaties with allies in which he placed the greatest trust. Others, ancient regiments and Knight Households which he could not rely upon were unmade upon the anvil of war. The Legions of his rival brothers whom he envied or feared, he sent to the furthest corners of the galaxy such that they could not disrupt his power. Some of this was no doubt the workings of a general without peer seeking only to further the Great Crusade, establishing appropriate contingencies and rewarding those who fought hard in his name, however that so many such factors would later see him ideally placed to instigate the greatest treachery the human race has yet known is beyond coincidence. Horus had perhaps long plotted ascendancy in the darkest corners of his mind, even if he never planned to act upon those desires until fateful events conspired to bring them to terrible fruition. The Legiones Astartes The Legiones Astartes The Creation of the Space Marines Conflict involving genetically-modified warriors such as dread war-wights and ironsides had been a constant for thousands of years on Ancient Terra as part of the wars between the techno-barbarian tribes and the tyrant lords of city states. The Emperor’s own gen-hanced soldiers, the Thunder Warriors – named for the thunderbolt and raptor’s head heraldry of their master – proved superior to them all during the Wars for Unification. The Thunder Warriors were the first open display of the Emperor’s strategic and scientific genius. They were unprecedented in their physical strength and endurance, and had been gene-programmed to be resistant to both biochemical and psychic warfare. They were an army unlike any that came before them but, despite their many victories in the Unification Wars, they were far from perfect, suffering from both mental and biological degeneration as their own superhuman physiques turned against them after an unpredictable span of years, in what is speculated to have been a planned and programmed obsolescence. It seems obvious in retrospect that the Emperor knew early on that a more permanent and stable force of enhanced warriors was needed so, even while the Thunder Warriors waged war in their early days, the Emperor gathered about Him an order of savants and gene-wrights, and constructed new genetics laboratories deep in the vast dungeons of his fortress. Labour there went on for decades in absolute secrecy to create the Legiones Astartes – the Space Marine Legions. Into their creation went all the secret history and lore of the Age of Strife, hard wisdom gained through the successes and failures of the prototype Thunder Warriors and the Emperor’s own inimitable genius. The Emperor’s Legiones Astartes project created an army of toughened warriors, iron of arm and of will that were unflinchingly loyal to Him. Quickly the process was refinedand systematised, and the numbers of these new enhanced warriors, at first armed and armoured as the Thunder Warriors had been, grew swiftly and they were organised into twenty regiments. The regiments expanded rapidly into twenty Legions of thousands of warriors with the intake of new blood from the areas of Terra that had already joined cause with the Emperor. These Legions eclipsed the Thunder Warriors and soon were armoured in unadorned grey ceramite battle plate, becoming known as ‘the Angels of Death’, and each competed with the others to earn honours, glories and eventually names and heraldry of their own. With his Legiones Astartes, victory followed victory in quick succession, becoming a righteous crusade, and the Emperor became the single ruler of Terra – the firstin uncounted millennia. Once Old Earth was unified,the Emperor’s ambitions turned to the stars, and with his Space Marine Legions he subdued the gene-wrights of Luna, forced the Mechanicum of Mars to sue for peaceful Unity and brought the Saturnyne Ordos and Jovian Shipyards under his banner. With Sol unified,the Space Marines confirmedtheir destiny as the principal fightingforce by which the Emperor would liberate the galaxy from the depredations of the alien and the malignancy of superstition and oppression. Primogenitors Before the Legiones Astartes project, the Emperor engineered many wonders in his secret labs on Terra. Foremost of these were the Primarchs, of which there were twenty, each uniquely crafted by the Emperor’s own hand and, rumour has it, concocted from his own genetic stock; they were imbued with his majesty and only made possible through his prodigious and artful mastery of otherwise long lost science. Although it remained a secret at the time, the division of the Space Marines into twenty Legions was more than mere coincidence, for each Legion contained variant ‘gene-seed’ encoding drawn from a different primogenitor Primarch. This gene-seed often manifested in subtle ways, not least of all in influencing the psychological character of the remade and enhanced warrior to align with their primogenitor. That there is a sure link between the Primarchs and their Legions suggests that their existence was crucial in the invention of the Space Marines. For reasons unknown, the Primarchs were scattered across the galaxy in their infancy, and it was the Emperor and his Legions who recovered them in the course of conquering long lost human worlds during the Great Crusade. Indeed, so strong was this bond that as the Primarchs were encountered, their Space Marine ‘sons’ were compelled to obey their every word. They were the natural and obvious leaders of the Legions with whom they had so much in common; becoming a warlord-master to shape and lead that Legion to greater glories. Whether it was the Emperor’s plan that they would be his godlike generals from the start or whether they were merely a byproduct of the experiments that resulted in the creation of the Space Marines, will forever remain unknown. The discovery of the Primarchs may even have saved the Legions, for over many years of campaigning and due to attrition, losses, and overuse, the gene-seed inherent to the Space Marines had become unstable, and it was ever more difficult to create warriors on the scale required by the Great Crusade. Yet with the use of the Primarchs’ own genetic code, the gene-seed could be stabilised and stocks expanded to create Space Marines faster than ever before. In many cases, the Primarchs’ adopted worlds also became the new base of operations or ‘home world’ for their Legion – the Primarchs recruiting from its peoples into the ranks of their Legion. However, as dark speculation would have it, these accelerated gene-seed techniques, along with inadequate psycho-indoctrination may have led to later, unexpected flaws in some Legions, which paved the way for the horror that was to come. The Legions A Space Marine Legion is a frontline force of shock infantry comprising tens of thousands of super-warriors armed and equipped with the finest wargear the Imperium can supply. Each member of the Legiones Astartes carries the martial worth of many times their number in terms of regular troops; each and every one is a killing engine – tireless, faster, stronger, braver, more disciplined, and clearer-sighted. Together in disciplined order, the power of the individual Space Marine is amplified to incredible levels and a force of hundreds can quell a city in hours. Thousands together can conquer worlds in days, and tens of thousands and even hundreds of thousands wielded at once have been able to doom entire species and reduce civilisations to mere dust and memory in a span no greater than the single course of Terra’s orbit around its sun. Much of the organisation of the early Legions owed greatly to the ancient and proven Terran patterns of strategy, hierarchy and function as laid down in the revered texts of the Principia Belicosa of Roma, and the Emperor’s own genius, which added an adaptable strategic framework that spoke to the fundamental strengths and superhuman abilities of the Legionaries themselves. The chain of command was simple and direct, and the Legions’ officers,themselves mighty warriors, would lead them into battle personally as had long been the wont of the techno-barbarian tribes of Ancient Earth, and the battle would be taken always to their enemy because to defeat an enemy was never enough for the Legiones Astartes, only the utter destruction of a foe was victory. Of these twenty Legions, each steadily expanding in numbers over time, eighteen would survive to grow into vast forces – as to those that did not; nothing can be said in this record. Each Legion had grown to be a powerful military force in its own right, with its own supporting fleet to carry it between the stars and many times its number in servants, supporters and auxiliaries who lived and died at the behest of its commanders and Primarch. These fleets and armies were split into dozens of battlegroups operating independently to prosecute the victories of the Great Crusade. Taken together, the eighteen Legions represented an unmatched apex of force unequalled in the galaxy. Over the two centuries of the Great Crusade, the Terran Legions would evolve in innumerable ways – influenced by the worlds they recruited from and by customs and hierarchies which developed and flourished within them. With the finding of the Primarchs, who stamped their own personality and will unto their Legions, entire paradigms of culture, tradition and even ideology were overwritten. The Legions’ regimens of training and indoctrination each became hugely divergent and many Legions abandoned the strictures, doctrines and terminology of the Principia Belicosa to reform into fighting bodies adapted to a favoured style of warfare. By the end of the Great Crusade, the Legions each had their own distinct character. These unique divisions from the once-united body of the Legiones Astartes would birth rivalries and, over time, feuds which would be exploited with the advent of the Horus Heresy. The Process of Initiation A Space Marine is transformed from mere human frailty by a threefold process of genetic manipulation, surgical augmentation and psychoconditioning that ideally takes place over several years during the individual’s adolescence. That the process is conducted while the body is undergoing maturation presents the highest chance of survivability and the lowest chance of tissue rejection, and although partial enhancement of adult subjects is possible, it is extremely dangerous. The process by which Space Marines are created relies inherently on the hormonal and biological make-up of the human male, meaning that only males can be subjected to the transformation. In practice, only a small percentage of potential candidates will for one reason or another be regarded as suitable because of genetic, environmental or psychological factors, and even amongst these many do not survive the process. The resultant Space Marine is in many ways no longer functionally human, but is massively advantaged in terms of physical strength, durability and reflexes over even the most physically-adept, unaugmented human warrior. Their bodies are also phenomenally efficient biological engines, resistant to disease, contamination, radiation and poison. In addition, they are all but impervious to the natural consequences of aging and cell decay, other than by extreme physical trauma or incremental toxin and contaminate damage. Armour of the Legiones Astartes An Assayance of the Issue and Utilisation of Space Marine Power Armour The Space Marines of the Legiones Astartes are an aweinspiring spectacle for any mortal to behold, a fact that brought about the bloodless Compliance of numerous worlds throughout the Great Crusade. Legiones Astartes vehicles are slab-sided and brutal of aspect, and the weapons a Legionary bears are of equal scale to their overlarge physiques. But most distinctive and fearsome of all are the many marks of power armour in which the Legions are clad, serving as much to cow the foe as to protect the wearer from harm. The early Legiones Astartes were oft named the ‘Grey Legions’, for they went to war in imposing armour of cold grey, unadorned save for the Emperor’s thunder strike symbol of Unity and an ordinal numeral denoting the bearer’s Legion. Over time, Legions gained their own marks of distinction, and names – Emperor-given in some cases – came to replace numbers, with many companies seeking to single themselves out from their brothers. Battle honours were accumulated and the effect of each Legion’s character worked upon them, so that as the Legions expanded to conquer the galaxy, storm-cloud grey became granite, silver, viridian, iron, sable, gold, ocean, ash or ice, and by the time of the Triumph at Ullanor, the grey Legions of Unity were gone, lost to history. As various as the colours taken by the Space Marines were the suits of armour they wore. During the Unification Wars, the armour the first Space Marines wore was not new, but the same partially-powered and enclosed plate armour that had evolved on Old Earth and was worn by the Emperor’s Thunder Warrior Regiments. This Mark I ‘Thunder Armour’, was largely newly forged, but the Emperor’s warsmiths also cannibalised many suits from the armouries and corpses of conquered foes. However, Thunder Armour had faded from use amongst the Legiones Astartes before even the Great Crusade was underway. As the Unification Wars slipped the bonds of Old Earth and engulfed the entire Sol System, Mark I power armour proved itself unsuited to the nature of the mission for which the Space Marines had been created. Indeed, the rigours of combat upon the airless satellites of the Sol System called for a suit of fully-enclosed battle plate equipped with its own air supply, made fast against extremes of temperature and vacuum, and hardened against the effects of radiation. As such, Mark I armour was largely relegated to ceremonial use, and only worn in battle during rare times of desperation. Mark II power armour was better suited to fulfil the needs of the Space Marines of the Great Crusade, and became the standard for all of the Legions as the Imperium ventured from the light of Sol. However, the formulation of Space Marine armour quickly became a race of technological and functional improvement, and from the functional template of Mark II, many more variants of power armour were developed. Logistics and Supply It is notable that, throughout the years of the Horus Heresy, the numerous classes of weapons and wargear utilised by both sides remained remarkably consistent, with each Legion having some access to every mark of armour from Mark II through Mark VI to some degree. Indeed, the spread of Standard Template Construct system (STC) information and production imprints only appears to have hastened during the Horus Heresy; with the steady dissemination of knowledge between the Forge Worlds being accelerated during the course of the so-called Networked War, in which design schema was forcibly stolen from hundreds of both Traitor and Loyalist forge-fanes and shared rapidly between forges of the same allegiance for strategic advantage. Furthermore, the vagaries and grand scale of logistics played a vital part in the utilisation of the various marks of power armour throughout the Legions. During the Great Crusade, staging worlds would carry city-sized stockpiles of millions of suits of armour and countless munitions for the Space Marine Legions. Upon returning at completion of a campaign, or simply when at last they paused long enough for supply ships to catch them up, the Legions would be resupplied en masse from these worlds. Thousands of suits of armour would be issued at once in this manner, entire battalions setting aside their worn and damaged suits and taking up whichever marks were available for immediate supply. However, with the onset of the Horus Heresy, most of these staging posts would declare for either Horus or the Emperor and were raided or destroyed by the opposing side. Supply lines became increasingly fraught as the Age of Darkness continued, with each and every cache of fresh armour being bitterly contested. The Ubiquitous Boltgun Even as the armouries of the Legiones Astartes were issued with new marks of power armour throughout the Great Crusade and the Horus Heresy, so too were they swelled with numerous other marks and patterns of equally essential equipment. Most notable of all such advances are those applied to the standard firearm of the Space Marines – the ubiquitous boltgun. Broadly speaking, each mark of Legiones Astartes power armour was issued around the same time as a corresponding new pattern of the bolter and, in many cases, especially during a mass, post-campaign Legion-wide re-supply, they were issued at exactly the same time. Thus it was common to witness Space Marines clad in Marks II or III power armour bearing the distinctive ‘Phobos’ pattern bolter, while later on, it was common for those issued with Mark IV ‘Maximus’ suits to be issued the ‘Tigris’ pattern bolter alongside it. By the time Marks V and VI were in widespread use, the ‘Umbra’ pattern bolter was being manufactured in vast quantities, and this would serve as the iconic pattern of Legiones Astartes bolter for many years to come. Despite these broad alignments of development and supply, however, there existed no formal regulations prescribing that certain marks of armour be combined with certain marks of bolter, or indeed any other item of wargear. Indeed, after unification with Mars, attempts were made to replace the bolter with more advanced volkite weaponry, and while many companies adopted this change, volkite weaponry was too complicated to manufacture en masse – limiting its supply – and too difficult to maintain in the field for the Legions to accept it wholesale. Rather, the Horus Heresy was a time of chaos and anarchy where brother fought brother with whatever weapons were, literally, to hand. Phobos pattern boltgun with MkV-VI chainblade combat attachment. In service from late Unification Wars. Tigris pattern boltgun. Late Great Crusade era mass issue. Predominant in Traitor Legions at outbreak of civil war due to concurrent supply with MkIV ‘Maximus’ pattern power armour. Tigris pattern boltgun (Seeker issue). Features multispectrum targeter, auto-sense-integration node and special issue ammunition selector (Kraken, Scorpius and Tempest). Umbra pattern boltgun. Limited field tests underway at outbreak of civil war. Mass manufacture and issue by time of Siege of Terra. Issued alongside MkVI ‘Corvus’ pattern power armour. Mark II Crusade Armour M ark II was the epitome of Space Marine power armour, a void-sealed and radiation shielded suit of battle plate able to withstand an unprecedented degree of punishment. It was able to function effectively for days, if not weeks without resupply, and housed an advanced sensory and communications array. However, the true strength of power armour is the interface of connections it shares with the Black Carapace implanted beneath the skin of a Space Marine, allowing the armour to synchronise with their reflexes. So successful was Crusade armour that all subsequent forms of power armour would build upon the template of advantages it established. At the height of the Great Crusade, Mark II was predominant, many millions of suits being manufactured on Mars and elsewhere for service in the Legions. For the greater part of the two centuries for which the Great Crusade waged, Mark II plate was synonymous with the Legiones Astartes, the Imperium and the Imperial Truth. Even though the mortal multitudes of the Imperial Army outnumbered the transhuman Space Marines a thousand times over, it was the grim visage of the Mark II helm that was at once the sum of all fears and all hopes to the scattered tribes of humanity, dependent on whether they chose to oppose or to welcome the coming of the Expeditionary fleets. By the closing decades of the Great Crusade, Mark IV power armour had supplanted Mark II in many Legions, but several factors converged to keep it in service long beyond the point when the new mark might have rendered it obsolete. One is a simple matter of logistics writ large upon the galactic scale, with Legions which had pressed the furthest into the outer darkness forced to draw upon existing reserves of Mark II simply because newer patterns had yet to reach them in great quantities. Certain Legions retained Mark II for its reliability and for its history of service, unwilling to trust to the newer patterns. Yet another reason reveals the great web of the Warmaster’s treachery. In allocating new resources and technologies Horus supplied first and foremost those Legions which he favoured – securing in his dark MkII pattern power armour was produced by the million during the two centuries of genius stockpiles of arms and armour the Great Crusade, and with supplies of newer MkIV siphoned off to those Legions in preparation for a protracted war the Warmaster anticipated joining him in rebellion, many Loyalist Legions continued in which lines of supply would be using MkII throughout the civil war for want of significant stocks of newer marks. bitterly contested. Mark III Iron Armour I ron Armour is a specialised, up-armoured variant of Mark II plate. In general, wherever Mark II was in heavy use, large stocks of Mark III would invariably be found as well, yet even in those Legions which displayed a predilection for later marks, Iron Armour found use in the role for which it was primarily conceived – that of heavy, frontal assault. Mark III was deployed primarily for ship-to-ship boarding assaults and conflicts which took place in other ‘Zones Mortalis’ such as underground fortress bunkers, the bowels of hive cities or tunnel arcologies. The heavy armour plating affixed to the front facing of Mark III armour was ideal for such cramped confines where manoeuvrability and speed mattered less than sheer durability. There were many Legions which displayed a marked preference for this pattern over the others, even after newer marks had become available. In particular, the Imperial Fists and Death Guard were known to favour Mark III armour, finding it especially suited to the grinding and relentless war zones of siege operations, boarding actions, and hostile environments in which they were markedly proficient. Other Legions too, such as the Space Wolves and Dark Angels, are known to have made particular use of Mark III, perhaps because its bellicose nature matched their own, as much as any specific tactical or strategic necessity. MkIII pattern power armour was particularly favoured by the Imperial Fists, a Legion famed for its employment of Breacher Squads. The pattern was also used extensively by the Iron Warriors, Dark Angels and Space Wolves. Mark IV Maximus Armour I ntended to be the exemplar of power armour, Maximus Armour provided greater agility to its wearer without sacrificing the durability of Mark II power armour. Mark IV was in mass production at the time the Horus Heresy broke out, and so had been issued to every single Legion. With the benefit of hindsight, however, it is evident that the bulk of Maximus Armour stocks had been diverted to those Legions the Warmaster anticipated would follow him into treachery, the better, it is assumed, to equip them for the rigours of the war he planned to unleash. Of note the Warmaster’s own Legion, the Sons of Horus, made use of great quantities of Mark IV armour, along with the World Eaters, Night Lords and Thousand Sons who might have been ostracised from official supply chains but for Horus’ granted boon. At the outset of the Horus Heresy, Maximus Armour was perhaps the most common pattern in use, though this was short-lived, as even the huge stocks of Mark IV issued to the Traitors in preparation for the war could not withstand the sheer destruction wrought through the long years of the Great Heresy. In time, other marks would come to replace it, particularly as many of its advanced components were incompatible with those of older marks, and as such could not be recycled as part of battlefield repairs or combined into new suits. MkIV pattern power armour was especially prevalent in the ranks of the Sons of Horus, who as the Legion of the Warmaster himself were granted priority access when it was first issued. Other Legions that made extensive use of the pattern include the Emperor’s Children, the Night Lords and the Ultramarines. Mark V Heresy Armour T he designation ‘Mark V’ was a retrospective one intended to describe a broad class of ad hoc, ersatz and fieldmodified power armour that saw ever greater use as the Horus Heresy progressed due to the difficulty many Space Marine companies had in obtaining replacement suits for those irreparably damaged in battle. Many such suits were scavenged as parts from battlefield casualties or taken as the spoils of war. As well as this improvised pattern, records show there was a ‘Production Mark V’ that the Legions were able to manufacture in their own forges, or else otherwise obtain, falling back on common designs for parts that had specific crosscompatibilities, particularly based on prototype armour types that were circulating amongst the Legions for testing. In essence, the most common and recognisable form of Mark V power armour was a stabilised hybrid of elements of Marks IV and VI which could be locally manufactured or obtained from extant stocks, and which could be maintained even in the face of the extreme lack of supply. Every Legion made use of Heresy Armour in the heat of the Age of Darkness. Reliance on Mark V power armour was most prevalent in those detachments and Legions far removed from their home worlds or isolated from resupply, such as the Iron Hands and Salamanders amongst the Shattered Legions in the wake of the Isstvan massacres, and amongst those who were most rapidly inducting new Space Marines into their ranks. Every Legion made use of MkV pattern power armour at some point, in particular those that operated far from conventional lines of resupply, such as the Alpha Legion. In the years following the Isstvan Atrocity, the Raven Guard, Salamanders and Iron Hands were forced to rely on it extensively for want of resources. Mark VI Corvus Armour C orvus Armour, which entered service just before the outbreak of the Horus Heresy, was equipped with advanced autosensory technology and a more efficient power distribution system than Mark IV. Prototype forms of Mark VI armour were in circulation amongst many Legions during the Great Crusade with varying success; the Iron Warriors famously rejecting the pattern in favour of heavier armour. Many of the first suits which were evacuated from the Martian Schism were issued to the Raven Guard, who favoured them for their lightweight and stealthy profile. The Alpha Legion, too, is believed to have obtained an early schema for the production of Mark VI armour and used it widely from the onset of the Horus Heresy. By the later stages of the Age of Darkness, Mark VI was in wide use throughout almost every Legion, for both sides were able to call upon Forge Worlds in possession of the imprints to manufacture it. By the time of the Siege of Terra, Mark VI was fast becoming the most numerous pattern in service, seeing significant use among the Imperial Fists and Blood Angels Legions as they prepared for the defence of Terra, and on the Traitor side, it was worn en-masse by the Emperor’s Children during the Siege of Terra. In the closing days of the Siege of Terra, the Loyalists would introduce yet another mark of power armour: Mark VII ‘Aquila Armour’. This variant had its roots in developmental work undertaken in the last few years of the Horus Heresy, and was little more than experimental, even when it entered limited service. In the Great Scouring that followed, it would be Marks VI and VII which would enter mass distribution amongst the Loyalists, but such grim tales are the preserve of another volume. Upon their return to Terra the White Scars were resupplied with Mark VI Armour having relied for many years on MkII and III, and the rapidly-inducted ‘Inductii’ units utilised in the closing stages were used by all Legions as new suits were manufactured across the galaxy. The Space Marine Legions Ist Legiones Astartes Dark Angels S tark and uncompromising, the Dark Angels were the first of the Emperor’s Legions and the truest to the mould from which the Legiones Astartes had been struck. They were killers of the purest and most refined kind, for whom there could be no other destiny but a lifetime of war and death in the name of the Imperium and Mankind. They did not build empires, made no attempt to master the ways of peace or the subtle skills of the artist, craftsman or diplomat. They offered no excuses for their nature and made no compromises in the pursuit of their assigned duty, shirking neither the price they paid in blood nor that paid in infamy and solitude. Their greatest battles are to be found in no catalogue of Compliance or roll of honour, no scholars or poets sing of these glories or remember those fallen in their prosecution, for they fought against foes so monstrous that it was deemed necessary that all mention of them be erased from history. Such was the nature of their service, not only to be prosecutors of the Great Crusade, but also to serve as the Imperium’s most potent bulwark against the unknown terrors that lurked in the dark between the stars. Primogenitor: Lion El’Jonson Cognomen: (Prior) The Angels of Death, (archaic) The Uncrowned Princes Noteworthy Domains: Caliban, Gramarye, Terran Enclaves Allegiance: Fedelitas Constantus Observed Strategic Tendencies: None; within the Legion there was at least one Host or Order dedicated to each discipline of war. The Emperor’s First Sons The heraldry of the Dark Angels proclaims their lineage as the first of the Emperor’s Legiones Astartes, but other than that simple fact little is known of the origins of the Legion and its initial gene-stock. What is known with some certainty is that of all the many breeds of these post-human warriors, the Dark Angels were conceived by the Emperor as a template for those that would follow, distilled from the gene-code of the most stable of all his Primarchs and without any attempt to foster specific traits or curb the eccentricities of the stock from which they sprang. The diversity of their origins brought a wealth of disparate martial traditions into the fledgling Legion. During the early years of the Great Crusade they were among the largest and most heavily armed of all of the Legiones Astartes. They fielded more warriors under arms, maintained a larger fleet and had access to weaponry more powerful than any of their brother Legions at that time. They learned and specialised in all forms of war, and their knowledge was passed on to the other Legions. They won countless victories for humanity in this formative age, the most notable perhaps being the Rangdan Campaigns, wherein more than 80,000 of the Legiones Astartes and uncounted millions of the Imperial Army gave their lives to hold back the hordes of the xenos Rangda and their cohorts, preserving the fledgling Imperium from destruction. It was during this time that the Legion was to be reunited with its Primarch – Lion El’Jonson. The Hexagrammaton The Dark Angels maintained a secretive and esoteric schema of heraldry and rank, each warrior being a member of an Order – an organisation of warriors which transcended Legion structure – and a Wing, as well as, in some cases, several other internal circles or councils outside of the traditional Legion hierarchy. In the days before the coming of the Lion, the ranks of the First Legion were organised into six ‘Hosts’ known as the Hexagrammaton, each with its own combat specialities and tactical doctrines, developed by veterans of the Legion over long campaigns. Later, after reuniting with their Primarch, these Hosts would be refined and reorganised to become the six ‘Wings’ of the Dark Angels. The Wings were structures which sat outside of Legion rank, created such that warriors of many disciplines were available to respond to the need for their expertise in any war zone. The Stormwing incorporated the majority of the Dark Angels line infantry, training battalions and mobile ordnance batteries within its ranks. The members of this Wing were drilled in the disciplined and stalwart arts of close order warfare and set-piece battles, unshakable in defence and resolute in attack. Its veteran warriors were the core of the Legion’s infantry companies, capable of executing complex manoeuvres and formations under the heaviest enemy fire. When the Legion took to the field of battle en masse, the veterans of the Stormwing stood in the front ranks, serving to steel the resolve of their brethren and to oversee the execution of orders in the chaos of battle. The Deathwing excelled in special operations alongside other units of the Legion, especially as a counterpart to the more numerous Stormwing, with a multitude of sub-disciplines within its ranks. Most renowned among its specialists were those dedicated to the role of line breakers, elite veteran infantry who served to shatter the enemy’s formations and create openings for other units or Wings, and the Lifeguard cadre deployed to protect officers during battle. These Lifeguards were especially prominent, with few high-ranking officers in the Legion lacking a small force of Deathwing veterans sworn to give their lives to ensure their safety. Stormwing Armourial MkIII pauldron Deathwing honour mark MkIII pauldron Legion Standard Banner of the ‘Hosts of the First’ Pelagor Marner Lance-Decurion Eloi-7 Despoiler Squad, 52 nd Chapter of the First Host, Ordination of the Firewing MkII ‘Crusade’ pattern power armour, ‘Paravane’ sub-type Legion Standard Emblem of the Hexagrammaton in conjunction with winged sword The Ravenwing were based around the principles of mobile attacks, of strike and fade tactics and skirmish warfare, and excelled at the use of light skimmers and aircraft, but also incorporated significant infantry assets. These were mostly reconnaissance squadrons, though among those were infantry units specialised in the use of Drop Pods and other orbital assault doctrines. When the Legion gave battle to a foe that sought to evade or confuse them, or one whose overwhelming power compelled them to counter it with speed, it was the warriors of the Ravenwing that took to the fore. The Dreadwing are perhaps the most feared of all the branches of the Hexagrammaton. Garnering a reputation that far outweighed the Wing’s influence within the Legion, the Dreadwing was composed of those whose role was the utter annihilation of the enemy, the salting of the earth, and breaking of worlds. When called out from the ranks, the initiates of the Dreadwing were experts in the brutal tactics of massacre, purge, and the deployment of Exterminatus class weaponry, though many also specialised in the use of terror as a weapon. The Ironwing was dedicated to the use of overwhelming firepower on the field of battle, to confound the foe by means of barrage and conflagration, to defy their riposte with inviolate armour and carry the day by means of force alone. It was not a subtle Wing, composed as it was of the majority of the Legion’s armoured vehicles, heavy Dreadnoughts and field artillery batteries. They excelled at the breaking of fortresses by superior firepower and the rapid onslaught of massed war engines to overrun and annihilate an unprepared foe in the open field. The Firewing was the smallest of the six Wings of the Hexagrammaton, dedicated to all the bloody subtleties of warfare. It was the hidden blade of the Legion, the knife in the dark and the blade against the throat of the foes’ commanders. Within its ranks were to be found an eclectic mix of stalkers, champions and Moritat killers, all bound by their shared expertise in the arts of blade and knife, duellists and assassins without peer. The Primarch Lion El’Jonson Lion El’Jonson was reared upon the dark, forested world of Caliban, and it was from that planet’s culture that the Dark Angels draw many of their knightly traditions. Located to the far galactic north of Terra, close to dark and warptainted regions of space, Caliban was a planet of vast primal woodlands and savage great beasts, which preyed upon the feudal peoples of its lands. Before the Emperor was reunited with his lost son, Lion El’Jonson had risen to command a great knightly order and had become a master of its military. A superlative and tempered warrior, the Lion took his place at the head of the First Legion, bestowing upon them the name ‘Dark Angels’, and found acceptance with his brother Primarchs. Despite this honoured place, the Lion remained apart, for though his strategic skill and talent with a blade rivalled that of Horus himself, the secretive mien of the Dark Angels and Jonson’s own taciturn nature often led to distrust. Nonetheless, the Lion proved his ability many times over during the Great Crusade, and even when the title of Warmaster was given to Horus, his devotion to the Emperor did not falter. It was during the Great Crusade that another momentous event would shape the destiny of the Lion and his Legion. In the midst of the Dulan Campaign, the impetuous nature of Leman Russ came into direct conflict with the meticulous tactics of Lion El’Jonson. When the Lion claimed a kill which Russ considered his own, the two Primarchs came to blows. The two Legions would become rivals, but also close brothers in arms; both were relied upon by the Imperium to vanquish the most terrible of foes, and trusted beyond all others to enact the grim will of the Emperor when the utter destruction of a foe’s works and worlds was required. Primogenitor: Fulgrim Noteworthy Domains: Chemos (Primary), Terra (Tertiary rights) Cognomen: (Prior) None Allegiance: Traitoris Perdita Observed Strategic Tendencies: Combined Arms Warfare, the use of Complex Manoeuvre and Discursive Tactical Planning, Asymmetrical Assault. The Martial Brotherhood Terran recruits for the IIIrd Legion were drawn from the noble houses of Europa, forming an aristocratic brotherhood bonded by martial pride. The Legion’s gene-seed was free from flaw, and its warriors were given to a competitive spirit, eager to prove their individual superiority. The nascent IIIrd Legion was deployed not en-masse like its brother Legions, but in smaller cadres leading Imperial Army regiments, allowing its Legionaries to prove themselves as natural leaders with a superb ability to execute the intent and exceed the expectations of the Emperor in war. The noble bearing of the IIIrd Legion’s warriors made them ideal diplomats and emissaries, often afforded the honour of carrying the Emperor’s standard. None were honoured more highly by the Master of Mankind; for after a cohort of the Legion sacrificed themselves to shield Him during the betrayal at Proxima, they were given the exclusive right to bear the Emperor’s sigil, the Palatine Aquila, and he named them his ‘Children’. Though the Emperor’s Children earned huge renown, their superlative rise was not to last. Just as the Great Crusade was beginning, the Legion suffered a tragic gene-seed crisis. Through treachery and viral blight, its reserves of gene-seed dwindled beyond replenishment. Withering to a shadow of the force it once was, attrition bled the strength of the Legion to almost nothing. With only two hundred warriors remaining, so few that each carried the banner of a perished Company, on the very brink of extinction the Legion was reunited with its Primarch and saved. Ordered Perfection In the IIIrd Legion, every warrior was placed in a function best suited to their ability. Fulgrim maintained rigid order amongst the divisions of his Legion and command hierarchy, which were divided into strict lines of authority, with thirty Lord Commanders below the Primarch, of whom the first ten were exalted as ‘Princes of War’, forming Fulgrim’s inner circle. Each Lord Commander led a chapter (named a ‘Millennial’) and authority descended through an elaborate and multi-tiered command structure from company praetors down, with each Space Marine looking to his superior devoutly for leadership in a manner that bordered on a cult of personality. At their height the thirty Millennials numbered 110,000 warriors, though in the wake of the Isstvan campaign it is believed to have been reduced to roughly half that, only recovering by the eve of the Siege of Terra through accelerated implantation and indoctrination procedures. Honours were common, but were gifted rather than assumed, and those granted by the hand of the Primarch were held in the highest esteem. Every warrior knew his place and value, and this translated into a level of personal commitment and bravery fuelled in no small part by an unshakable faith in their own superiority. The Emperor’s Children believed there was no sphere of warfare in which they could not excel, though they never possessed the numbers or the mindset to engage in brute attrition warfare, and so their primary consideration was to keep the Legion as intact as possible while achieving victory. One of their chosen virtues was lightning warfare, for they believed that speed and decisiveness assured victory over strength and endurance. Moreover, Fulgrim himself preferred swift and elegant combat styles, and many companies of the Legion adopted large numbers of jump pack equipped assault units, jetbikes and Land Speeders. The emphasis on excellence led to the formation of a number of unique elite and specialised units such as the ‘Sun-Killers’ – lascannon-equipped squads formed from the crème of the Legion’s heavy weapon specialists, or who fulfilled more formal roles such as the Phoenix Terminators, Fulgrim’s praetorians, whose number was set at two hundred in memory of the first days of the Legion’s rebirth. Single combat was encouraged as a primary martial tradition, the duel seen as the ultimate expression of a warrior’s prowess. So highly regarded were the bladesmasters of the Emperor’s Children that a semi-formal formation was allowed to develop whose membership existed outside of the rigid rank structure; that of the Brotherhoods of the Palatine Blades, who formed only for battles against foes deemed worthy of their attention. I n war, the Emperor’s Children relied greatly on peerless strategic planning and the flawless execution of battle plans by individual warriors. Every aspect of battle was analysed and turned to advantage, from terrain and weather to logistical support and reinforcement, nothing was left to chance. This almost mechanistic approach to warfare had its dangers as well as its strengths, however, and should an entirely unforeseen contingency occur, or some crucial element or asset be unexpectedly removed, the Legion could be wrong-footed and thrown into confusion. However, for the most part, the strict and sure chain of command and the Legionaries’ attention to detail and individual skill allowed them to execute some of the most complicated multi-tiered combined arms feats of any Legion during the Great Crusade. The Primarch Fulgrim Long-forgotten Chemos was a grey-skied and grey-skinned mining world, where hope was thin and drudgery the coin of life. Privation was common on Chemos and the isolated human population that abided there suffered slow decay. Despite all these hardships, Fulgrim rose quickly to power. Compared to the wretches that breathed the slow-poison of Chemos’ polluted atmosphere, Fulgrim was pale-skinned and fine-boned,like some ancient paragon of grace given life. Ash white hair framed a handsome face and his violet eyes held a spark of delight. Fulgrim inspired hope with his intellect, his mien and his practiced humility in respect of his own brilliance. Once reunited with his Legion, in war, thought, craft and creation he excelled effortlessly. He re-organised the Emperor’s Children in a manner that suited his own exacting nature. Nothing was left to whim or chance; everything was deliberate and assessed for its aesthetic and functional value. Fulgrim was fond of remarking that if one was to excel then no detail was too small to consider, and that the quality of the whole lay in the quality of its constituents. In ordering his Legion, it is not surprising then that Fulgrim favoured formality, conformity and order, albeit with some leeway for flair. He sought to maintain the majesty of his Legion, recruiting from the ruling elite of worlds brought to Compliance. He was a being who revelled in the beauty of art, music and poetry, insisting that those around him were more than just warriors but artisans of the finest aspects of humanity. Fulgrim’s only flaw was his pride, and it is among the greatest tragedies of the Horus Heresy that one of the Emperor’s most noble paragons would be corrupted through this weakness, and brought from the height of glory to the basest nadir of degeneracy. In the last years of the Great Crusade, the pursuit of excellence became an arrogant assumption of superiority – the collection of laurels more important than Imperial Unity. It is likely that the overweening pride that had come to dominate the Legion’s senior commanders forced them to walk the path of the Traitor rather than to accept the role of servants in a unified and peaceful Imperium. To become reduced to one amongst many was a fate that pride could not endure. During the Age of Darkness, the practised excellence of the Emperor’s Children was a brittle facade that concealed a swiftly growing canker. At the heart of the IIIrd Legion, Fulgrim and his Lord Commanders partook of sordid feasts and abhorrent bacchanals that defied both decency and sanity. With their leaders languishing in decadence, the Legion fragmented; many of its commanders blaming one another for their lack of perfection and settling matters of honour in bloody duels. And as Fulgrim sank into madness, his Legionaries followed, making of themselves fearsome instruments of terror in the process. Legion Armourial MkIV pauldron Unification War Command Veteran MkII pauldron Legion Standard Phoenician devotional awarded after Compliance of Okku Prefector Flavius Alkenex Phoenix Millennial, Triumph of Ullanor MkIV ‘Maximus’ pattern power armour with ‘Phoenician’ pattern helm with additional rank crest Legion Standard Commissioned for Ullanor Triumph Primogenitor: Perturabo Cognomen: None officially recognised. An informal designation for the Legion, the ‘Corpse Grinders’, was suppressed and use of it was categorised as an infraction of duty by order of the Officio Provost Marshal as ‘corrosive to Crusade morale’. Noteworthy Domains: The satrapy of the Meratara Cluster, Olympia Majoris system (primary home world – Destroyed). Primus grade garrisons, keeps and bastion-holds established on at least seventy worlds, with an unknown number of additional secondary outposts and watch stations. Allegiance: Traitoris Perdita Observed Strategic Tendencies: Siege and Trench Warfare, Co-ordinated Mass-theatre Warfare, Armoured Assault, Planetary Decimation, Attrition, Retribution and Counter-insurgency Campaigns. F rom its inception, the IVth Legion’s gene-seed was highly adaptable and rates of implant rejection were low. This meant that the IVth’s strength was built rapidly, expanding to several full battalions while other nascent Legions were little more than company musters. In turn the IVth Legion was swiftly put to active service. Thanks to its gene-seed, it was the most numerous Legion in the first years of the Great Crusade, and its forces were split between several of the first Expeditionary fleets. The IVth quickly proved itself in battle, and for a time ranked highly upon the honour rolls of the Imperium. It was large enough to remain autonomous from the influence of the newly-found Primarchs, and remained stubbornly regimented in structure and doctrine. The Legion earned a reputation of approaching each enemy with an unaltered pattern of warfare; facing it down with relentless and meticulously applied force alone rather than cunning or heroics. This was a double-edged blade, for as other Legions attained their own characters they looked down upon the IVth as unimaginative, mechanistic and even honourless. Conversely, to the Great Crusade’s High Command, these traits were desirable, making the IVth more reliable and more ready to accept command without complaint. The IVth Legion could be split into contingents as needed by theatre commanders without the obstacle of a Primarch, and never baulked in their duties. Accordingly, the IVth Legion was increasingly used to fighting inglorious but vital campaigns of drawn-out, backbreaking war and was directed by the hands of others to dangerous garrisons; becoming a ‘workhorse’ Legion, relied upon not for any unique ability, but simply to follow orders. Over time, the Legion was exploited, bled through thankless attrition, outpaced in glory, and made resentful. It was to this damaged and disabused Legion that Perturabo came. Iron Within Within the IVth Legion, Perturabo’s word was law, and all his warriors were grist for the bloody mill of war. Promotion and advancement in the Legion’s ranks was a matter of survival (both from the enemy and Perturabo’s displeasure), and of specialisation. Honorifics and commendations meant little to the Iron Warriors, however, the high rank of Warsmith was awarded to the truest masters of the battlescape, amongst whom three were promoted to Perturabo’s council – the Trident. The principal strategic building block of the Iron Warriors was the Grand Battalion. This formation had a notional strength of one thousand Space Marines, but it also incorporated armour and artillery. Recruitment and reinforcement into a Grand Battalion was continuous to offset high attrition rates, causing strengths to fluctuate widely. Organisation below the strategic level varied by the demands of particular deployments, with common divisions rated as infantry Cohorts or heavily mechanised Grand Companies. Below this were the Line Centuries, comprising roughly one hundred Legionaries and a large complement of armour. A system of orders existed outside of the Legion’s main structure. Most renowned were the Stor-Bezashk, masters of siege and ordnance even among a Legion specialised in such tactics, and the ‘Iron Havocs’, marksmen of the most powerful weapons a Legionary could carry unassisted. The Tyranthikos or ‘Siege Tyrants’, were veteran line breakers equipped with Terminator armour. There also existed a series of warrior societies outside of the Legion’s command structure such as the Dodekatheon, an order of competing masons and strategists in the arts of siegecraft; the Apolakron, those who experimented with the machine-craft of battle-automata; the Kheledakos, master shipwrights; and the Lyssatra, known as the ‘Brethren of Thunder’ or disparagingly as the ‘burned men’, whose obsession with devastation exceeded what the Legion considered practical. A t every level, the Iron Warriors Legion was formidably provisioned. The Legion took a practical approach, using equipment selected foremost for reliability and ease of repair, function taking precedence over form. Of note was the huge number and diversity of armoured vehicles and artillery support assets fielded by the Iron Warriors, which were regarded as almost disposable owing to the Legion’s capacity to quickly replace such assets. Its munitions and armour reserves were also estimated to exceed that of several other Legions combined. Iron and Blood The Primarch Perturabo Perturabo was a ruthless and effective warlord; a master strategist whose razor-edged mind could fathom the hidden weakness in any enemy and exploit it with savage and decisive action. His capacity for learning was incredible, and his intellectual curiosity insatiable – he was gifted above all others in scientific and technical intelligence. However, from the outset he was a distant, calculating mastermind who cared not for others, nor readily deigned to explain his actions or intentions. This mattered little in the context of his use as a weapon for the Great Crusade, however, for Perturabo was formidable and could deconstruct and overcome any obstacle or cast down any foe. When united with his Legion he reviewed their record and their doctrines against the Legions of his brothers, and found the IVth wanting. It was not enough for Perturabo that they were merely superior; their failing was that amongst the Legions they were not already supreme. His punishment was decimation – putting one in ten of his Legion’s warriors to death. While outsiders were horrified by this seemingly wasteful action, to Perturabo it was a calculated and cathartic act, purging his Legion (and by extension, himself) of the weakness which pervaded it, and proving to all that he was first among his brothers in ruthlessness, decisiveness and willpower. Perturabo demanded that his Legion would be a peerless engine of war. He rebuilt it in his own design, and it operated as a cohesive, determined and disciplined force – an army whose task was to overwhelm its foes by the most efficient methods possible, destroying utterly the enemy’s ability to resist. The Legion was technologically proficient, and preferred to strike always from a position of overwhelming superiority, bringing maximum force directly to bear. They favoured use of massive, focused bombardments as a precursor to attack. The calculation of fields of fire, the use of high-intensity shelling, and the deployment of heavy armour and mechanised forces to spearhead assaults were the Iron Warriors’ stock-in-trade. Under Perturabo, the Legion’s character was amplified – where once the Legion had been ruthless in its willingness to accept losses in return for victory, now it was utterly driven to the point where such considerations were far beneath it. The Legion’s acceptance of mass casualties as the price of victory made it excel at siege warfare of the most vicious kinds. War became a deadly equation, which the Iron Warriors were supremely suited to solve; a relentless, unyielding engine of steel and fire which swept worlds clean and devoured whole armies. The Iron Warriors suffered the highest casualty rates of any Legion, yet through the cruel genius of Perturabo’s calculus it absorbed these mass losses without serious damage to its combat effectiveness. In a dark twist of fate, Perturabo would frequently expend the forces of the Excertus Imperialis as sacrificial cannon fodder, to deplete the enemy’s munitions, or to simply gauge their strength before committing his Legion. This tarnished the Legion’s once-pristine reputation with the War Council and, as a consequence, relegated it to hopeless wars in forlorn corners of the galaxy, only furthering the growing bitterness of resentment felt by its warriors. Legion Armourial MkIII pauldron Field-modified MkIII pauldron Legion Standard Borne by three successive bearers during the final battle of Thranx Tigris pattern bolt pistol Thunder Edge pattern chainsword Legionary Krovorn Battle Group ‘Khurghan’, Scouring of the Wheel of Fire MkIII ‘Iron’ pattern power armour, extensive damage and field repair/modification Primogenitor: Jaghatai Khan Cognomen: (Prior) Various (e.g. The Pioneers, Star Hunters, Blood Debt, Vanguard, Grey Ghosts) Noteworthy Domains: Chogoris/Mundus Planus (Primary), Terra (tertiary rights), the Kolarne Cluster (multiple tributary domains) Allegiance: Fidelitas Scindo Observed Strategic Tendencies: Shock Assault Strikes, Highly Mobile Hit and Run Campaigns and Extended Unsupported Operations within Hostile Domains. The Emperor’s Vanguard th From their inception, the V Legion were held apart from their brothers, rarely being found in massed ranks among the assembled hosts of the Unification Wars, yet they were one of the first Legions to draw blood in the name of the Emperor. Taken first from the technomadic tribes of the Thulean Basin, whose hardy stock had traversed those icy wastes in vast mechanised crawlers throughout the long years of the Age of Strife, and later from the wider stock of Terran recruits, the warriors of the Vth Legion were the Unification’s eyes and ears. While some of the earliest Legions were committed to the front lines of the initial conquest alongside the Emperor’s Thunder Warriors, the Vth Legion was granted the solitary duty of seeking out the hidden fastnesses of the many gene-wrought demagogues and warlords that ruled the war-ravaged face of Old Earth. Always they were pioneers, used in reconnaissance and sudden shock assault, and where they could not eliminate an enemy outright, they gathered information on the foe’s strength and force disposition, acting as the vanguard for a reserve Imperial host. As the Emperor’s war for galactic reconquest moved outward from Terra, the Vth Legion moved ahead of the Expeditionary fleets. For over half a century, the Vth fought a lonely, piecemeal crusade, each of its companies separated by such distance that its flotillas slowly began to lose any sense of unity with their brethren. Each of these Pioneer Companies, their many acts of heroism beyond the leading edge of the Emperor’s ever-expanding domain, garnered little praise or attention amongst the lords of the Imperium. There in the outer darkness, shorn of supply and reinforcement, was the basis of the White Scars’ mastery of hit and run warfare established by necessity; for they simply could not afford to engage in protracted wars of attrition. The Great Horde The Vth Legion has never adhered closely to the strictures of the Principia Bellicosa, a deviance which only grew under the command of the Great Khan. Lacking in the numbers that allowed many of the other Legions to operate as fully-fledged war hosts, the Vth Legion was originally organised into small Pioneer Companies, each operating as a separate, fully autonomous and independent force. This independence of operation and command was both a necessity due to the size and mission of the early Vth Legion and a legacy of the fierce spirit of its original recruits. When the Great Khan took command of the Legion, he reformed these warriors into a number of flexible ‘Hordes’ equivalent to groupings of a number of chapters. These formations stood above the ‘Brotherhood’ or company level in the Legion’s structure. In creating his new Legion, the Great Khan was careful to split up the old Pioneer Companies, mixing warriors of differing origins together with new recruits from his home world of Chogoris to constitute the new Hordes. The other main organisational unit within the White Scars, the Brotherhood, was a unit roughly equivalent to the standard company. Just like the larger Hordes, each Brotherhood varied in size quite widely, with some being formed of less than a few hundred warriors and others up to several thousand. Typical Brotherhoods were almost always mechanised cohorts, in that the entire force of the Brotherhood was either mounted on jetbikes or supplied with other forms of transport to enable rapid deployment and high speed onslaught or pursuit operations. However, some specialised Brotherhoods comprised dedicated artillery trains and slower moving vehicles of war or lighter skirmishing and reconnaissance units; the Legion remaining a flexible force able to prosecute any form of warfare. Legion Armourial MkIII pauldron Legion Variant Armourial ‘Rite of the Riven Moon’, MkIII pauldron Brotherhood banner of the Brotherhood of the Black Axe Lost to Alpha Legion during Chondax Campaign Legionary Khasar Brotherhood of the Foresworn, Brotherhood banner of the Pale Stars War Zone (Phargos Rex Intervention/Flame Nebula War) Brotherhood of the Golden Star MkII ‘Crusade’ pattern power armour with Legion-specifichelmet and Chorgorian adornments. Byfrust Battle Honour M ost Brotherhoods also included what the White Scars referred to as a Keshig, which indicated a body of troops somewhere between a lifeguard for the Khan and an elite reserve intended to bolster both the fighting spirit and tactical firepower of the line troops. Given the overtly aggressive nature of most White Scars tactics, these units often formed the forefront of any assault, and most often contained the most skilled and experienced warriors within the Brotherhood. Several bodies of warriors also existed outside of the Brotherhood structure. These included the Karaoghlanlar, the ‘Dark Sons of Death’, destroyer cadre warriors deployed in combat when the utter annihilation of the enemy was required, as well as for certain ritual roles in the wake of key campaigns. The Burgediin Sarhvu, the ‘Falcon’s Claws’, served as hunters and forward scouts, experts in survival and the quiet elimination of enemy commanders. The Kharash, less a formal order and more a temporary assembly of penitent or glory seeking warriors, was assembled whenever the need for a diversionary or shock assault force arose. The Uhaan Solban, omens of ill-fate, comprised almost every one of the limited number of Dreadnoughts in service with the White Scars. The Akoghlanlar was the Legion’s expanded Apothecarion. The White Scars also made use of so-called weather-witches or Stormseers; a cohort of battle-psykers which was maintained even after the Edict of Nikaea. The Primarch Jaghatai Khan Jaghatai Khan, the Warhawk, was reared upon the wild planet of Chogoris. A wilderness of sweeping plains, forests and mountains, its tribes fought constantly, though all would ultimately submit to the might of the Khan of Khans, as Jaghatai came to be known. When the Emperor came to Chogoris and granted Jaghatai domination over the Vth Legion he was still possessed of a mien born of the vast wilderness, and despite having already mastered the strategies of conquest, Jaghatai Khan was unfamiliar with the advanced technologies of the Imperium. Nonetheless, the Khan shaped his Legionaries as he would the plains warriors of his home, testing his new sons in bloody trials and gruelling contests of skill and strength. The Great Khan gave his disparate sons more than honour scars, he also introduced a united cultural identity in the Chogorian mould. He encouraged his Legionaries to take pleasure in their duty, and to study the ‘Noble Pursuits’, as they were known on Chogoris – such arts as calligraphy, hunting and the telling of ancient tales. He made the ways of Chogoris the Truth of his Legion, a strange blend of practicality and superstition that was ill at ease with the strict tenets of the Imperial Truth. Jaghatai’s refusal in later years to amend the practises and outlook of his Legion to more closely fit the Imperial Truth was yet another source of conflict between the Great Khan and some of his brothers, notably zealous Lorgar and overbearing Guilliman. In every battle in which he fought, Jaghatai led the assault. He was ever to be found where the fighting was most intense. It was to Jaghatai and to each other that each White Scar was bound; not to the distant dream of the Imperium or any one of its worlds, but only to the Khan of Khans and the savage joy he took in war and in life. Primogenitor: Leman Russ Cognomen: (Prior) None officially recorded, but various informal and idiomatic cognomen inconstantly used such as The Rout, Vlka Fenryka, The Sky Warriors, The Emperor’s Executioners. Observed Strategic Tendencies: Shock Assault, Search and Destroy, Pursuit Operations, Punitive and Excoriation Campaigns. Noteworthy Domains: The death world of Fenris (Enforced Dominion), Lucan (Tertiary rights) Allegiance: Fidelitas Sine Recursu Jackals before Wolves The origins of the VIth Legion were held in utmost secrecy by the Emperor. Legion recruits were drawn not from Terra’s nation states but selected on an individual basis from the most barbaric, regressive and hyper-violent of cultures; those who held to no collective identity and could be moulded into weapons without prior imprint. Their gene-seed was carefully segregated – it was extremely prone to fatal rejection and, for reasons unknown, the VIth gene-strain often imparted a distinctly bestial countenance on those candidates that survived implantation. Because of this, the Legion was one of the smallest and slowest to grow in the years before reunification with its Primarch. Given its small size, the VIth Legion served alongside Auxilia forces in major campaigns, or fought in smaller missions to destroy particular knots of enemy resistance in shock assaults. Over time, the Legion developed particular expertise conducting rapid operations and punitive actions against rebellion. However, its members quickly earned a grim reputation as butchers amongst those they fought alongside, and were often accused of indiscriminate slaughter and collateral damage, or even on occasion of killing allies. The Legion was not focussed or precise; it was a force of nature unleashed, more a raging fire or tidal wave than an assaulting army. Its warriors reaped destruction, claiming no strategic assets and holding no ground but rather subjecting enemy forces to savagery and brutality. Such behaviour was feared by many in the Imperium, and the VIth Legion’s future was uncertain until Leman Russ was rediscovered early in the Great Crusade. Lone Wolves Stalking the Stars The misdemeanors of old were made good under Leman Russ. The Legionaries’ blood lust was brought under control with discipline and iron will, and their rage tempered by oath-sworn loyalty. Russ gave his Legion pride in what it was, pride in the power it wielded, pride even in the monstrous violence which lurked within its heart, but with all this he did not allow its warriors to crave glory for their own sake, nor drink too deep of the bitter draft of mindless bloodshed. He gave them purpose and he gave them honour, bleak as it was. They served only the Emperor, their ‘Allfather’. That duty was a sacred one, for the Space Wolves were wrapped in a cloak of secrecy and a superstitious mythos of their own making, abhorring socalled ‘witches’ and spirits and reveling in their own poetic sagas. This was reinforced through psycho-indoctrination to protect their minds from the horrors they were forced to perpetrate and witness in the name of the Imperium. For a brief period under Russ, before many other Primarchs had been found, the Legion earned respect and renown, and commanded the might of many Imperialis battalions and other Legions in addition to its own Auxiliaries. Russ was a field general of surpassing skill, and enacted scores of successful Compliances. However, many of the Space Wolves’ campaigns were unavoidable grinding horrors and terrible wars of genocidal cleansing, the Legion choosing to focus its brutality against rebels who they cursed as ‘oath breakers’ and punished with excessive savagery. These wars, and conflicts such as the cataclysmic Rangdan Xenocides, redoubled the Legion’s dark reputation – painting Russ, not as a noble savage, but as an executioner and blood-spattered tyrant – and soon the Space Wolves were so feared by the Great Crusade’s own forces that they stalked the stars alone, and could only be recalled by the Emperor himself. Tactical Squad Later Great Crusade Armourial, MkIV pauldron Destroyer Squad ‘Horns of Winter’ icon, MkIII pauldron Legion Standard Ovekra Compliance. ‘Land Scourer’ Veteran Legionary Isem Orn Thelm’s Warband, Second Great Company, Prosperine Censure Host MkII ‘Crusade’ pattern power armour, early Great Crusade vintage featuring hand-applied ‘Othala’ rune on gorget. Legion-specific combat shield and power axe, Fenrisian origin A Legion Clad in Allegory Fenris hosted ‘The Fang’, an enormous fortress carved from a mountain by Russ and the Emperor through the expenditure of vast resources, uniquely allowing the Space Wolves to be entirely self-sufficient from both Terra and Mars. It hosted all the facilities of gene-seed implantation, training, forging of arms and armour and psycho-conditioning needed by the Legion to survive. This autonomy would prove a prescient boon as the Legion became removed from the wider Imperium. Within the Fang, the Legion’s ranks and legends grew and took on a new shape. The Legion was organised unlike any other, with thirteen distinct Great Companies each nominally consisting of 10,000 Space Marines that competed for glory and the favour of their ‘Wolf King’, Leman Russ. These had diverse characters such as the First Company, ‘Onn’, which were the ‘Varangyr’ elite – the ‘Wolf Guard’ of Russ’ own household – and the Seventh Company, the so-called ‘Landayvan’ destroyers and layers of waste. Each Great Company was led by a ‘Jarl’ or ‘Wolf Lord’. Under these Jarls were many lieutenants, named ‘Thegn’ or ‘Claw Leader’, and the number of Thegns was very much at the discretion of the Jarls, who ruled their companies as a wolf leads a pack. The Thegns were in turn responsible for any number of packs (variants of small tactical units or taskforces), which each had a ‘Huscarl’ leader to keep its warriors in line. The Space Wolves were heavily infantryfocussed in their martial ways. Packs were conditioned to hold a near-suicidal disregard for danger and trained to exploit this to the fullest extent on the battlefield, pitting their courage and might where it would be most effective; in the very teeth of the foe, overwhelming opponents by sheer speed and ferocity of attack, both in hand-to-hand combat and in brutal short ranged fire fights. As time went on, tactical dispositions shifted to better accommodate this preference, leading to the creation of unique shock units such as the ‘Grey Slayers’ and ‘Bloodied Claws’, which gradually came to comprise the bulk of the core infantry of the Legion. The Primarch Leman Russ Leman Russ was the so-called ‘Wolf King’ of the primitive death world, Fenris. A world that should not be possible, Fenris’ ecology of burgeoning megafauna, its shifting geology of frozen seas and molten islands, its storm-wracked climate of helwinters and burning summers, and even its extant path through space represent paradoxes of and contradictions of nature. It is speculated that Fenris was perhaps artificially constructed in a bygone epoch so as to create the exact conditions required for precisely one thing – raising a hardy, savage warrior race and their king. There would be no bright towers and industry for Fenris under the Imperium; its conditions would be carefully preserved and shrouded in deeper myth by Russ and the Emperor. Leman Russ’ early history is remembered through allegorical accounts that speak of his upbringing by a pack of wolves; the barbaric wars he fought for supremacy and that, when he met his father, he challenged Him to contests of strength, wit and will like the Norsic kings of Old Earth. What is fact, is that Russ himself was not a savage but possessed of dazzling intellect and a singular cunning – giving his rivals the impression of dull-witted barbarity while holding logic and reason as high virtues. Though he embraced Fenris’ culture, was headstrong and defined right and wrong in the starkest of terms, Russ took easily to his role in the Imperium; absorbing readily its advanced technology and accepting the Emperor’s vision of galactic Unity. His testing and training was brief compared to other Primarchs, and he quickly took full command of his Legion – one that could now thrive with the stabilising intervention of his ‘canis gene-helix’ upon its gene-seed. Russ ultimately reshaped the VIth Legion – a force which notoriously disrespected high authority and followed only strength – with the tradition of Fenris, tempering their feral nature and commanding their respect by will and deed. Primogenitor: Rogal Dorn Cognomen: (Prior) None. Informally: The Stone Men, The Iceborn, Sentinels of the Void, The Defenders of Terra, His Protectors. Observed Strategic Tendencies: Ship-borne Assaults and Boarding Actions, Defensive and Fortification Zealous Crusaders The VIIth Legion was created to secure and consolidate the realms of Mankind, beginning with the newlyconquered territories of the Unification era. It drew recruits from every region of Terra. The Legion’s geneseed implantation inflicted intense pain, and only the hardiest stock was suited to surviving such a process. Nonetheless few initiates lived to become Legionaries, and those that did were taciturn, dour and grim of nature. At their root, the Space Marines of the VIIth Legion were crusaders. In war they sought conquest with a focused hunger, favouring massed shock assaults using their full array of weaponry. Multiple battalions often took to the field en-masse, breaking enemies with hammer blow force. They were the very hand of the Emperor that descended and gripped worlds with an unbreakable fist – a feat for which he honoured the Legion with its name. But simple victory was not enough; to conquer one had not only to defeat one’s enemies, but to hold the prize of that victory. The VIIth Legion would raise bastions within days of victory, and across the galaxy their fortresses gazed down on those who dwelt in the land around; a constant sign that the strength which had conquered them remained, rooted into the earth. These fortresses solidified conquests, and ordered domains sprang up around them, replacing what had been broken with something far stronger. After each conquest, more warriors were inducted into the Legion. However, the VIIth did not linger, but drove ever on, without pause or respite. Nor did it administer, or draw up and enforce laws – the Imperial Fists were warriors of the Imperium, not its masters, and they existed only to serve in war and die for its ideals. The Foundations of Imperium The discovery of its Primarch and the planet which had raised him only strengthened the character of the Imperial Fists, and their integration was swift and complete. The Legion’s organisation aligned with the strictures of the Principa Bellicosa set down by the Emperor, for Dorn was practical, seeing no need to Operations in Extremis, Stronghold Assaults, the Conquest and Forced Compliance of Void-faring Civilisations Noteworthy Domains: Terra, Inwit and the Solar Domains Allegiance: Fidelitas Totalis change an effective structure. Its numbers remained largely stable throughout the Great Crusade – in the region of 100,000 warriors, subdivided into many companies, ranging in size from a handful of squads to several hundred Space Marines, the numbers of which waxed and waned due to battlefield attrition and recruitment. These companies were grouped into flexible battalions based on the needs of particular deployments rather than as standing formations, and larger battalions were called a ‘Crusade’ or ‘Household’. Company-level captains were functionally the most senior ranks in the Imperial Fists’ hierarchy, with every warrior in the Legion obedient directly to Rogal Dorn and above him, to the Emperor. However, while Dorn maintained no fixed inner circle of advisors – his council was whoever stood beside him in battle – he honoured many captains of skill and merit with additional authority. Commanders of appointed theatres were given temporary titles and afforded the greatest respect; these were the Marshals, Fleet Masters and Siege Masters. Lord Castellans were senior masters of defence appointed to garrison and hold conquered sectors of space, and Lord Seneschals were responsible for the crusading strategies of whole spheres of the galaxy. Above these stood the First Captain, Sigismund – renowned as the greatest warrior of the Age. Sigismund was master of the Temple of Oaths, which bound each Legionary to their purpose, and of the First Company, the Templar Brethren, which numbered 1,000 warriors; each a tempered exemplar of the spirit of the Legion and the Great Crusade. Many other storied veteran sub-divisions formed in the Legion over the course of the Great Crusade, such as the Phalanx Warders, specialists in the desperate confines of Zone Mortalis warfare, whose charge was the defence of the Legion’s flagship, the Phalanx, and the Huscarls, an elite bodyguard cadre sworn to the singular purpose of defending Rogal Dorn himself. Line Command Heraldry MkIV pauldron Informal Destroyer Variant heraldry MkIV pauldron Heavy Support Squad Sergeant Late Great Crusade era Thunder Edge pattern chainsword Veteran Sergeant Ahmand 62 nd Squad, 55 th Company, Imperial Fists flagship ‘Tribune’, Taking of the Contrador, Battle of Phall MkIII ‘Iron’ pattern power armour, breaching shield features twin-axe device denoting service alongside famed Imperial Fists Seneschal Rann Krak grenade, frag grenade and MkXIX Lucifer pattern melta bomb F avoured by Terra and the manufactoria of Sol, the Imperial Fists were blessed with the cutting edge of Imperial wargear and technologies, and were often the Legion chosen for testing advanced weaponry such as the assault cannon. They were amongst the strongest proponents of the development of Tactical Dreadnought Armour, and fielded a significant number of squads equipped in all variants of Terminator armour. Furthermore, they fielded a larger complement of heavy tanks and more Dreadnoughts than many of their brother Legions – the hardiness of their Legion stock contributing to the high survival and internment rate. The last great facet of the Legion was the strength of its fleet. This comprised over 1,500 capital warships under direct command, and many more bonded by oath and fealty. This naval might was the greatest of any of the Legiones Astartes, and was further enhanced by the fact that many of the ships were the largest in the Imperium. Of these the greatest was the Phalanx – a pre-Imperial relic of vast size and unimaginable power that dwarfed entire attack fleets by comparison. The Phalanx was, perhaps, the largest mobile battle station in the Imperium, more battle-station than ship, and served as the Imperial Fists’ principal base of operations in the Great Crusade. The Imperial Fists also built many space forts, and were the preeminent masters of high-intensity ship-to-ship warfare in the cold void, seeing a space battle as a natural extension of a siege, divorced from gravity and in three dimensions. At the very end of the Great Crusade, Dorn and his Legion returned to Terra to guard and fortify the seat of Imperial power. Across the northern Segmentum Solar, Dorn erected and coordinated the ‘Gauntlet of Stone’ – a line of defence which would hold the Traitor onslaught for a decade across the vital void channel of Paramar, Beta-Garmon and Lorin Alpha. The Legion would fight bitter and desperate defences and was instrumental to the Loyalist efforts at the Imperial Core. When Horus brought his hordes to Terra, Rogal Dorn commanded the Imperium’s defiance, and without the sacrifices of the Imperial Fists all might have been lost. The Primarch Rogal Dorn Inwit is a world of death and merciless cold, home to warring nomadic ice clans. Inwit’s denizens are not unsophisticated; rather, their world is consciously preserved to teach its denizens strength. Long ago, the people of Inwit carved their own realm from the stars, conquering dozens of worlds, yet their rulers chose to keep to the old ways, living harsh lives like their vassals. It was there that Rogal Dorn ruled. His qualities married perfectly with those of hard, cold Inwit, and he pushed its empire further, ordering its armies, and fashioning spacecraft the like of which had not been seen before. When the Emperor was reunited with Rogal Dorn, he regained not only a lost son, but the strength of a star spanning society already forged into a tool of war. Rogal Dorn was possessed of a single-minded energy tempered by a reserved and stoic nature. During rare shows of emotion, he was capable of shaking the ground; his cold rage is said to have held battlements as much as the arms of those standing upon them. Dorn was also an idealist – to him, the reasons he fought were as important as the outcomes of his efforts and he believed utterly in the Dream of Imperium. When he fought, he did so with neither bombast nor humility, but with a frightening and confident competence, always balanced and methodical, his every blow a precision calculation of force. Rogal Dorn’s was perhaps the greatest strategic mind in the galaxy; however, he was blunt and uncompromising in both his ideals and their expression; his manner often vexing as much as admirable. For all his unsubtle statesmanship and his unbending nature he was named the Praetorian of Terra, and Horus the Warmaster – a balance of power upon which the course of history would turn. Primogenitor: Konrad Curze (the Night Haunter) Cognomen: (Prior) None recognised. Informally: The Night’s Children, The Terror Noteworthy Domains: Nostramo (destroyed), Tsagualsa Allegiance: Traitoris Perdita Observed Strategic Tendencies: Punitive Actions, Decimation, Enforced Pacification, Terror Assaults, Psychological Warfare Hearth of Darkness The VIIIth was soaked in blood from its very birth. The Legion’s first recruits came from the prison sinks of Terra, vast underground caverns where generations of transgressors struggled in blind darkness. Strength, ruthlessness, cunning and cruelty were vital to survival in the lightless warrens; qualities which paired perfectly with the Legion’s gene-seed. This gene-strain gave the sons of the underworld the ability to see through darkness to a degree that far exceeded that of other Legions. This gift was also a curse, forcing them to see the light of suns through flare buffers; even though they now stood in the world above, the warriors of the VIIIth still walked in the night. The warriors of the Legion were creatures made to live in the dark, and to fight a war for a future of light – at their core, they were creating a future without creatures of their kind. During the Great Crusade, the VIIIth Legion was used to bring to heel those who believed that the sins of the past could live on in the Imperium. The warriors of the VIIIth tended towards moral absolutism in which there were no degrees of guilt, and they meted out only retribution. Their cold justice brought light to the darkness in which monsters dwelt, and as this light of illumination swept across the galaxy it became increasingly obvious that there would soon be no dark realm left for the Legion itself. Lords of the Night Konrad Curze was the Dark King of his Night Lords. He maintained a court of his most useful sons named the ‘Kyroptera’, its members officers from across the Legion. They were the ruling elite of the Night Lords and, alongside them, served the Atramentar; a formation equipped with Terminator armour. Within its ranks were the Contekar; haughty true aristocrat sons of Nostramo who vied for power, and were willing to take any murderous measure to earn a seat on the Kyroptera. This Terminator host was the coldly brutal personal command of the First Captain of the Night Lords, Jago Sevatarion, and they were his enforcers of order within the Legion. Beneath the Kyroptera were the companies – malleable in size and in authority, with inconsistent ranks for their captains, such as commander, Master and Regent. Violent rivalry was endemic and command structures fluid as a result. Officersand squads were fiercely individual, bearing monikers to set them apart from each other. These titles had echoes in the nobility and gangs of Nostramo, such as ‘Talonmaster’ or ‘the Bloodless’. Many were insults that either stuck or were adopted by their bearers out of perversity. Almost all squads within the Legion had a name that they used in place of a designation, so that squads within a company might be referred to as Claws, Talons or a number of other epithets. This complexity masked a surprisingly efficientand flexible approach to warfare which allowed the Legion to operate with a high degree of fluidity and to be readily fractured into autonomous units or combined into ad hoc formations as their master dictated. The Night Lords followed the Principa Bellicosa, albeit with a lower proportion of breaching or siege configured formations. They also had a number of unique units: the infamous Terror squads, whose sole purpose was to instil a state of horror in their enemies, and the Night Raptors, who would soar above their enemies trailing the bloody remains of their kills. Emblems of terror were a mark of pride within the Legion, and they embellished their weapons with grotesque craftsmanship. Furthermore, they habitually adorned their armour and vehicles with mutilated trophies, and made an art of flaying and displaying the dead in order to sow fear among their foes, or else lit their armour with brooding displays of lightning. There was method in this madness, at least at first; such grisly displays were a clear signal to their foes saying: “This fate will be yours to share”. The Night Lords were naturally rebellious given their feral origins, and as the Age of Darkness progressed, Curze descended into insanity, abandoning his sons and causing his Legion to fracture and fight its own private rebellion of sullen fratricide. Some within the Legion relished the freedom given to them by the failure of Curze, regressing to a collection of disparate warbands, whilst others, retaining the brutal honour that had once been the heart of the Legion, cleaved to the Warmaster’s cause. Legion Armourial MkIV pauldron ‘Red Gauntlet’ loyalty mark applied to MkIII pauldron Legion Standard Rebus Atrocity Talon Master Vibius Twelth Forlorn, 22 nd Company (The ‘Night-Scythes’), Urgall Pursuit Talon, Isstvan V MkIV ‘Maximus’ pattern power armour with Legion-specific arco-projectors to produce lightning motif. Mars-Proteus Pattern Power Axe The Primarch Konrad Curze Many Primarchs displayed some degree of psychic talent, but for Konrad Curze it was not a gift but a curse, for he saw only the darkest of patterns and auguries of the future. This was not the subtle reading of cause and consequence, but the unkind touch of prophecy. He would see glimpses on the horizon of a grim future, plunging into terrible dreams and waking visions. He would see only fatalistic outcomes of the death and failure of his brothers and his sons, wreathed in flame and blood. He saw his own death and knew that it would be at the hand of his father. This accursed knowledge he kept secret to himself, turning him taciturn and paranoid. As a result, he walked a lonely path towards his own doom, with the determination of the gallows and a black, cracked and uncaring humour. The Primarch was found on Nostramo, a sunless world of suffering, pain and corruption devoid of hope and wracked by the violence of criminal syndicates. Curze was a broken product of this world. There the young Primarch was alone. He feasted on vermin and the corpses of the murdered, and his sanity dwindled to nothing. On this world of criminals, he was a killer who refused to become a corrupted king, instead choosing a path of righteousness. Surrounded by sin, he lashed out and made gruesome displays of justice, becoming a thing of terror to cow the gangs of Nostramo into order, and in their fear, and partly in hope of an avenging angel of blind justice, the people of that world named him ‘The Night Haunter’. He mutilated and butchered until the streets of Nostramo fell quiet, and the world bowed to his perverse law. The Legion was bound to its new master out of fear as much as adoration, and some Legionaries hated him for being so like unto themselves, and not beautiful or glorious as other Primarchs were. Curze cared not how they saw him, so long as they obeyed. The character of the VIIIth Legion grew to include a dark and cruel sense of humour, and a snide fatalism with their ‘father’ leading them. New traditions, twisted reflections of Nostraman gang rites and customs, were adopted within the Legion, such as marking condemned Legionaries’ gauntlets red to show that a death sentence hung over them. The honorific titles sported by many of the Legion’s officers started to take on the form of those of the cruel Nostraman courts. The reuniting of Primarch and Legion was the beginning of a spiral that would only see the Night Lords descend further into horror and nihilism. When reunited with the Emperor, Curze accepted his role in the Imperium as a premonition of doom. Curze changed his Legionaries little, other than naming them the ‘Lords of the Night’, though they did adopt from Nostramo its language and its gutter-scum sons as recruits. Their ways and methods of war changed not at all, and the integration of Terran and Nostraman warriors was amongst the swiftest of any Legion. The old Legion and the new fitted together like two sides of a coin: both raised from darkness to create order in strife, both made of flesh born in shunned and lightless places. The Night Haunter did not inspire his warriors to new heights of nobility, rather his return saw their righteous drive to punish intensify. Together they brought atrocity after atrocity to non-Compliant human worlds. A century after leaving Nostramo to join the Great Crusade, short years before the outbreak of the Horus Heresy, Curze and his Legion would return to their sanctuary amid a series of dishonourable reversals for the Night Lords. There, Curze found the world that he had raised from barbarity had fallen back into criminality and those he had trusted to lead in his absence had succumbed to greed, corruption and recidivism. Curze’s judgement was simple and swift; the Night Lords destroyed Nostramo. As his world died, Curze retreated into his own soul, removing himself from his Nostraman sons whom he now despised. With this act of finality, the Night Lords lost their last tether to restraint and morality. They became not necessary monsters, but simply monsters. Primogenitor: Sanguinius Cognomen: (Prior) The Revenant Legion, The Eaters of the Dead (informal), The Charnel Feast (after Sanguinius assumed his place as sire of the Legion, these once commonplace names became considered an insult to the pride of the IXth Legion) Observed Strategic Tendencies: Orbital Drop Operations, Shock Assault Campaigns and Macroscale Decapitation Strikes. Prior to Sanguinius’ The Eaters of the Dead On Terra, the IXth Legion served the Emperor as an inferno; not conquering but instead ravaging, consuming and growing wherever deployed, a weapon that could not be directed or controlled, only endured. The IXth was not the precision fulcrum upon which a battle turned, rather, as one of the largest proto-Legions, it was unleashed en masse to sweep away the opposition in a storm of brutal assaults. The Legion was deployed to the most dangerous of wars, to regions ravaged by the radphages and chem strains of Old Night. In the accursed wastelands outside of history’s spotlight, the IXth held the line, alone and unnoticed. The legend of the IXth languished during Unification but its ranks did not. Where other Legions took only the best recruits and produced but few initiates, the IXth Legion took in the hordes of the dispossessed and the broken, and made of them an army of angels. The Legion cast its net wide, claiming entire tribes of wastelanders and the trains of hopefuls that followed in their wake as a ‘Cult of the Reborn’. The IXth claimed the mutated beasts that the tyrants of Old Earth had driven out and hunted, those scarred by long generations mired in Terra’s poisoned wilds and rad-zones. Yet, from such base materials emerged a breed of Legiones Astartes uniformly tall and fair, their features sculpted in stern elegance. Indeed, the IXth Legion’s gene-strain favoured the twisted and warped, and was extremely malleable and fecund compared to those of many other Legions, allowing the IXth to be selfsustaining even in the most torturous war zones. During the Great Crusade, the IXth Legion would be kept from the sight of Remembrancers and Historators. It was broken into many battlegroups, each left for decades to pursue the most arduous of Compliances on the most degenerate of human worlds. The Legion’s warriors struck in sudden overwhelming charges at dawn or dusk, usually helmetless, streaked with gore and with fangs bared so as to unsettle the enemy. Once committed to battle, the IXth return, the IXth Legion was instead more widely known for its use as a tool of attrition-based warfare in war zones otherwise considered too hazardous for conventional operations Noteworthy Domains: Terran enclaves, Baal, Canopus IV, Saiph Allegiance: Fidelitas Constantus did not relent, did not retreat, and could not be stopped. Its warriors fought until the enemy was utterly destroyed and paid no heed to the thought of mercy or the need to build an empire rather than a graveyard. They suffered heavy losses but always bolstered their ranks from the conquered. Where others might have floundered and fallen, the IXth Legion grew stronger, rising from the ashes of defeat time and again like a blood-soaked phoenix. In those years, dark rumour followed the Legion, for in the wake of each battle, the elegant forms of IXth Legion warriors haunted the field of battle long after the fighting had ceased, seeking out the choicest among the fallen and feasting upon their flesh and blood. This grim fixation was part of their nature, for the IXth Legion stole their enemy’s power from them, absorbing their knowledge and skill and making it their own via their overactive omophagea implant. They practiced this too on their own fallen commanders, such that their legacy and strength might live on. In the broken places where they fought, far from aid, this trait brought them priceless information and made even the most raw recruits battle ready. Superstition and dread clung to the Legion for half a century without a Primarch to guide them, and the IXth Legion slipped towards isolation and infamy. The Legion had been created to fight monsters alone in the darkest places, but, in doing so, risked becoming even more foul than those it fought. A Legion Reborn Sanguinius instilled in his sons a new sense of pride, not in simple carnage and the blood-soaked eternity of melee, but in a future in which they stood as exemplars of the Imperial Truth. They were taught honour, discipline and mercy, and embraced these newly instilled virtues. Sanguinius encouraged his commanders to become scholars of both war and of the arts, and soon the Legion’s past slipped from memory, the blood hunger little more than a myth, and those that succumbed were quietly sequestered, granted the Emperor’s peace, or sealed away on Baal. Legion Armourial MkIV pauldron Tactical Squad MkIV pauldron Legion Standard Signus Campaign Legionary Sabraham 121 st Company, Pale Stars War Zone (Raid on Kyro IV) MkIV ‘Maximus’ pattern power armour with artisan-wrought helm and chest plate. Company Standard Signus Campaign. Issued by the hand of the Primarch in recognition of Alt 6 Compliance. D espite the refinements wrought upon it by Sanguinius, the Legion nonetheless still waged war with a fury to shake the heavens, favouring shock assault, falling upon the foe suddenly and without warning. Now leashed to the Angel’s will, his sons learned and mastered every strategy of war. The Blood Angels fought the noblest of campaigns to free humanity from the slavery of the xenos and the tyrant. They were magnanimous and glorious liberators who inspired awe, art and remembrance. The IXth became a Legion fully formed, so much more than once it had been, perhaps the truest evidence of the Emperor’s plan for his Legions, that with their Primarch the Blood Angels became whole, greater than the sum of their genetic legacy and past. The Spheres of Wisdom At the height of the Great Crusade, the Legion was split into three hundred companies of five hundred warriors beholden to Sanguinius and strict chains of command. Those who held the highest rank were known as ‘Archeins’, and also ‘Dominion’ for a company or Host. Company captains were ‘Powers’, and the Legion’s ‘Virtues’ stood as its specialists and exemplars. Many were known by the focus of their devotion – Archeins of Wisdom and Powers of the Blade, such distinctions a mark of respect as much as a tactical designation. The Legion also had a large number of junior officers of varying types, to ensure lines of authority would be maintained in the face of high attrition rates. Companies were grouped into ‘Hosts’ for campaigns, though each Host was a temporary structure broken and made as required. Sanguinius created three Spheres to encompass his Hosts. The Third Sphere comprised the rank and file of the Legion, its strong right hand and beating heart. The Second Sphere was composed of the commanders and leaders of the Legion. To them fell the duty of executing Sanguinius’ wishes with alacrity and judgement. The First Sphere was Sanguinius’ wrath, his stern resolve and his watchful eyes. These warriors did not operate within the companies but as the servants of the Great Angel himself. When inducted into the ranks of the First Sphere, they gave up their common names to take on angelic identities, donning masks of serenity to do the work of the Primarch without guilt or regret. Within the First Sphere were the Seraphs, defenders of the Primarch’s body; Crimson Paladins, who served as the guardians of the Primarch’s halls and as the shield of his will in battle; Burning Eyes, who were the Angel’s shadow agents and Angel’s Tears who were his Destroyers, scouring away those he decreed unworthy of being saved with dread weapons. The Primarch Sanguinius Baal was a world long dead, reduced to ruins and rad-blasted wastes by long forgotten wars. There the Angel, Sanguinius, was found – a true and beautiful being with pristine white wings, upon the choking rad-dust. He raised Baal’s primitive, mutant tribes up by his own ideals. His was to be a legacy of conquest tempered with justice and knowledge, and amongst his brothers he was first in virtue and beloved by all, even the most recalcitrant. When reunited with the IXth, he did not demand allegiance from his Legion, but offered them his own. He redeemed this broken Legion; seeing in his sons the nobility and potential they were born with, and declared them ‘Angels of Blood’, reshaping them with his wisdom. Sanguinius was blessed with a sliver of the Emperor’s psychic foresight and was able to see glimpses of the future. This gift saved his Legion many times, but also taunted him with dire premonitions and beset him with doubts over his choices. This unpredictable sight showed Sanguinius the moment of his own death at the hands of his beloved brother, Horus, at the height of the galactic rebellion. The knowledge of his fate brought only sorrow, pain and doubt, eating away at the angelic mien of the Primarch until the final days of the Horus Heresy, when at last, acceptance would enliven Sanguinius with fiery conviction. Primogenitor: Ferrus Manus (also known as ‘The Gorgon’) Pacification and Suppression Campaigns, Antimatériel Operations. Cognomen: (Prior) None officially recognised. Informally: the ‘Iron Tenth’. Note that the cognomen ‘Storm Walkers’ was gradually gaining de-facto use immediately prior to contact with their Primarch, but was quickly extinguished in favour of the ‘Iron Hands’. Noteworthy Domains: The Medusa system (Primary), sixteen other systems held in tributary fiefdom at the closure of the Great Crusade, numerous independently operated outpost way-stations and holdfasts established – full number and position remains unknown. Observed Strategic Tendencies: Armoured and Highintensity Warfare, Line Breaker Attacks, Planetary Warriors of Albia The martial history of the Xth Legion is relatively welldocumented. It primarily drew recruits from the warlike cultures of Old Albia, renowned for their brutality, which lent the nascent Xth a fierce warrior pride. In the first years of the Great Crusade, the Legion earned great renown for its bellicose strategies; pioneering a combined arms method of war in conjunction with the Excertus Imperialis known as ‘the Hammer and the Storm’. This was developed and put to great use against the xenos Orks on the planet known as Rust, but was used by the Xth Legion many times. First the Imperialis Auxilia forces would make planetfall en-masse via the brute power of their landing ships, digging into their beachhead. This was the Storm. When the enemy came to meet them in numbers almost beyond count, came the Hammer – the armoured spearhead of the Xth Legion’s tanks, with Dreadnoughts and warriors on foot following close behind to break the enemy’s back. This hammer blow earned many grand victories for the Xth Legion during the Great Crusade. The Legion gained much renown for its cooperation with the Imperial Army, its effective leadership and its strategic prowess. The Xth went on to earn a reputation for remorseless, highly-coordinated warfare, and a particular fame for successfully prosecuting ‘set-piece’ battles incorporating close armoured-vehicle support was attributed to the Legion. A Perfect Instrument of War As is perhaps unsurprising in so calculating and methodical a master as Ferrus Manus, the Iron Hands Legion was a highly structured military force, with numerous tactical and strategic divisions of power and organisation within its ranks. The Iron Hands Legion was deliberately composed of a series of interlocking components, each with its own specialisation, duties and chain of command, beholden only to itself and its Allegiance: Fedelitas Constantus immediate superiors. Each of these components; be they Legionary squad, armoured vehicle squadron or support elements came together first as companies. But beyond this, each company was a part of a larger grouping with its own independent command, support and logistical network, armoury and fleet created for a particular campaign or battle. These formations were referred to as Orders and were superficially equivalent to a specialised battalion in general Legiones Astartes terms, but far more concrete in composition and independent in operation. Multiple orders were then often formed into a larger single ‘Clan’ grouping, and sometimes units from different Clans fought together within them, often as rivals for glory and achievement. Clans were notionally the Iron Hands’ equivalent of the chapters of other Legions but were, in practice, of distinct character, being patterned to a larger extent on the Medusan feudal system and were linked to the planet’s nomadic barbarian populations as recruiting bases. These Iron Hands Clans were in fact ‘pocket Legions’, fully self-sufficient and self-supplied, and each had a single Chieftain, Iron Lord or Iron Father to rule them by Primarch-given right. Each Clan had a very real and distinct identity and each vied against each other for glory, attainment and for resources, as well as for the favour of their Primarch. Where a warrior of the Clans failed their Legion or their Primarch, they were offered a forlorn hope, to be separated from their Clan and serve the Legion at the very fiercest point of battle as an ‘Immortal’, to die with steadfast courage and cold fury. The level of integration and strength the Iron Hands Legion’s system manifested was extraordinary if somewhat inflexible. Whether deployed as a single company or a full Legion in scale, it was a crushing leviathan when in action against which no foe could stand, but also at times brutally intractable and slow to change course through its single-minded pursuit of its starting objectives. T The Primarch Ferrus Manus The Primarch Ferrus Manus, known as ‘the Gorgon’ and blessed with arms of living metal which gave his Legion its name, was among the first of the Emperor’s lost sons to be discovered. He was found on Medusa, a cold, barren realm, driven for countless generations to incessant clan warfare through privation and hardship. Medusa maintained a great deal of mechanical and technological lore, though it was little understood by its superstitious denizens. Ferrus Manus displayed an uncompromising intelligence and aptitude towards mastery of technology and the forging of Medusa’s sciences, and rose quickly to prominence to unite the clans. Ferrus Manus’ transition from planetary warlord to general of the Great Crusade was a swift one, aided by his evident hunger for the task of galactic conquest set before him and his diligent application to this greater calling. When reunited with his Legion he took command of it body and soul, renaming it and remaking it in his image. The Primarch assessed the Xth with the precision and intent with which an artisan might deconstruct a mechanical chronograph, reconfigure its components and re-assemble it in a fashion more to his liking. Ferrus Manus and his Legion cared little for the minutiae and bureaucracy of the Great Crusade, they saw their task as a clear one: to expand the borders of the Imperium and to destroy its enemies—nothing more. They disdained the politics of the Imperial Court and the pursuit of glory as petty trifles, and left the task of rebuilding what they had shattered to those better suited to the task. When once asked of his Legion’s role in the Great Crusade, Ferrus Manus is held to have simply stated: “Make war and move on, and again, and again, until nothing breathes which stands against us. All else is sophistry and pretty lies”. he Legion maintained a particularly extensive and sophisticated arsenal of war engines —especially tanks, armoured vehicles and Dreadnought walkers— the equal of any Legion save perhaps for Perturabo’s IVth. Thanks to long-standing ties to elements of the Mechanicum and the technological aptitude displayed by many of its number, the Legion maintained access to numerous cybernetic implant systems seldom seen outside the ranks of the Machine Cult. It is also worthy of note that the Iron Hands Legion, and its master Ferrus Manus, was at the forefront of the introduction of a number of weapons systems and armour patterns over the course of the Great Crusade. The fruits of some, such as their contribution of the prototype Indomitus pattern to the Tactical Dreadnought Armour project (used by their Gorgon Terminator elite) and the powerful Stormbreaker pattern thunder hammer, would later be widely disseminated to the rest of the Legions. Many patterns and creations they shared with their trusted allies amongst the Mechanicum, while the secrets of certain other weapons and metallurgic and cybermantic crafts, particularly those dangers of Old Night recovered during the Great Crusade, they kept in Ferrus Manus’ secret Vaults of Mimir. At the very onset of the Horus Heresy, Ferrus Manus and his Legion were drawn into the trap set by Horus and his Traitor Legions, and their once bright legacy was almost entirely extinguished. Ferrus was slain and this wrought a terrible legacy on the Legion’s psyche, for they believed unquestioningly in his inviolable power. A bitter psychosis swept through the ranks of the Iron Hands, for if the Primarch’s flesh had failed him, surely that of his sons would fail them in turn. Others would look to the technologies sealed away by Ferrus Manus, unleashing terrible cybernetic nanyte-plagues and revivifying their own dead in a process known as ‘turning the Keys of Hel’. A fractured, Shattered Legion would remain of the Iron Tenth, one whose rigidity would fail and give way to malleability and an unceasing quest for vengeance. Legion Armourial MkIII pauldron MkIII pauldron with field applied bonding studs Legion Standard Recovered from Urgall Depression, Isstvan V. Phobos pattern boltgun [Legionary Name Redacted] Morragul Clan-Company, Battle of Tredecimmia Heavily field modified MkIII ‘Iron’ power armour with significant bionic augmentation Melta bomb, frag grenade and krak grenade. Primogenitor: Angron the Conqueror Cognomen: (Prior) The War Hounds Noteworthy Domains: Bodt [Muster World], Sarum [Temporary Fortress Station], recruitment rights of several feral worlds in the Segmenta Solar and Ultima. The War Hounds There was no particular bias as to the tribe or city state from which the initial influx of recruits for the XIIth Legion was drawn as there was in the case of several of the other Legions, and its gene-strain was stable and unremarkable. The XIIth’s first recorded engagement was as a spearhead of shock troops during the Sa’afrik Liberation, mounting direct annihilation assaults on enemy forces, both in open battle and fortified positions. After its initial battles and proving its mettle, the nascent Legion was largely held in reserve by the Emperor during the latter Unification Wars and through the re-conquest of the Sol System. It is thought this was because the Emperor desired his superlative shock force intact in the event of a sudden reversal of the fortunes of war, or as a savage weapon to be unleashed in case of disloyalty among the Emperor’s own. During this time, the XIIth was kept in a state of constant readiness, training relentlessly and steadily growing in numbers, always straining at their leash to be loosed. On those occasions during the Great Crusade when the Legion was sent to war, it performed with almost gleeful savagery, tearing apart whatever enemy it was given to fight without mercy or falter, regardless of its own losses and heedless of risk. Such was their tenacity and courage as a fighting force that the Emperor dubbed the XIIth Legion his ‘War Hounds’, a title that others may have seen as a slight, but which the Legion was honoured to hold. A Culture of Violence Culture within the World Eaters was violent and bloodthirsty, which was echoed in the shifting skein of the Legion’s own rites and ceremonies. The martial traditions of Old Terra and the War Hounds who had prided themselves in their fury and courage above all else, were replaced by Angron’s own red code of butchery and savage competition. Each of the Legion’s ships maintained a gladiatorial pit, where warriors would fight to prove their strength and supremacy, sometimes to the death. Hand-to-hand combat was always the Legion’s preferred form of warfare, even before it took the Emperor-given name of the War Hounds for itself. This did not mean that the Legion lacked ability and competency in ranged engagements or Observed Strategic Tendencies: Shock Assault, Planet kill and Exterminatus Operations, Closequarters Actions (Space Hulk Purgation, Boarding Operations, Line-breaker Attacks, ‘Forlorn Hope’ Objective Assaults). Allegiance: Traitoris Perdita armoured warfare and supporting artillery attacks—indeed, no lesser luminary of mechanised warfare than the Primarch Ferrus Manus himself praised the War Hounds’ armoured assault at Aldebaran Septus as the “epitome of iron-clad rage given form”, but, for the War Hounds, such things were a tactical means to an end. That end was successfully delivering the killing force of the Legion—its Space Marines. The XIIth Legion showed a considerable bias towards direct assault and operations within the close and deadly confines of the kinds of battlefields designated as ‘Zone Mortalis’ in strategic doctrine. This would continue under Angron’s transition of command, and the Legion’s traditional organisational structures were kept largely intact but often further streamlined, with its ‘Echelons’ (as its chapterlevel structures were commonly named) being biased in composition towards line infantry formations. These were by their panoply and tactics a hybrid of tactical and close assault troops for the main part, supported by dedicated heavy assault units such as Terminators and specialised units such as Land Speeder squadrons. This organisation lent itself well to a highly-aggressive strategic posture and belligerent strategy which, while extremely costly in terms of casualties, was also highly effective. This sudden overwhelming blow was designed to keep the enemy pinned in place fighting this vanguard, while a second wave of armour and heavier units followed in its wake and smashed into areas of high resistance revealed by the first wave. By these tactics, the World Eaters’ onslaught overcame any resistance through sheer fury, hurling themselves again and again at the foe until their enemy broke and was cut down, fleeing in terror. Legion Armourial Line officer variant, MkIV pauldron Legion Armourial MkIV pauldron Legion Standard Retrieved from enemy bearer, Jubal Reprisal Legionary Balcoth Task Force Ygethddon, Signus Interdiction, MkIV ‘Maximus’ power armour with symbolic modifications. Legion Standard Taking of Badlanding The Butcher’s Nails In order to cope with the rigours of their training and ceaseless campaigning, a dark practice evolved within the ranks of the World Eaters – the use of psycho-surgical implants known as the ‘Butcher’s Nails’. This device enhanced aggression and pain tolerance far beyond that which even the gene-engineered flesh of a Space Marine could bear, but left them devoid of joy or peace save for that found in battle. Angron had been subjected to the Butcher’s Nails by his slave masters, and this cranial implant served as the template for his Legion. However, Angron’s implants were relics of a long-lost technology, little understood even by their makers, and removing them from Angron for close study would have proved fatal to the Primarch. Indeed, they appeared to be slowly killing the Primarch, and his mental state and self-control deteriorated, leading him to sacrifice his Legion in ever more callous ways. Because of this, early attempts to duplicate them by the combined efforts of the Legion’s Techmarines and Apothecaries appear to have been far from successful, and resulted in high rates of mortality and irrecoverable homicidal frenzy on test recruits. However, as time progressed, viable technology was replicated and steadily improved and entire newly-formed companies of recruits were implanted, as well as existing World Eaters who volunteered for the dangerous operation. The majority of these were absorbed back into the Legion’s line units, while those deemed perhaps too unstable for such tasks joined a growing number of near-berserker assault units known as Rampager squads, and within these, those too far gone to be anything but restrained between battles simply became known as the Caedere or the ‘Butchers’ —a frightening portent of what was to come for the Legion. Angron was easily turned to the designs of the Warmaster, and would be counted as one of his first and, initially, most loyal allies. A vision of blood, he cut a terrible path though his own Legion at Isstvan III, and when at last he was done, the World Eaters were dedicated utterly to the Warmaster’s cause. The Primarch Angron Most stories told of Angron’s early life cast him as being discovered at a young age upon an unknown world. Those that found him were in service to a decadent and vicious ruling elite for whom human blood sport was the greatest art and principal entertainment. It was to these murderous games that the young Primarch was bound by the slavers and gladiatorial masters. In time, he became a killer the likes of which they had never before seen, Angron—the Lord of the Red Sands. Angron led a rebellion against his masters, the culmination of which took place as the Emperor arrived above his world. The Emperor had watched with pride as Angron had led his outmatched revolt, but chose to intervene. Upon offering Angron a place by his side, the Emperor was refused; Angron had sworn to live and die with his followers, and could not tolerate a new master. The Emperor, however, would not accept this, and forcibly teleported the enraged Primarch away from the slaughter. Angron would never forgive his father, for without the Primarch’s leadership the slave uprising failed and his compatriots were mercilessly slaughtered. When reunited with his Legionaries, Angron firstsaw them as enemies, killing many before understanding their nature and their devotion to him, and when he finallyaccepted them he promised them a crusade sated by bloodlust, that they would eat worlds together. To his Legionaries, the mutilated, bloody, reeking, wrathful figurethat now stalked among them as their master swiftly became a kind of savage messiah; a greater warrior than any had known, an exemplar of a brutal ideal of honour and combat that sang to their souls. Angron became to them their firstmaster; displacing, for many, the loyalty they had once only given their Emperor, becoming their judge, their general and a conqueror whose banner they would follow into the depths of hell itself. Primogenitor: Roboute Guilliman Cognomen: (Prior) No single cognomen officially recognised, however several sub-divisions of the XIIIth had gained widely accepted de facto cognomen before unification with the Legion’s primogenitor (ref: ‘the Aurorans’, ‘the Nemesis’, ‘the Desert Lions’, etc) which were later subsumed or discarded. (Early Great Crusade – informal/antiquated; the ‘War-born’). Observed Strategic Tendencies: Mass Assault, Targeted Decimation, Planetary Interdiction, Liberation and Limited Theatre Compliance Campaigns. Noteworthy Domains: The Realm of Ultramar (a semi-autonomous administrative region of the Ultima Segmentum, accorded full rights of governance and muster by decree of the Emperor, comprising a division popularly known as the ‘Five Hundred Worlds’). Primary Legion headquarters centred on the world of Macragge (strategic command and primary armoury), secondary Legion establishments at Armatura (Legion training and indoctrination hub), Konor (forge and secondary armoury) and Calth (fleet base, under re-construction and expansion at the outbreak of the Horus Heresy). Several outpost stations and their attendant colonies established beyond the borders of Ultramar during the Great Crusade (Honorum, Ulixis, Gathis Secondus, etc). Allegiance: Fedelitas Constantus The War-born th The XIII Legion drew its first initiates from areas as diverse as the sub-equatorial maglev clans of Panpocro, the war families of the Saragon Enclave, the proud Midafrik Hive Oligarchy and, most latterly, the anthropophagic tribes of the Caucasus Wastes. As varied in culture and origin as these groups were, they all had one factor in common; their violent and often bitter resistance to the later stages of Unification, a resistance broken ultimately in each case not by negotiated surrender but nearannihilation. It was this which led to the first informal cognomen by which the XIIIth Legion was known by the forces alongside which it served—‘the War-born’. In the Legion’s recruits was found a unique balance of aggression and restraint, discipline and determination which rendered them supremely suited for joint task force operations and cross-theatre warfare. The Legion also gained significant success in independent operations where it took direct command of secondary support forces of the Imperialis Auxilia; whether the professional and elite regiments of the Solar Auxilia or the Terran regiments of the ‘Old One Hundred’. The XIIIth Legion’s campaigns during the Great Crusade would only further add to its growing reputation of peerless strategic ability, the Legion bringing human worlds to heel without the heavy handed extermination favoured by some of its brother Legions. In fact, the warriors of the XIIIth avoided battles of attrition and prided themselves on achieving strategic goals with the minimum expenditure of life—and where salvageable human worlds were involved, this desire was also extended to the minimisation of collateral damage. The burgeoning XIIIth Legion was soon considered a brotherhood of heroes of the fledgling Imperium. Doctrines of the Ultramarines The XIIIth Legion operated under a strict hierarchy where each warrior’s responsibilities and duties were known at all times. Roboute Guilliman had overall command of the Legion, deciding its disposition and strategic objectives, as well as taking command of whichever fleet or war zone he was present in. Beneath the Primarch were the Chapter Masters, each of whom led approximately 10,000 warriors and a contingent of Ultramar’s void fleet. Assisting them were the cadre of senior officersand commanders, the Legatii. Each chapter of the Legion contained ten companies of one thousand Legiones Astartes commanded by a captain, who was responsible for the tactical deployment, efficiencyand training of his warriors. Alongside the conventional order of battle with which the Ultramarines operated, several unique formations stood wholly apart from the traditional structure. The Evocatii chapters were the training grounds of the Legion; comprising two double-strength chapters composed of both raw recruits from across Ultramar, as well as a core of war-hardened veterans. Where other Legions blooded their neophyte warriors at the forefront of their campaigns, Guilliman assigned them firstto a tour of defensive operations within the borders of Ultramar in conclusion to a rigorous training regime which favoured both practical battle experience and more rigorous and more lengthy cerebral conditioning and memetic implantation than most other Legions undertook. The Ultramarines recruited constantly from their realm and beyond, and many Evocatii would not be deemed worthy to become Legionaries. Of these, the most promising aspirants joined the Vigil Opertii – Roboute Guilliman’s covert police force – who suppressed rebellion within the Five Hundred Worlds and acted as civil enforcers under the military regime to maintain political stability. Legion Armourial Heavy Support Sergeant Legion Armourial Line Officer variant, MkIII pauldron Legion Standard Commissioned by Legion High Command and carried at Company level in recognition of noteworthy battle honours. Invictus Sararvan 5 th Chapter Command Cadre, Dainhold Muster MkIV ‘Maximus’ power armour with Invictarii artificer modifications Artificer wrought Thunder Hammer A later development, but of equal importance, were the Invictarii; a veteran cadre who served both as a Legion elite and as a pool of warriors who through their actions had singled themselves out for potential future high command, not simply by bravery or skill at arms, but also for displaying a talent in governance, organisation and administration. The most famed and potent of these elite sub-formations were the Invictarus Suzerain which formed the retinues of the five Tetrarchs of Ultramar (Chapter Masters and regents of the most strategically crucial ‘king worlds’ of Ultramar), and functioned as both a military force for the defence of that fiefdom, arbiters of law for the population and an honour guard for their commander in battle. The individual forces of these Suzerain Invictarus varied in size, with Tetrarch Amyntas maintaining a force of several thousand as feared peacekeepers in the troubled worlds around Iax, while Tetrarch Lamiad had but one hundred in his guard, partly in deference to the Mechanicum warriors who stood in Konor’s defence and needed little aid in doing so. Members of the Invictarii could also be found in limited numbers spread out through the Legion’s veteran units and stratas of command. Through the Remembrancers and Iterators, the Ultramarines are portrayed as paragons of the Imperium. However the complexities of the Legion’s divisive and antagonistic relationships with many of its fellow Legions, and its insularity and supercilious mien during the Great Crusade is often forgotten or concealed. It would be this hidden history that was to bear bitter fruit on Calth and cast a shadow over Ultramar during the Horus Heresy. The Primarch Roboute Guilliman Unlike so many of his kin, the Primarch of the Ultramarines was born to be a king. The adopted son of Konor Guilliman, from whom he took his name, rose quickly to prominence on Macragge. A cold and forbidding planet, Macragge was nonetheless a place of wondrous natural beauty and bred a hardy and proud people. In years to come, it would become the heart of the Ultramarines’ eastern empire, and its people would fill the ranks of the Legion’s battle companies. By the time the Emperor was reunited with Roboute Guilliman, the Primarch had already transformed the world on which he found himself, and was looking beyond the horizon to expand the reach of his armies. From Roboute’s ambitions and desires the realm of Ultramar was created; a human empire like few others in the galaxy, with hundreds of worlds experiencing an unparalleled time of peace and prosperity under his stewardship. An obsessive strategist and administrator, Roboute Guilliman possessed a powerful analytical intelligence, as well as a talent for statecraft and macro-organisation of staggering potential. As swiftly as he put his plans for Ultramar into action, he embarked on the root and branch reorganisation of his Legion. He impressed his own values and talents upon the Space Marines under his command, espousing a dual doctrine which embraced in parallel the ancient and deterministic values of the warrior: courage, discipline, skill and adaptability, definedas that which was ‘practical,’ and on the other: planning, precedent, analysis and assessment, definedas that which was ‘theoretical.’ Both were of equal weight and value, one complementing and informing the other, blending together as the metals which made a fineblade. This became the Legion’s doctrine and its creed, developed over the course of the Great Crusade and later codifiedby the Lord of Macragge in his Magnum Opus, the Codex Astartes. Primogenitor: Mortarion the Reaper Noteworthy Domains: Barbarus Cognomen: (Prior) The Dusk Raiders Allegiance: Traitoris Perdita Observed Strategic Tendencies: Heavy Infantry Assault, Attritional Warfare, Hazard/Death Zone Warfare, Xenos Eradication and Purgation Operations The Dusk Raiders The Reapers The main bulk of the gene-recruits for the XIVth Legion were drawn from the warlike clans of Albia, and it was the traditions of those feared warlords which shaped their character. These earliest warriors were of especially stoic temperament and showed a gene-crafted aptitude for operating in the role of heavy infantry. They were experts at survival and endurance, and quickly gained a reputation as relentless and disciplined fighters.In defence, they were stubborn and indefatigable – able to stand unwaveringly against the heaviest weapons fireand hold their position to the last living body and bolt shell if needed. In attack, they systematically destroyed a given target, crashing upon an enemy, excelling in close range firefightsand bloody attrition. The Death Guard fought tirelessly in the pursuit of the liberation of Mankind, displaying a fervour the Great Crusade had never known. Mortarion carried an unshakable determination that Mankind should be free of oppression and terror, and that victory, earned without restraint, limit or mercy was justified.Nor did he baulk in the face of horrific rates of attrition. This was Barbarus’ bleak creed of war. The Legion’s restless and indomitable fleet ploughed the cold void from one campaign to the next, resupplying in transit, never pausing but to make war. Its warriors did not garrison nor build. They only tore down and slew, coldly, determinately and with the inexorable progress of a contagion or a tsunami wave, and worlds fell before them. The Legion favoured the Old Albian tactic of conducting major ground attacks at fall of night when the shift of light confounded an enemy’s watch, and gathering darkness would shadow an advance across open ground, earning it the name of ‘Dusk Raiders’. Such was the Legion’s reputation during the Unification Wars and the Great Crusade that foes given the ultimatum of attack by the Dusk Raiders would often waver in their resolve, and their defenders would melt away as the coming of darkness drew near. As relentless as they were in attack, the Dusk Raiders were known to be honourable opponents as well. Such honour extended only to worthy human foes, however – to the degenerate, the mutant and the alien, no mercy was given, and when destruction was called for, nothing would stay the Legion’s hand. The Death Guard cared little for heraldry, badges of honour or emblems of rank, instead their armour was decorated with the damage of battle itself; marks of their endurance. As the Great Crusade wore on, the Legion’s appearance became increasingly sinister, as did its reputation. Strange rituals of inhaling or imbibing toxins became commonplace. The Legion’s Librarius was disbanded thanks to Mortarion’s hatred of witchery (powers wielded by the erstwhile masters of Barbarus), and Mortarion spoke adamantly against Legion battle-psykers at Nikaea. The Legion also did not baulk from the use of widely hated alchem-weapons and rad munitions, regularly consuming planets in phosphex fireand expunging life with viral payloads disdained by the rest of the Imperium. Soon, stockpiles of these weapons of last resort were the reserve of the XIVth Legion, its cruel master dealing death and devastation to entire star systems with impunity. The Great Crusade had set out to save worlds, however, not to destroy them, and by association with these weapons the Legion was consigned to dark corners and only the most nightmarish of campaigns. The Dusk Raiders fought unwaveringly in the Great Crusade for almost a century, becoming self-reliant and taking a quiet, stubborn pride in their many martial triumphs. When reunificationwith their Primarch finallycame, it was not to be a long hoped for catharsis, for instead a pall fell across the Legion. Under this shadow, the Dusk Raiders were broken down, and only the Death Guard remained. Ranks of the Macabre Mortarion possessed a razor-sharp intelligence and a flare for organisational simplicity and efficiency. The Death Guard fought as one body, often led from the front by their Primarch. Obedience and order was absolute and expected, and a clear and unbroken chain of command ran like blood in the Legion’s veins. No formal heraldry was maintained, and the only ranks outside of highlyspecialised roles were those of the commanders of the seven Grand Companies, and their subordinate captains and sergeants. When an officer died in battle, his successor stepped into his place swiftly and decisively without need for orders, and so the Legion’s chain of command was seamless even under the heaviest losses. The Primarch Mortarion Barbarus, the world on which the young Mortarion fell, was sinister and lethal, its colossal mountains perpetually shrouded in poisonous fogs that could strip flesh from bone, while the valleys far below were a realm of perpetual gloom. It was the domain of savage, alien overlords who ruled over an entrapped and preyed-upon human population as cruel and terrible gods. Mortarion was captured as an infant, and trained by the most terrible of these overlords to become a living weapon. Eventually escaping his prison, Mortarion learned that he was kin not to the monstrous beings which held him captive but to the humans they preyed upon. Swearing vengeance, he organised the feral human inhabitants of Barbarus and brought death and annihilation to the xenos, an act he would repeat on hundreds of worlds when reunited with his Legion. Mortarion was a towering and silent figure, his flesh gaunt and pale and his black eyes hollow and haunted from the waking nightmare he had lived. He was a taciturn, remorseless lord that brooked no disagreement and sought above all justice and revenge. To the Dusk Raiders, the very graven image of Terra’s Grim Reaper came before them as their new master. His words to them were simple and delivered in a harsh whisper that nevertheless carried to each and every one: “You are my unbroken blades, my Death Guard. By your hand shall justice be delivered, and doom shall stalk a thousand worlds”. And with that, the Dusk Raiders were no more. The Legion was fundamentally organised around infantry, with each warrior of the Legion on foot carrying the utilitarian panoply required to fight anywhere, hold any ground and destroy any enemy with resilience and resolve. Individual Space Marines were equipped as well as possible to operate for extended periods without resupply or support if needed, carrying a combination of bolter and close combat blade, broad trench daggers and even the heavy slashing kukra and war-scythes of Barbarus. These simple but brutal and efficient weapons were the hallmark of the Legion. The Legion lacked extensive elite units with only a few exceptions. It made heavy use of Dreadnoughts and units equipped with Terminator armour. The Deathshroud were singled out by Mortarion for their skill-at-arms and their proven endurance – they formed Mortarion’s silent bodyguard, and at least two of their number remained within forty-nine paces of their Primarch at all times. The Grave Wardens were specialised alchem-destroyers, who brought a lingering, ugly death wherever they walked. However, such units were seldom seen en masse in the Death Guard’s battle-ranks, for Mortarion believed that even a single power armoured Legionary could kill a world given enough time and endurance. Tactical squad with unit numeral, MkIII pauldron Legion Armourial MkIV pauldron Legion Standard Commissioned in remembrance of those fallen in glory during the Alvena Compliance Destroyer Veteran MkIV helmet Legionary Sollan Gath 33 rd Tactical Squad, 6th Great Company, Harrowing of Dominica Minor Hybrid MkIII ‘Iron’ power armour incorporating Legion specific artificer modifications Veteran Legion-specific helmet variant Primogenitor: Magnus the Red Noteworthy Domains: Prospero Cognomen: (Prior) None. Allegiance: Traitoris Perdita Observed Strategic Tendencies: Psychic Warfare, Precision Assaults, Misdirection, Lore Culling, Macrocoordination Multi-theatre Campaigns Signs and Portents A Psychic Brotherhood The XVth was among the last in the line of the creation of the Legiones Astartes. The conquest of Terra was already complete, Luna had fallen, and the first-born Legions had started to bring the rest of the Sol System to heel. It was a time of transition, a time of endings as well as beginnings, and into this time the XVth Legion were born. Strange portents and ill-omens surrounded the creation of the Legion. Its aspirants would be free from flaw, drawn from the Achaemenid Empire, the Enclaves of the Fire Lords of Oaus, and the Kashai Domain on Terra, realms known for the stability and ancient purity of their bloodlines. In the first years of the Great Crusade, the reputation and strength of the Legion grew at an accelerated pace. It reaped multiple victories and often fought alongside brother Legionaries, being held high in esteem by even the savage VIth and iconoclasts of the XVIIth Legions. In remaking the Legion, Magnus created the Prosperine Cults. Each Cult specialised in a single strand of psychic power and every psyker of manifest power within the Legion belonged to a Cult which mirrored their foremost ability. A decade after the Great Crusade spilled beyond Sol, the first of the Thousand Sons began to openly manifest potent psychic abilities. These, it is thought, were the result of an aberration in their gene-seed which heightened psychic ability and unlocked even latent sensitivities to the Warp. These abilities would further shape the Legion, giving rise to some of its most notable warriors, but also introducing instability and mutation into its ranks in the form of the so-called Flesh Change. This horrific and fatally degenerative mutation was triggered by loss of control while channelling psychic power, and afflicted the Legion in great numbers, until its rising strength of tens of thousands was reduced to a mere thousand Legionaries. The Flesh Change was a closely guarded secret of the Thousand Sons, and though mutation was far from uncommon in the galaxy, its link to the rising psychic powers of the Legion did not go unnoticed. The condemnations and calls for the Legion to be expunged for its impurity grew in intensity and strength as the Thousand Sons withered. Fate, however, had different plans for the Legion. The Pavoni concerned themselves with the interaction of the ætheric and living flesh. Biomancers, they were fleshshapers and re-makers, and their initiates could channel the powers of the Warp to harden their flesh against damage, boil the blood of their enemies, and even to heal the flesh and bones of their own bodies. Deeply connected to the processes of life, the Pavoni were often said to hold the heart and the passions of the Legion, and in matters of doctrine, oratory and belief, their adepts often dominated. The Raptora were masters of bending physical reality to their will, employing psychokinesis to control fundamental forces such as gravity. They could conjure shields of invisible energy, crush metal with their minds and summon storms of debris to flay their foes. Many of the Raptora were also amongst the Legion’s most gifted theoreticians and scholars, noted for the coldness and cleanness of their reasoning and their logic. The Corvidae were soothsayers and augurs who bent their abilities to touch the flow of time and consequence. Perhaps the most subtle of all the Cults, it was said by their fellows that the Corvidae could read the past in a dying man’s breath, could glimpse far distant possibilities and even manipulate the flow of one second to another by the force of their minds alone. The mark of the Corvidae was also the mark of the Legion’s greatest strategists and generals, and it is no coincidence that Ahriman, Chief Librarian of the Thousand Sons and foremost of its leaders at the dawning of the Horus Heresy, was Magister Templi of the Corvidae. Legion Armourial Late Great Crusade Era Tactical Command Iconography, MkIV pauldron Fellowship Command MkIV pauldron Fellowship Standard Second Fellowship. Carried at Fall of Guranta D. Legion Armourial Consular Variant, MkIV pauldron Shai-captain Tachus Makt Fifth Fellowship, Third Tactical Support Battalion, 493 rd Expeditionary Fleet MkIV ‘(Maximus’) power armour with Legion-specific modifications and personal adornments. Votive Glyph Pattern MkIII pauldron T he Athanean’s secrets were bound to the workings and manipulations of the mind and thought. Both subtle and powerful telepaths, they held the Legion together in battle, channelling orders and intent seamlessly into the minds of its warriors, forming a communications network unbreakable and unparalleled in scope. Because of this, it often seemed not an army of individuals but of machines driven by a single, indomitable will. Outside of the clamour of battle, many of the Cult were given to asceticism and withdrawn contemplation: a consequence of their contact with the thoughts of others, perhaps. They were often also used as emissaries to other Legions and factions of the wider Imperium. The Pyrae’s abilities expressed themselves in a terrifying manner—the control and creation of fire. Their thoughts could become hell-storms burning as bright as a star’s fury, and their touch could reduce metal to slag in mere moments. Most bellicose of all the Cults, the Pyrae excelled in destruction, and their smouldering pride beat with the heat of the Legion’s martial heart. As well as relying on their formidable psychic gifts, the Legion was still a thoroughly drilled and trained body of Space Marine warriors, possessing the finestequipment and armoured support, and excelling in almost every aspect of conventional warfare. When combined with their aetheric ability, the Legion was a terrifying weapon indeed. In addition to the core structures of the Legion, there were Orders which existed both within and beyond its circumference. Known by the symbol of a poised serpent, the Order of Ruin were a sect of mystics said to be obsessed with numerology and the hidden structure of the universe. The Order of the Jackal had a presence in every other structure and faction of the Thousand Sons, including the other Orders. The role of this small Order was twofold: to remember the dead and to raise the next generation of warriors for the Legion. It is only by extrapolation, and the interpretation of scraps of intelligence, that the wider Imperium knows of the existence of the third Order, the Order of Blindness. Thought to have been headed by Magnus’ equerry, and former tutor, Amon, the so-called Hidden Ones appear to have been an Order of infiltrators,spies, interrogators and scouts deployed to gather intelligence. After the use of psychic powers by the Legions was forbidden by the Edict of Nikaea, Magnus and his Thousand Sons withdrew to their home world, ostensibly chastised by the Emperor. There Magnus, via psychic means, discerned the danger Horus posed to the Emperor and the fledgling Imperium, and tried to warn the Master of Mankind. As events transpired the warning failed, and only contributed to the Warmaster exploiting the opportunity of the Space Wolves’ censure of Magnus the Red to eliminate a rival in the Thousand Sons. The Legion’s future would be defined by the cataclysmic battle for Prospero. The Primarch Magnus the Red The Legion’s home world of Prospero was a polished jewel glittering alone in the long dark of night. While many worlds which had cradled the lost Primarchs, it seemed, were often unremittingly soaked in darkness, cruelty and blood, Prospero had achieved an ascendency over such barbarity. This was the place where the Primarch Magnus the Red came to settle, within Tizca – the City of Light, and Citadel of Reason on Prospero. There he absorbed the lessons of the city’s masters and soon exceeded their skill in every area of psychic discipline, scholarship and endeavour. Tizca flowered as never before under Magnus, the ‘Crimson King’ of its empire of dreams. Magnus was the tallest of the Primarch siblings, a giant with reddish skin and possessing only one eye. He was erudite and considered in his manner and rhetoric, earning a reputation for wisdom among his brothers. He was also an extremely potent psyker, second only to the Emperor in power. Magnus reunited with his Legion at the critical moment as it was overcome by the Flesh Change. Only his vast intellect and power as a psyker allowed him to save his Legion from certain doom. He turned all of his power, lore and learning to discovering a way to lift the curse which was killing his sons, and though he was successful, his ‘cure’ came at a great cost, and the Legion was forever changed by his hand. Primogenitor: Horus Lupercal Noteworthy Domains: Cthonia, Serenax, resource tithe rights on 37 other primary worlds. Cognomen: (Prior) The Luna Wolves Allegiance: Traitor Maximus Observed Strategic Tendencies: Shock Assault, Harrowing Actions and Strategic Decapitation Strikes. The Luna Wolves Much of the XVIth Legion’s early intake was drawn from the hunter-clans of Terra’s Jutigran Bowl and the Samsatian sub-plate slums. Perpetual conflict and the harshness of life on the desolate margins had given these people the hard edge of ruthlessness and independence, and this character lay at the heart of the nascent Legion. Ever they sought to be first in glory, and struck with brutal finality before any other could lay claim to their kill. It was said of the XVIth Legion that it was unleashed to begin and end wars its enemies did not yet know they were fighting. The First Pacification of Luna, at the very onset of the Great Crusade, was perhaps the most famous of the Legion’s early victories, and it was from here it earned its first name, for the Selenite Clans were so shaken by their onslaught that they pleaded for the Emperor to “call off his wolves”. The Legion’s tally of victories would only swell, and its culture would rapidly evolve with the rediscovery of their Primarch on the planet Cthonia early in the Great Crusade. The first of the foundling Primarchs to be reunited with his Legion, Horus took total command with an easy confidence, moulding the Legion to his own vision. The Luna Wolves under Horus won many lauded victories during years of ceaseless conflict, but one would eclipse all others. On Ullanor, the Imperium broke the greatest Orkoid empire in known existence, called by some the last true threat to humanity’s domination of the galaxy. Here, Horus slew the Overlord Urlakk Urg with his own hand and was proclaimed Warmaster for his deeds by the Emperor. In honour of Horus and his conquests, the XVIth would no longer be the Luna Wolves. Their armour would be re-adorned in the cold green of a sea in storm. In place of the crescent moon and wolf’s head, a single, unblinking reptilian eye would stare from their pauldrons. Reborn, the Sons of Horus had risen with their father to an unrivalled height, recognised without exception as the first in glory amongst all of the Legiones Astartes. Tip of the Spear As the personal Legion of the Warmaster, the XVIth Legion was rarely absent from the forefront of the fighting, and its doctrines and tactics reflected this method of warfare. It excelled at the application of precise force against a specific weakness, its warriors favouring close range fire saturation and landing the killing blow on a downed, outnumbered foe – a tactic drawn from the brutal gang traditions of their adopted world of Cthonia. To facilitate this means of warfare, Horus preferred to avoid numerous layers of fixed organisation. Instead of a formal structure, he would group companies and individual units together as required for the execution of a particular campaign. The commander of such a formation would usually be a senior captain. If the formation was especially large then other captains would take on the role of lieutenants to the overall commander until the completion of the campaign. These formations rarely had formal titles, but the Sons of Horus commonly referred to formations intended to prosecute a rapid assault as ‘Speartips’. In eschewing formality and fixed structure above the basic level of the company, Horus demonstrated his pragmatism and his preference for waging war with judged precision. Within the Sons of Horus Legion, squads commonly had their own honorific or epithetic titles rather than simple numeration: Illuminators Prime, Death Makers, Jerrok’s Reavers, the First Sons, and similar, while some were named for the sergeant or chieftain that led them where their leader’s own reputation was strong enough alone. Many of these titles betrayed the culture of Cthonian gang honours and the tradition of reputation and internecine warfare. This had, over the years, grown steadily stronger within the rank and file of the Legion’s intake. O The Warmaster Horus Lupercal Once a world of riches colonised in the lost past, Cthonia had been gutted over thousands of years and left a hollowed-out carcass. Death came easily and its people were grim and savage as a result, but from this barbaric world would rise the greatest general the galaxy would ever witness – Horus Lupercal. Contradiction and omission tarnishes all accounts of Horus’ formative years. For every grain of truth as to his origins there are a dozen legends and myths, the great leader himself only adding to the tally. It is believed he was the first of the Primarchs to be found, and spent long years alone with the Emperor before his father’s attentions were split between his Primarch brothers. One thing remains without question, and that is that both before and after the Warmaster’s fall from the light he remained a superlative leader, master tactician and peerless orator, the like of which the galaxy had not before seen, nor has borne witness to since. Many say he was second only to the Emperor Himself in charisma and will. As Warmaster, Horus was a peerless diplomat and general, able to convince any of his brother Primarchs to the justness of a cause for which he desired their Legions. To mortals he was a demi-god whose majesty alone cowed Lords Marshal, though he was never accused of abusing his own majesty, instead always debating strategy in equal and open discourse and respecting the views of those around him. Always Horus would be seen in good humour, surrounded by his brother Primarchs and Imperialis Auxilia advisors. It was the great tragedy of the age that the Emperor’s favoured son would fall to darkness and treachery. The spark that gave fire to the rebellion in Horus’ heart must remain a mystery which can never be perceived by mortals. Only those who were there, that saw and heard all may know, and they are lost. What is known is that during the time after he became Warmaster, Horus fell grievously ill while quelling a rebellion on the moons of Davin and was taken by his warriors to one of the Davinite warrior lodges. What transpired within the walls of that place is unknown, all that can be said with any certainty is that from the moment of his stepping from the Serpent Lodge on Davin, Horus trod the path of heresy. ne avatar of this increasing influence was the late reemergence of Cthonian gangsigils graven into a particular Space Marine’s armour recording notable kills and deeds, as well as to which company they belonged, a practice which accelerated rapidly after the Legion had transitioned into its identity as the Sons of Horus. This transition marked not so much a new open brutality in the Legion, but a factor that had always been there and had become more visible as the Legion’s panoply finally began to shrug off much of the influence of Ancient Terra. In the final days of the Great Crusade, the white of the Luna Wolves turned sea-green, then darkened further to a murky verdigris green-black as the Sons of Horus further cast off the disciplined Terran traditions of warfare and heraldry and erred in pride and growling malice towards the dark heart of Cthonia, and its traditions of gang-fiefdom, blood-pride and merciless, incessant conflict. The Sons of Horus have also been documented as the first Legion to foster warrior lodges, those most secret societies of like-minded battle-brothers. Though they venerated no god or occult principle, the ritual and secret elements of the warrior lodges did not fit with the ruthless rationality of the Imperial Truth. Frowned upon but tolerated, the lodges persisted and flourished. They survived, in part, because many saw them as relatively harmless, and, in part, because they promoted fellowship within and between Legions. It was a misjudgment that would have consequences that few could imagine, as they were corrupted by dark powers to act against the interests of the Imperium. Ultimately, it would be the Sons of Horus and their Primarch which tore the galaxy asunder. Artificer-wrought helm variant Command Variant MkII helm Legion Standard Commissioned in recognition of the Harrowing of Ituss 3. Ryza ‘Sunspite’ pattern plasma pistol Chieftain Ocram Adraan ‘The Butcher of the Icosian Districts’, 4th Company, 16 th Independent Battalion, The Scouring of Old Tizca, Burning of Prospero MkIV ‘Maximus’ pattern power armour featuring Legion Line Officer’s transverse crest Charatran pattern chainaxe Primogenitor: Lorgar the Urizen, aka Lorgar Aurelian Cognomen: (Prior) The Imperial Heralds, Iconoclasts (informal) Noteworthy Domains: Colchis, Melkeji, Ipisia, Golkoron, garrison oversight and tithing rights on fiftythree other worlds. Allegiance: Traitoris Maximus Observed Strategic Tendencies: Mass Assault, Policing Actions, Gnoetic Purgation, Suppression of Ideological Revolt The Imperial Heralds From its earliest days, the XVIIth stood apart from its brother Legions in both duty and outlook. While all the Legiones Astartes fought with utter devotion, the warriors of the XVIIth carried with them an air of zealotry. Recruited from the sons of exterminated foes, they were trained and raised to know the crimes of their forebears and the price of mercy both. While others went to war with righteousness in their hearts, the XVIIth fought with the cold fury that only the at-once condemned and redeemed can truly know. While other Legions acquired names later in their history, the XVIIth were named as the Imperial Heralds at their founding. That one amongst twenty should be singled out might imply some special favour, but in truth it was a title that spoke not to special honour, but to the Legion’s place in the Emperor’s purpose. Where enemies stood against the Emperor because of their belief in gods or the superstitions of Old Night, it would fall to the XVIIth to deliver the Emperor’s ultimatum: recant or be destroyed. Once they had conquered, the Imperial Heralds would seek out works which spoke of the power of sorcery, false gods and irrationality. They emptied libraries, dividing the contents into truth and falsity. Idols and the trappings of worship would be cast down and pulled from temples and shrines. It was a pattern they repeated across Ancient Terra, earning themselves a second name. Few spoke of the XVIIth as the Imperial Heralds. To their brother Legions and the peoples of the new-born Imperium, they were the Iconoclasts. A Fanatical Legion The Legion followed much of the structure of the Legiones Astartes during its earliest incarnation. Warriors belonged to squads, squads to companies and companies to chapters. This functional hierarchy remained largely unchanged from when the Legion was the Imperial Heralds until the revelation of its treachery on Isstvan V. The rediscovery of its Primarch and the influx of recruits from Colchis did little to change the Legion’s basic structure, rather it added layers of organisation. This additional layer was concerned not with the composition of units on the battlefield, but with the ideology of those units. Companies were grouped together into chapters of between 500 and 3,000 warriors. Each chapter bore a name and sigil based on the constellations of Colchis: the Serrated Sun, the Osseous Throne, the Crescent Moon, the Weeping Hand, the Coiled Lash, the Exalted Gate, the Twisting Rune, the Scold’s Bridle, the Night’s Chalice—each were found within the Legion’s ranks. These large formations were often the building blocks of Word Bearers campaigns. Most Crusade fleets consisted of at least one full chapter, and the largest several. Outside of these chapters were elite formations such as the Ashen Circle, the truest iconoclasts of the Legion, charged with the shattering of religious edifices, the slaughtering of false prophets and the burning of any book that did not acknowledge the Emperor above all others. Lorgar was both commander and spiritual father to his Legion. The hierarchy of authority within the Legion reflected this dual nature, divided between the military and the spiritual, between mind and heart. On the one hand, the Legion followed simple and robust lines of authority. A chapter master led each chapter, a captain each company and a sergeant each squad. It was common for a chapter master to designate one of the captains as ‘sub commander’ to act as his lieutenant. The second line of authority in the chapter was spiritual. The Chaplains, although nominally attached to companies and chapters, in reality were a brotherhood unto themselves. While each was a warrior, their concerns were not for the business of direct command, but for the strength of their brothers’ spirits, for the clarity of their purpose and the purity of their actions. Each Chaplain fittedinto his own hierarchy, with ascending tiers of knowledge and respect. High Chaplains were the ruling circle of their kind, and at their centre was the First Chaplain. The Word Bearers were also well known for the vassal warbands and half-feral fanatics of mortal warriors who accompanied them. Though they themselves were fanatically devoted to the Legion, such forces were treated as largely expendable. These were unleashed on world after world, and yet their number never depleted, showing that behind the Word Bearers stood millions more willing to die at their command. Flayed Hand Chapter Armourial MkIII pauldron Graven Star Chapter Armourial MkII pauldron Legion Standard Post Monarchia issue. Legionary Apis Merenkar Nimarros Tactical Squad, 7th Assault Company, The Serrated Suns Chapter MkIV ‘Maximus’ power armour with devotional scripts Thunder Edge pattern chainsword H alf a century before the outbreak of the Horus Heresy, the Word Bearers were the first Legionaries to embrace the powers of the Warp; employing singular units such as the Gal Vorbak. This was a title that, over time, came to refer to any of the Word Bearers who were possessed by the powers of the Warp, but those who later bore the title were a lesser breed of abomination compared to the first of the Legion’s brethren who sealed their pact with darkness. The Gal Vorbak were the first of their kind; Space Marines and Daemons fused into a single being. After the Word Bearers revealed their true nature at Isstvan V, the crimson of the Gal Vorbak spread to the rest of the Legion in fits and starts, and new Gal Vorbak walked with them, and the secrets of their daemoniac warriors were spread to several other Traitor Legions by the Legion’s Diabolists. Irrespective of their power or pedigree, there has been no greater defilement of the Emperor’s work in creating the Space Marines than these loathsome creatures. The Priests and Diabolists of the Word Bearers would remain at Horus’ side throughout the galactic civil war, whispering in his ear, as the architects of his damnation. The Word Bearers were a curse upon the galaxy in the Age of Darkness, spreading across the stars seeking ritual and portent or else unleashing the Warp as part of their pact with dark gods. Few loyal Imperial Heralds yet existed to oppose their Primarch, for in seeking his ‘Primordial Truth’ Lorgar had long since purged his Legion of those who still worshipped the Emperor. The Primarch Lorgar Colchis was a world of old gods. It is said that religion was in the air, in the touch of the sun and the taste of the dust that hung in the air. To its people, worship of higher powers was as much a part of them as the beating of their hearts and the crying of their children. Bound in feudal traditions it had once been a world of technology, but those days lay forgotten in Old Night. When the infant Lorgar fell from the sky of Colchis, his Legion had yet to be born on Terra, and the faith of Colchis was held in the hand of a priesthood called the Covenant. Raised amongst this priestly caste, Lorgar would grow to become one of its number. In time, he turned on those who had raised him, leading a crusade to destroy them in the name not of the old gods, but of one god, a god of gold and light who spoke to him in his dreams. When the Emperor reached Colchis, there could be no doubt in Lorgar’s mind that he knelt before his god. Lorgar soon converted his Legion to his belief in the Emperor’s divinity, using the nature of the Great Crusade itself. Across countless fronts the Legion fought, suffered casualties and recruited anew. As this attrition mixed the old with the new, Lorgar’s sons accepted what was taught to them because it was the only truth offered. In the case of those of Colchis, the belief in the divine was ingrained into every thought from birth. And when all was done, when the final Imperial Herald had embraced the faith, when the last of the old Iconoclasts had died, then Lorgar added the final flourish of ritual to seal his victory. The Imperial Heralds would become the Word Bearers. To the rest of the Imperium, still ignorant of the change wrought in the XVIIth, the name reflected their part in bringing the Imperial Truth to all of humanity. To Lorgar it was an affirmation of his purpose: to give humanity faith in the god at its pinnacle. Primogenitor: Vulkan Cognomen: (Prior) None officially recognised (see ref: The Manticore Cataclysm – informal designation ‘The Fearless’ used by Imperial Army units) Noteworthy Domains: The Nocturne System (Nocturne Primary, Moon of Prometheus LegionFortress), Caldera (Protectorate), Battle Station Geryon Deep (Ateraxis System) Allegiance: Fedelitas Totalis Observed Strategic Tendencies: High Intensity or Asymmetric Warfare, Zone Mortalis Engagements, Planetary Interdiction, Liberation and Defensive Operations Trial by Fire Promethean Cult The XVIIIth Legion was one of the so-called ‘trefoil’ proto-Legions, its early histories, nature and role veiled by edict of the Emperor and his agents. The XVIIIth Legion gene-strain showed clearly both in temperament and overtly in physiology. Of particular note was the strength of constitution displayed by a fully developed Legionary, which had measurable superiority to the already superhuman Space Marine norms in relation to extreme temperature tolerance, radiological resistance and cellular repair. This variant gene-seed also had some unusual outward effects, causing ‘ember-like’ bioluminescence to their eyes and a tendency for skin pigmentation to permanently darken in response to prolonged exposure to high levels of potentially harmful radiation as part of the biological defence mechanism, often adopting an unnatural granite-like or obsidian quality with sufficientexposure. At the battlefield level, circumstance as well as natural temperament focused the Legion’s tactics on relatively short range engagements, where it sought to counteract enemy numbers by the use of confined area engagement or shock assault. Here the individual physical power of the Space Marine, his ability to endure and relentless fury in battle, could be relied upon to inflict disproportionate damage on almost any foe, although the inherent risks were high. Such tactics naturally lent themselves to short-range but devastating arms such as flame, volkite ray and melta weapons being preferred by the Legion. Supporting this tendency was the telling factor that even before the Nocturnian influence came to the fore, the technical aptitude demonstrated by the Legion’s rank and file further served to allow them to maintain and indeed field-manufacture such advanced weapons, even while subjected to disparate deployments and uncertain supply. The XVIIIth was a Legion of hardy survivors, known from its earliest days to achieve victory against impossible odds while sustaining minimal casualties. In the firstfew decades of the Great Crusade, before it was reunited with its Primarch, the Legion was often deployed piecemeal as pressing demands called for Space Marine involvement before multiple chapters were battle-ready. This led to the Legion being assigned across a considerable number of different reinforcement battle groups and specialist units such as Rogue Trader expeditions, and it rarely fought together as a full Legion. Despite the nature of its battles, it was plain that to the XVIIIth to triumph against the odds was the only victory worth the name. The Legion was honoured for fighting alongside the Excertus Imperialis time and again, and vaunted for its warriors’ fearlessness in the face of insurmountable dangers and the selfless lengths they would take to protect their allies and non-combatants during campaigns. However, retreat for the XVIIIth was often unthinkable, even when tactical expediency would dictate otherwise, and the Legion frequently paid in blood for its own untenable standard of valour and service. O The Primarch Vulkan Vulkan was a giant in human form, one of the tallest of the Primarchs and broadest at the shoulder, armoured in emerald scales like a dragon of Ancient Terran myth. He was found on Nocturne, a death world of turbulent volcanic fire and radiation, riven by the destructive tidal forces of its moon, and plagued by predatory mega-fauna. The Primarch was tempered by this world, as a blade is tempered by flame, and rose to free his adopted people from the external threat of xenos raiders and enslavers. It is believed that Vulkan did not become unified with his own Legion for some years after his rediscovery, but instead stayed alongside the Emperor under his direct tutelage and studied closely in the weapon-forges of Mars and with his brother-Primarch Ferrus Manus. When Vulkan came to his Legion, he remade it as he would fashion a weapon at the forge. In this he gave the Legion its name, taken from the greatest of Nocturne’s saurian predators; ancient and deadly creatures whose blood was fire and whose emerald hides were as hard as steel; the Salamanders of Nocturne. In this Vulkan’s choice carried a layered meaning, for not only were Nocturnean Salamanders monsters of savage power with a great totemic significance to the native people, but as creatures they showed unflinching loyalty to their own blood and offspring. This spoke much to Vulkan’s nature, as a man of honour and integrity, who knew a weapon fashioned by skilled hands would never fail its wielder. ne of Vulkan’s first actions was to largely unify his scattered Legion and do away with its ad-hoc strategic organisation, but he did so in a way that preserved, where possible, the spirit of autonomy and self-sufficiency the component units of the XVIIIth had developed, which he saw as inherent virtues, tempered with purpose. At the strategic level, Vulkan ordered his Legion into the formation of seven ‘Realms’, each linked both in name and spirit with one of Nocturne’s seven great city-settlements. To each of these, he assigned a Lord Commander, known also as a Protector, as it was their sworn duty, in addition to that of a warrior of the Emperor, to protect the city-settlement in time of attack. The strong links between the Salamanders brethren and the people of Nocturne came quickly to create bonds of kinship and loyalty within each company’s ranks. An inevitable degree of competition between the Salamanders companies was also fostered by the nature of this relationship as well which, tempered by Vulkan’s teachings, spurred the Salamanders Legionaries to greater heights of achievement and attainment. Central to the ideals of the Salamanders was the Promethean Cult. It formed a body of doctrine that codified and promoted the spirit and culture the Primarch desired for his Legion. A work of both clear vision and deep allegory, it drew both upon Ancient Terran philosophical and martial thought, and the rich culture and mythic history of Nocturne on which Vulkan had been raised. Core to its tenets was the conviction that the Legiones Astartes had been created to fulfil a single and irrevocable purpose: the protection and liberation of all of humanity, and that they were each and every one a savage weapon given physical and spiritual form to this single end. Legion Armourial with Drake skin adornment, MkIII pauldron Heavy support Squad MkIII pauldron Legion Standard Lost at Isstvan V, re-commissioned and re-consecrated at Nocturne, 376013.M31. Ultima Pattern Combi-flamer Legionary Dha’lok Shattered Legion Attack Cell ‘Hesiod’, Assault on Dwell Hybrid MkV ‘Heresy’ pattern power armour with helmet and shoulder pads from wearer’s previous MkIII armour. Krak and frag grenades Primogenitor: Corvus Corax, (also known as the Raven Lord) Reconnaissance in Force, Guerrilla Actions, Lowcollateral Damage Imperative Compliance Operations Cognomen: (Prior) None officially recognised (early Great Crusade era – Pale Nomads, Dust Clad (informal)) Noteworthy Domains: Deliverance (formerly Lycaeus)/Kiavahr and associated system realm. Former Terran central Asiatic Dustfields tithe rights renounced 998.M30. Observed Strategic Tendencies: Rapid Deployment Operations, Strategic Interdiction Operations, The Hidden Hand th The XIX Legion was the Emperor’s hidden hand, vengeful sentinels against recidivism and harrowers of those who would sooner flee than bend knee before their new master. The Legion was founded according to the mindset and practises of the Xeric tribes, who conducted their wars against far more numerous foes and were therefore well practised in a wide spectrum of unconventional tactics. Individual units tended towards the smaller end of the scale set down by the architects of the Emperor’s armies, but each was a tightly-knit band of warriors trained and equipped to operate on their own for extended periods. They were well able to live off of the land, taking what few resources they needed from their environment or when opportunity or necessity dictated, from defeated enemies. Drawing on the demeanour of the techno-savages from which it recruited, the proto-Legion quickly demonstrated its skill at reconnaissance and target identification, and its ability to transition from inscrutable watchfulness to rapid attack in the blink of an eye. Its Legionaries waged war by infiltrating into position, studying their enemy and, when the time was right, striking from the least anticipated quarter and slaying the foe outright in a bloody, yet brief assault. When Horus led his Legion in the opening campaigns of the Great Crusade, he often requested that the XIXth serve alongside his Luna Wolves. In those earliest days, many worlds rejected enlightenment and refused Compliance, and so the blade of the XIXth was there to strike, descending unseen. In time, Horus came to value the XIXth greatly, using them as a tool of terror, suppression and assassination, all tasks the Legion excelled at. It was only when the Primarch Corax was rediscovered, on the world of Lycaeus, and given command of the XIXth, that the nature of the Legion would change. Seeing in the tactics of the XIXth the nature of the once oppressors of his world Corax had fought against, he refocused the Legion, and turned their talents from terror troops to scouts and guerrilla fighters without peer. Allegiance: Fidelitas Constantus In Shadows Steeped Upon assuming command of his Legion, Corvus Corax took steps to codify the methods of warfare he had employed against the slaver-lords of Lycaeus into a series of tactical and strategic maxims by which the Raven Guard would operate. While Corax assumed command quickly, giving the Legion his own strategic specialties, it is notable that as soon as he was able, Corax ensured that most of his senior commanders were drawn from Deliverance. The Primarch was distrustful of powerful outsiders, and his closest advisors and commanders would be those who had served alongside him as young freedom fighters during the Lycaean Uprising. Indeed, dark rumour suggested that he so wished to distance his Legion from their Terran origins and Horus’ external influence that many senior warriors of the Legion of old were sacrificed in the Great Crusade’s most protracted and wasteful campaigns, ill suited to the skills of the Raven Guard, to purge the ranks of the taint of the oppressor and the overlord. Corax exclusively chose to recruit from the freed people of Deliverance, even formally renouncing rights of tithe on Terra. After several costly battles in the Great Crusade, such as the gruelling combat of Gate Forty-Two, the numbers within the Legion swung in favour of those born of Deliverance. The Primarch Corvus Corax Corvus Corax, the Raven Lord, named the ‘Deliverer’, came to awareness in a lightless chamber far beneath the surface of a barren moon called Lycaeus; a slave-prison satellite ruled over by the tech guilds of Kiavahr where notions of justice and human dignity had no place in the brutal regime. Corax swore to the people of his new found world he would liberate them from their cruel existence. Fighting for the freedom of the slaves of Lycaeus against the guilds, Corax learned the skills of subterfuge, swiftness and covert warfare he would impart upon his Legion. Upon victory, he renamed his world Deliverance. In his formative years, the ivory-skinned,shadow-eyed and sable-haired Primarch became a paragon for the virtues of the oppressed, a trait that would stand him apart from the arrogance and cruelty of many of his brothers. The Raven Lord frequently operated alone, or otherwise led very small bands of hand-picked warriors who, of all his sons, possessed skills comparable to his own—the Mor Deythan or ‘Shadowmasters’. This predilection was derived from his time as a freedom fighter, where circumstances dictated small cells of rebels were often more effective than larger numbers. It was not unusual for Corax to himself conduct extensive reconnaissance prior to a battle, while most Primarchs would leave such tasks to their warriors. Corax is also known to have led small forces on deep infiltrationsfar behind enemy lines, striking directly at the heart of an enemy force, leaving his line officersto conduct the overall operation. Frequently, the actions of the main force were in fact a ploy to draw the enemy’s attentions from the Primarch’s own mission, allowing him to strike the finalblow and win the battle. During the Great Crusade, the Legion’s stealth specialties were widely utilised and became ingrained, eschewing massed battles and attritional warfare. To aid their preference for and skill at fast strikes and hit-and-run raids, the Legion’s armoury was biased towards light attack vehicles and those marks of armour that favoured agility and stealth over heavier plating. Many of the warriors of the XIXth were ill-disposed towards slow and bulky Terminator suits, though the Legion maintained siege and heavy assault detachments which utilised these, and become adept at daring close range rapid shock assaults, from both aerial transport and teleport deployment, in support of the Legion’s scouts in deep infiltration if such missions floundered. Corax did not favour these units, though he called upon them as avatars of his carefully controlled anger, loosed when an enemy proved itself worthy only of utter destruction. During its restructuring, the Legion commissioned several innovations from the forges of Mars, all of them cunningly wrought to further its mastery of the arts of stealth and speed. From its largest starships to its smallest speeders, the Legion’s vehicles were modified to obfuscate scanners and project stealth fields. As the Thunderhawk Gunship entered widespread service, the Raven Guard secured for themselves a variant known as the Shadowhawk, sporting all manner of technologies that made it invisible to all but the most sensitive of augurs. Similarly, the Legion’s Storm Eagle assault transports were named Dark Wing patterns, modified for low altitude stealth operations. In addition, the Legion gained access to the Whispercutter, an open airframe flyer constructed about a gravitic impeller and capable of dropping ten Legionaries into a war zone in utter silence and with practically no chance of detection. At the outset of the Horus Heresy, the Raven Guard were among the smallest of the Emperor’s Legions. This was due to their favoured methods of waging war and Corax’s own rigorous aspirant selection and recruiting methods, but also, in no small part, due to the events of the dire and ill-suited wars of attrition they were committed to by the Warmaster such as at Gate Forty-Two, perhaps in petty retribution for Corax’s own acts of purging veterans of the XIXth closest to Horus. These battles gutted the Legion and soured Corax to Horus, the former vowing never to fight alongside the other. Legion Armourial MkVI pauldron MkVI pauldron with supplemental bonding studs Legion Standard Survived Isstvan V, interred in honour at the Ravenspire on Deliverance for duration of civil war. Legionary-Inductii Thela Tactical Line Attachment, Hawks, Battle of Yarrant Mass issue Type D MkVI ‘Corvus’ pattern power armour Thunder Edge pattern chainsword Primogenitor: Alpharius Omegon Cognomen: (Prior) 747 informal cognomen are listed, including: The Harrowing, The Ghost Legion, The Unbroken Chain, The Strife Wrought, The Hydra, The Combine, The Left Hand of Darkness, The Azure Serpent, The Amaranth Coil and simply ‘Legion’ Observed Strategic Tendencies: Surprise Assault, Sabotage, Infiltration, Insurgency and Counterinsurgency Warfare, Multi-vector Attack, Interplanetary Pursuit and Decimation Campaigns, and Deep-range Raiding Operations. Allegiance: Traitoris Perdita Noteworthy Domains: Unknown/Unconfirmed The Ghost Legion th The XX Legion was established largely in separation from the rest of the Legiones Astartes, and it is generally thought created to a very specific end and purpose, however, what these purposes were remains a mystery. Its gene-seed strain was kept in secrecy, though it is known to have had a highly successful implantation rate and to be free of flaw. The Legion is also thought not to have expanded beyond a very small contingent of between one thousand and two thousand warriors for many of its early years, never having been granted a regional intake on Terra. However, later claims suggest the XXth multiplied in secret, and may in fact have been the largest of all the Legions. These first mysteries would spawn others, and questions would continue to go unanswered not only about the XXth Legion’s methods and nature, but about the use to which it was put in its earliest days. Before it acted as a united Legion, the XXth may have been operating in the shadows of the Imperium for more than a century, building a web of influence unlike any other Space Marine Legion and undertaking a secret war at once part of, and parallel to, the Great Crusade itself. There are no clear facts pertaining to the XXth Legion’s covert activities during the Unification of Sol, but they can be extrapolated from records of unknown Legiones Astartes units carrying out targeted strikes, abductions and assassinations, and reports of Space Marines answering to no known master or Legion passing through war zones on high-priority missions under the writ of unassailable clearance codes. These Legionaries bore a range of colours and styles of heraldry, with little to no uniformity, sometimes even mimicking the livery of other Legions. It is impossible to ascertain whether there was some hidden schema to these masquerades, whether they were intended simply to confound allies and enemies alike or if they served a martial purpose known only to the Legion itself. Heads of the Hydra The Imperialis Logistica could not confirm even the most basic details of the Legion, be it the Legion’s primary spheres of recruitment or even gauge its operating strength. It was a Legion seemingly sprung whole and entire as if from nowhere, complete with tens of thousands of fully-equipped Legionaries and a capable war fleet that operated with veteran skill. Only Alpharius knew the true extent of his Legion and its domains, its strength and its reach, and perhaps even he knew it only imperfectly. The Alpha Legion’s Companies, Battalions and Chapters (referred to as ‘Harrows’, ‘Cohorts’ or ‘Instruments’ in shifting meaning) were formulated and broken down seemingly at the whim of the Legion’s commanders, the chain of command appearing fluid and highly decentralised. A ‘Harrowmaster’ – a master strategist – would hold ultimate command of a war zone, but specialists, such as siege masters or vigilators, were deferred to in their fields of expertise. Under these, each unit was expected to operate as a self-motivated and selfgoverning ‘cell’ without need of exterior command, and expected to display initiative and pursue its part in the wider battle plan under its own cognisance and in any way it judged to be expedient, and each warrior of the Legion was trained to excel in battlefield and strategic awareness. In battle, the Alpha Legion became renowned for its discipline and impenetrable organisation, which emphasised the unity of the Legion and cooperation between its Legionaries in every respect. It maintained a wide spectrum of military assets and capacities, and was dedicated to flexibility and capability in every type of war zone. The Legion was known to pride itself on its unbreakable unity of purpose and will, even though Alpharius encouraged his commanders to operate with extreme independence of thought and action. The Alpha Legion made extensive use of human agents and paramilitaries, building close ties with many such organisations. However, it kept its distance from its fellow Legions. Rumours followed that the Alpha Legion fought alongside each of its brothers in turn that it might insert its own operatives into their ranks, though such hearsay is impossible to substantiate. T The Primarch Alpharius Omegon Of the many mysteries that surround the XXth Legion, the most fundamental and key enigma is the question of its Primarch. Multiple conflicting reports speak of Alpharius’ rediscovery, from the Emperor rescuing him from xenos enslavement, those claiming he boarded Horus’ flagship in a calculated raid only to meet his kin by chance, to those daring to suggest he was not scattered as his brothers were but grew to maturity on Terra alongside the Emperor. All such accounts are lies. It is widely believed that on diverse occasions members of his Legion each claimed not only Alpharius’ name but also his identity, even in council with allied Legions and emissaries of the Imperial Court. Some have made the outlandish claim that there was more than one Primarch of the Alpha Legion, or that Alpharius was even somehow able to ‘duplicate’ himself physically and appear to be in more than one location simultaneously. Some have even attributed metaphor hidden in plain sight to the emblem of the three-headed hydra that later came to symbolise the Legion in this regard. Furthering this mystery and the outright deception perpetrated by Alpharius, many reliable reports of the Primarch’s physical appearance differ. While he is noted on many occasions to be of similar stature and countenance of any of his Legionaries and able to pass unnoticed in their ranks, other records show him as a towering and fearful figure, bedecked in sinisterly ornate, hydra-chased battle plate. Whatever the case, contemporary accounts record Alpharius as being the last Primarch to re-join his Legion, and describe him as a masterful tactician and strategist – his erudition was astounding and his great intelligence was as cool and as watchful as a viper’s gaze. he Legion’s hallmark was a relentless application of force and a terrifying level of coordination between its warriors and war machines. This capacity for combined arms warfare, speed and surety of attack was matched by a mastery of the darker arts of war: of sabotage and ambush, terror tactics and assassination. Also evident was its desire for secrecy and talent for misdirection. To its enemies, the Legion was a true nightmare; a foe that could strike from any direction, that seemed to thwart any stratagem and strike at weakness no matter how well hidden. The Legion was a foe that knew neither mercy, nor honour, nor quarter, and one that seemed to delight in destruction for its own sake, and the chaos and anarchy it could inspire before the death blow. As the ‘youngest’ Legion, the XXth was zealous to prove itself against its brothers at any cost, and the often over-elaborate and needlessly complex and malign way in which the Alpha Legion chose to wage war frequently earned it acrimony rather than fame. ‘The Harrowing’ was the name given to the Legion’s most infamous stratagem, by which it wielded a devastating mixture of subtlety and overwhelming force, revelling in both meticulous planning and the exercising of imaginative cruelty in war. Beginning with infiltration and sabotage, the Alpha Legion spread confusion and panic unseen, maiming and bleeding its foe’s main strength and forcing upon them such vulnerability as the Alpha Legion wished. Then would come the kill. Often this final attack, the Harrowing itself, would be in the form of an assault from a hundred directions at once; a blizzard of different tactics and attack plans used against a foe either utterly unaware of the true danger or already brought to the brink of chaos. The result was almost inevitable catastrophe for the Alpha Legion’s victims, as the full might of the Legion, comprised often of elite Lernaean Terminators would then descend at the point of the enemy’s greatest weakness, and what would follow would be more akin to murder than battle. Much of this knowledge can only be inferred, however, as the Alpha Legion’s Harrowings left no survivors or witnesses. Legion Armourial MkVI pauldron MkVI pauldron with supplemental bonding studs Legion Standard Multiple sightings, provenance unconfirmed. Unknown Legionary Unknown Squad/Unknown Unit Affiliation, Invasion of Paramar Modified Mark IV ‘Maximus’ power armour Customised Power Sword Variant Talons of the Emperor The Sisters of Silence Formal Title: The Silent Sisterhood of the Great Tithe Banner Imperialis: The Divisio Investigates of the Divisio and Adeptus Astra Telepathica Magisterium: Lex Majoris Psykana (authority within accorded duty subject to the review only of the Lords Imperial of the Adeptus Astra Telepathica and the Offices of the Imperial Household). Domains: (Legal Remit) Wherever the shadow of the Emperor falls. (Vassalage) The Somnus Citadel (Luna, headquarters), the Magadan Orbital Construct (Fortress Anchorage of the Black Ships, Sol System), Cold Alpha (Prison Fortress, Titan orbit, Sol System), Star One/ Silent Harbour/Taceant Astra (code designations believed to be Segmentum Solar planetary systems given over to the secure processing of the Great Tithe, location unknown/prohibited). Cognomen: (Informal) The Sisters of Silence, the Witch-Seekers, the Soulless Ones, the Null Maidens. A cross the great Imperium of Mankind, the Sisters of Silence were figures of mystery and fear. They were one of most secretive and mysterious of all the orders of the Emperor’s servants. Each one of them was an unspeaking, soulless thing that inspired dread wherever she walked. Plying the dark void between the stars upon the dreaded Black Ships, the Silent Sisterhood were the enforcers of the Great Tithe, known by some as the ‘Psyker Cull’. Their duty was to harvest those humans with the psyker’s ‘gift’; whether given up by their kin and government freely, or stalked and trapped to the very ends of their world. There could be no hiding place from the Sisters of Silence, no argument that could sway them, and no turning them aside. By the writ of the Emperor, they came and went like ghosts between the stars, and struck like the reaper of myth against any who would seek to thwart them. The duties of the Silent Sisterhood were complex and manifold, but at their core they were warrior-investigators, hunters and gaolers. Their charge was to seek out, apprehend and process psykers from the human population of the ever-expanding Imperium, and forward them to the Divisio Astra Telepathica for assessment and disposition. As part of this quiet purpose, their duty was also to hunt down renegade psykers and destroy those who were deemed too dangerous to live. This perilous task, well beyond the abilities of any merely human law enforcement or military force, was made possible in its execution not simply by the martial prowess of the Sisterhood itself, but crucially by their fundamental nature as Psychic Nulls – for each and every member of its ranks was immune to psychic assault, and anathema to the powers of the Warp, causing psykers discomfort, pain and fear by their very proximity. The Legio Custodes Formal Title: The Legio Custodes Magna Imperator Banner Imperialis: Chamber Militant of the Imperial Household Magisterium: Lex Ultima (authority within accorded duty incontestable except by the direct and expressed word of the Master of Mankind) T he Custodian Guard were the bodyguards and sworn protectors of the Emperor and his chosen emissaries, and should the need arise, his most deadly executioners. Their history is a long one, and for centuries they have walked in the Emperor’s shadow as his praetorians and the protectors of his secrets. They were, by many accounts, the Emperor’s true firstborn,his firstgenetically engineered, psychoindoctrinated warriors of unswerving loyalty and unshakable purpose; perfected weapons crafted by the Emperor’s genius from the dread lore of the Dark Age of Technology. Each Custodian was handcrafted by the Emperor to be superhuman: stronger, faster, more acute of senses and more resilient even than the doomed Thunder Warriors or the Space Marines who would follow them, and so far beyond the limits of an unaugmented human as to be Cognomen: (Informal) The Custodian Guard, The Ten Thousand, Auric Mortalis or ‘The Golden Death’ Domains: (Legal Remit) Wherever the shadow of the Emperor falls. (Vassalage) The Tower of Hegemon (sovereign sub-fortification; Imperial Palace). Various fortresses, vassals, chattel, void craft, ministries and claims unknown to any but themselves upon the Throneworld of Mankind, throughout the Sol System and beyond. almost godlike in comparison. Indeed, only the Primarchs and above them the Emperor himself exceeded the Legio Custodes in corporeal might, and to meet them in open conflict was to court death for human or alien alike. While the might and skill-at-arms of the Custodes was great, their weapons and wargear were also uniquely powerful, representing the very apex of the Imperium’s technology. They wore nigh-impenetrable golden auramite armour, engraved with names earned through their deeds, and they wielded powerful and esoteric weapons such as adrathics, of such destructive potential that the Emperor remanded every instance of such weaponry into his own custody, and any breach of this demand would result in the immediate death of the person who denied Him, and often the razing of the very ground they stood upon to ashes. Custodian armour pauldrons Custodian Kalanemi Velt Ehophorus-Sigma Sodality of the Kykanatoi of the Legio Custodes, Prosperine Censure Force, Burning of Prospero Imperial Assassins Title: The Officio Assassinorum Cognomen: Clade Assassins, (Informal) The Emperor’s Knives, the Shadow Killers, The Scalpel Banner Imperialis: [REDACTED] Domains: No Extant Records. Magisterium: Pater Imperium (operating under the Writ of the Imperial Household) T he Imperial Assassins were wielded solely by the Emperor’s Household, and as singular weapons of dire necessity. Theirs was a shadowy organisation operating from hidden temple holdfasts, and organised into rival clade disciplines, each of which acted to perfect a myriad different methods of death dealing. From the thousand killing traditions of Ancient Terra, and the many thousand more encountered in the course of galactic Compliance, select human operatives were transformed using specialised biological and mechanical augmentation, the lore of murder, training and equipment, combining to make them singular instruments of lethality. Usually, the Assassins acted alone and in secret, crossing the galaxy by hidden means to exact the Emperor’s final sanction upon any deemed to have transgressed unforgivably against his law. They struck from silent darkness, acting as a scalpel would to carve away a potential cancer festering within the Imperium, and would then melt into the shadows once again, leaving no trace of their passing but a cooling corpse. Though the Officio Assassinorum was hidden, its existence was an open secret; posing by threat alone a guarantee that the promises made by Compliant worlds to the Emperor were kept. The Ordo Sinister Title: (Formal) The Titanicus Terranic Ordo Sinister Banner Imperialis: Ordo Militant of the Imperial Household, seconded ex tempera to the Divisio Militaris of the Great Crusade Cognomen: (Informal) The Left Hand of the Emperor; the Nightmare Titans Domains: Four Chamber ‘fortress-crypts’ of the Ordo are stated to exist on Terra: Occedentalis, Orientalis, Polaris and Borealis. Magisterium: Pater Imperium (operating under the Writ of the Imperial Household) T he purpose of the Ordo Sinister was the battlefield employment of macro-level weaponry of terrible potency against unhallowed powers and horrors beyond human imagining. These were weapons – of a nature which was expressly forbidden within the Imperium on pain of death – able to manipulate life, project psychic phenomena and even distort time and space. They were born of the ancient relics of the Dark Age of Technology and forbidden to all but those under the Emperor’s direct control – and even then only under the greatest possible conditions of secrecy and failsafe. The Ordo, which prior to the outbreak of the civil war comprised twenty-five known Sinistrum modified Warlord Psi-Titans, was never despatched to the frontiers of the Great Crusade, and never left Terra for any significant length of time, that can be discerned, other than to respond to dire threats, nor does it appear that any more Titans were added to their number over the course of the Great Crusade. Tellingly, even before his treacherous fall from grace, never once was the Ordo Sinister placed at the disposal of Warmaster Horus or any other independent commander, but it always remained in the shadow of the Emperor’s authority. Indeed, orders from the Master of Mankind demanded the Ordo Sinister was not included in the general preparations for the wars of the Horus Heresy, but waited as part of Terra’s last line of defence. The Solar Auxilia The Origins of the Solar Auxilia As the name might suggest, the origins of the Solar Auxilia lie in the Sol System in the earliest days of the Great Crusade. No doubt from the very beginning, the Emperor realised that while his Legiones Astartes would be his foremost agency of war and conquest, the sheer scope of the undertaking of the Great Crusade —no less than the liberation of the entire galaxy— would require far more manpower, spread over a wider area, than even hundreds of thousands of Space Marines could hope to achieve, simply because they could not be everywhere at once, nor would they be best served by undertaking roles ably filled by ordinary humanity. From this reality, the Excertus Imperialis was born; billions of second line and support troops, functionaries, labourers, void crew, logisticians, almoners, adepts and staff officers, and the countless quantities of weapons, equipment and war machines, void conveyances and warships they needed; all to make the Great Crusade a reality. thousands of years, and the home world of humanity had seen many great empires rise and fall, and with them great armies and warrior cultures form and meet their destruction. From this crucible of battle, the Emperor drew much that would inform the structure and tactics of all of his armies, and the Solar Auxilia would be no different in this, but it was the highly militarised techenclaves of Saturn, whose expertise in void warfare was of peerless temper, that would most greatly inform the nature of the Solar Auxilia. Where the Space Marines were to be foremost the hammer of the Great Crusade, the Solar Auxilia were to be its pioneers and void-faring guardians. They were constituted as mass, heavy Expeditionary forces, and their primary stratagem of conquest was to conduct a planetary landing, to fortify the landing zone against all possible counter-attack, and in so doing to challenge local forces to a gruelling campaign or to surrender without bloodshed. Few cultures were willing to oppose such landings, but those that did were forced to contend with a fully entrenched, superbly equipped and highly motivated enemy which would invariably prove all but impossible to expel. The Solar Auxilia would also serve alongside the Rogue Traders and in the Expeditionary fleets both as aggressors and as explorers, and as such they would need to be disciplined, trained and well equipped considerably beyond the level of the average militia soldier. Once Compliance over an area of space had been achieved, and the battlefronts of the Great Crusade had moved on, it was also to be the Solar Auxilia, with their own fleets and assigned warships, that would guard those worlds and star systems that were now part of the growing Imperium from marauders from without and rebellion from within. Only when Compliance was guaranteed beyond doubt would the Solar Auxilia oversee the creation of locally-raised Imperialis Militia forces, allowing them to redeploy to the leading edge of the Great Crusade once more. In laying out the strategic formulation and pattern of organisation for the Solar Auxilia, the Emperor, in his wisdom, appears to have drawn on two principal sources: the great military forces of the Unification Wars of Terra and the Saturnyne Ordo. Warfare had been the general condition on Terra and across its star system for As the Great Crusade progressed, the effectiveness of the Solar Auxilia as a distinct military concept and coherent fighting force was proved time and again, and the strategic demands of the ever-expanding Expeditionary fleets and the galactic territory they conquered demanded that Solar Auxilia regiments be raised in increasing numbers. The Terran system alone could not meet this growing demand and so the Solar Auxilia pattern was used as an imprint elsewhere, and soon regiments and larger cohort formations were being raised across the Imperium, often set up around cadres of experienced officers and noncommissioned ranks from existing regiments. These raisings were most common in star systems with an established tradition of void-capable military and privateer forces, and in many cases served to absorb such a culture more readily into the Imperium, particularly if armed struggle had been needed to subdue it into Compliance. Yet at its core, the Solar Auxilia became and remained a hardened body of professional soldiery, equipped and trained to the highest standards of the Imperium’s human forces, and a keystone of the Great Crusade’s tremendous progress. The Solar Cohorts According to the measure of the OfficioMilitaris of Terra, the Solar Auxilia Cohorts are the definitiveexample of a heavy void infantry formation of the Excertus Imperialis. As such they are fully trained and equipped to take on void war zones, hazardous planetary environments and operate both as ‘interface’ troops – meaning transitioning from void to ground operations in combat conditions – and fightheavily contested boarding actions. The fundamental building block of the Solar Cohort at the tactical level is the Tercio, a formation made up of three ‘sections’ of Auxilia, whose nature was definedby their weaponry and battlefield role. Tercios collectively could be assembled and deployed in a variety of ways and numbers to meet a particular strategic need. By far the most common Tercio formation is the Infantry Tercio, made up of three lasrifle sections; each comprising twenty void armoured, lasrifle-equipped infantrymen, commanded by a junior officer.Alongside these fightelite ‘Veletaris’ Tercios, each made up of three squads of ten veteran troopers equipped with augmented short range weapons such as volkite chargers or flamer units, and Fire Support Tercios, commanding three batteries each of three crew-served infantry support weapons platforms, of which the tracked rapier type is the most common. penetrations and lacerations, and is particularly resilient against radiation and thermal effects, making it highly effective for combat operations in hostile environments of many kinds, not only the open void of space. When fighting on a planet’s surface, the Solar Auxilia Cohorts make extensive use of support armour and mobile artillery units in open battle, and unlike the forces of the wider Imperialis Auxilia, these are invariably patterns designed and proofed against vacuum and hostile environment operation, including radiological shielding and internal life support systems. These include the notably advanced Mars-Solar pattern Leman Russ battle tanks, created specifically to the Auxilia’s specifications by the Lords of the Red Planet —both swifter and more sophisticated than their more commonly encountered counterparts— as well as semi-automata variant Basilisk and Medusa artillery tanks mounted on those same environmentally sealed Leman Russ chassis. Solar Auxilia Cohorts are also renowned for their routine deployment of prefabricated defence works, fortifying any encampment they make or outpost they construct, however temporary; a standard operating procedure born of extensive deployments on unknown worlds far from ready aid. Most Solar Auxilia Cohorts also feature at least one fully equipped heavy armour sub-cohort within its ranks, whose armoury contains numerous types of general battle units such as the Malcador and the Baneblade, as well as vehicles reserved for more specialised roles such as the Shadowsword and Stormhammer. It is notable, however, that more specialised siege formations, such as static artillery batteries, are rarely included within a cohort’s regular order of battle, as siege duty and attrition warfare was largely considered a waste of the Solar Auxilia’s particular capabilities by strategic command during the Great Crusade, and left to other, less specialised formations of the Excertus Imperialis – the grand military support structure of the Imperium. The tactical doctrine of the Solar Auxilia grew organically through operations during the Great Crusade, and is the direct result both of the unusual environments in which they commonly operate and in part the particular qualities of their arms and equipment. The most singular and perhaps iconic piece of wargear utilised by a member of the Solar Auxilia is their void armour; a carapace-reinforced, fully-enclosed environmental combat body armour with a fully integrated life support unit. The void armour worn by the Solar Auxilia, eponymously classifiedas ‘Solar pattern’, is itself a massproduced modificationof the ancient void armour worn by the Void Hoplites of the Saturnyne Ordo. The armour is fully sealed and capable of resisting small arms fire,ballistic impacts and shock trauma, is self-healing against minor The many regiments of Solar Auxilia also meant they could be found in innumerable war zones across the galaxy throughout the entirety of the Horus Heresy. Sometimes they were supporting one or more Legiones Astartes formations, but just as often they fought alone, or alongside regiments of other divisions of the Imperial Army, sometimes against tremendous odds. Bound by oaths of honour and rigid military tradition, the ancient Terran pattern Solar Auxilia regiments remained largely loyal to the Emperor during the Horus Heresy. While some cohorts – given the vast numbers of Solar Auxilia under arms at the time of the galactic civil war – were inevitably manipulated or corrupted. The many offshoots of the Solar pattern, those formed in disparate systems across the galaxy, were as evenly divided between Loyalist and Traitor as any other sub-division of the Imperium’s armies, with many owing their primary allegiance to the Warmaster and his allies. Troop Vexilla Solar Auxilia Cohort raised to defend the Manachean Commonwealth. Cohort Standard 204th Solar Auxilia Cohort, Manachean Commonwealth Supreme Command Tercio Command Air Support Command Artillery command Auxiliary of the 12 th Infantry Tercio, Mainward Sub-Cohort, 255 th Calth Solar Auxilia Cohort (the ‘Calth High Guard’) The Mechanicum The Taghmata Omnissiah The Taghmata Omnissiah was the principal form of operational military force of the trans-Martian Mechanicum and also the most numerous of the Mechanicum’s militant orders. A Taghmata detachment consisted of a dizzying array of warriors, vehicles and automata. The bulk of such forces was often made up of human thralls pressed into arms (sometimes called ‘tech guard’) or servitors armed for war, bellicose lesser magi and augmented cyborg soldiers. In practice, a Taghmata force could be of greatly varying size, disposition and scope, the nature of which was often determined by the role it was called on to serve. Before Mankind’s galactic civil war was to shatter the Imperium, the Taghmata was primarily mustered as a purely defensive measure, commonly when a Forge World came under direct attack, such as from hostile xenos. Smaller Taghmata elements would also be raised and formed during the Great Crusade to arm and equip Explorator expeditions or to garrison outposts in hostile or hazardous regions of the void. They were also formed more rarely to provide armed diplomatic escorts or deputations to the Expeditionary fleets and to Rogue Trader Militant fleets. Within the Taghmata were many tactical divisions and sub-cults that embodied specialities within the panoply of arms available to the Mechanicum. Foremost amongst these were the Autokrator, the Lacyraemara and the Macrotechnia. The Autokrator concerned itself with marshalling the ground armour and artillery trains of the Mechancium, as well as liaising with seconded Skitarii tech-guard within the Taghmata. The Lacyraemara commanded the indentured labour units of the Forge Worlds, modifying mortal troops and beasts through bio-alchemical and technological processes to be better suited for war. Finally, the Macrotechnia was made up of enginseer covenants who oversaw the use of the largest machines available to the Mechanicum which were not part of the Collegia Titanica, such as huge terraforming constructs and the awesome power of the Ordinatus; concentrated weapons of fearsome destruction. To those outside the arcane secrets and strange mysteries of the Mechanicum, the Taghmata was a difficult thing to grasp, seeming at once a purely descriptive term applied to a bewildering tapestry of Magos, machine works and indentured manpower, and also a rigid and labyrinthine hierarchical structure, the equal of any in the Imperium’s armed forces in complexity. Each Forge World was made up of many sub-domains, each ruled by a Magos who commanded their own military might, armies of retainers and cohorts of war machines configured to their own specialties and proclivities. Such armies were the building blocks of the Taghmata, and could be called into service by the Forge World’s feudal lord, the Archmagos-Intendant, who in turn might be called upon by those to whom they owed allegiance, be it the master of a more powerful Forge World or ultimately the Fabricator General of Mars. Thus the Taghmata was united by a complicated web of patronage, ancient treaty and pacts of mutual support. During the Horus Heresy such threads of allegiance would unravel, and the Taghmata Omnissiah would be turned upon Loyalist and Traitor alike on a grand scale. Militant Orders of the Mechanicum Besides the Taghmata stood independent and allied divisions of the Mechanicum, which crossed the boundaries of the Forge Worlds. These included the noble Questoris Knight Houses which were closely linked to the Mechanicum and served it as a supporting vassal force; the Explorators who charted distant stars and seeded new Forge Worlds as part of the Mechanicum’s ever-present Quest for Knowledge; the Prefecture Magisterium whose role was to preserve and enforce the strictures of the Omnissian Creed; the Myrmidon cult made up of the most bellicose lesser Magi who heavily augmented their own bodies for battle; the Ordo Reductor, a nomadic sub-cult of the Mechanicum devoted to siegecraft, and the Basilikon Astra, which controlled the space ports of the Mechanicum and were tasked with the creation and operation of many of the Imperium’s void-borne fleets. Also, there were the highly independent and secretive Ordo Katastrophica, Magi agents of change who promulgated a scientific philosophy of discovery and innovation at odds with the Treaty of Olympus. Perhaps the most feared of such militant orders was the Legio Cybernetica, whose dread responsibility was the command of legions of soulless battle-automata in war. The Dark Mechanicum The Collegia Titanica The treaty between the Martian Parliament and the Emperor imposed several restrictions upon the Mechanicum’s practices, labelling much of the knowledge possessed by the Forge Worlds as ‘heretechnica’ – a heresy against the Emperor in his authority as an avatar of the Omnissiah. There were many such forbidden heretechnical sciences and technologies. Heretechnica ranged from those which may be contained to the horrors of the mind or body of only a single being, to higher orders of Heretechnica, capable of unleashing plagues of death across entire star systems, draining the energy from stars or distorting space-time itself. However, there were three Orders of High Heretechnica hated above all others, each capable of bringing the Imperium to its knees if wielded recklessly. These related to the creation of artificial sentience, such as the so-called ‘Men of Iron’ which had plagued humanity’s Dark Age of Technology; the manipulation of the human gene-code, particularly where relating to the mysteries of the Primarchs, the Legio Custodes or the creation of pariahs and other abominations against nature, and lastly, the deep study of the Warp. Myriad were the hosts of the Mechanicum who swore their allegiance to the Great Crusade, from the bellicose Myrmidon cults to the cybernetic flesh-constructs of the Lacrymal. Mightiest of them all, however, were the godengines of the Collegia Titanica, a singular martial class within, and simultaneously quite distinct from, the ranks of the Cult Mechanicus. The towering bipedal god-engines known as ‘Titans’ have served the Tech-Priests of Mars since the time referred to only as the Era of Pathogenesis. Though little data survives, it is known that Titans first appeared during a great and terrible war fought between the besieged forges of the nascent Mechanicum and a debased caste of cabalistic heretics named the CyCarnivora. Vast swathes of the blasted red wastes of Mars had fallen to the Cy-Carnivora Mekwrights, and it took the creation of three entire Orders of what would become the Collegia Titanica to defeat them. These three Orders were collectively named the ‘Triad Ferrum Morgulus’, and it was from the template of their creation that all future Titan Orders were founded. The Dark Mechanicum was a coalition of Magi which saw these restrictions as shackles placed upon the ambition, imagination, curiosity and righteousness of purpose of the entire Mechanicum. They rejected the notion of the Emperor embodying the Machine God’s purpose, and cast off the fetters placed upon them, continuing their research into forbidden lore. Across the galaxy, they dabbled in the foulest of sciences and created legions of unspeakable horrors. Such dark deeds simmered and festered within the Mechanicum, carefully hidden from the Imperium’s eyes until the conclusion of the Great Crusade, during which time the Warmaster sent his emissaries to many Magi who felt themselves oppressed by the Emperor’s dictates. The Warmaster offered an open hand of friendship and promised to sweep aside the Emperor’s restrictions. He offered freedom and interstellar empires of their own to these Magi, to be ruled in his name, where they could operate without fear of oversight or punishment. Horus’ promise was that of a permissive and disinterested master, allowing the Magi to explore proscribed sciences to their hearts’ content, so long as his armies were fed a continual glut of arms and armaments. Many dozens of Dark Mechanicum Forge Worlds would side with the Traitor cause on these terms, setting their powerful industry to the creation of deadly weapons and baroque constructs of war. Created to defeat the monstrous hunger engines of the CyCarnivora, little could stand before a Titan, and nothing before an entire Order, which at its height might number between two hundred and three hundred towering machineries of destruction. Having finally driven the horrors of Old Night from Mars, the Titan Orders marched across the Red Planet in defence of the Forges, becoming rivals in glory and politics, and creating enmities that would be exploited in the dark age to come. As they grew and took on their own unique characters and traits, based on the doctrines of their pilot-commander Princeps and the sacristans who anointed these god-engines in the name of the Omnissiah, the Orders became the Titan Legios. By the auspices of the Collegia Titanica, Mars’ overall repository for the martial traditions and templates of the Titan Legions, each Legio assumed its own title, including High Gothic and Low Gothic monikers, icons, banners, colours and other unique elements of heraldry. When the Emperor came to Mars and the accords were sworn at Olympus Mons, the Titan Legios were turned to the service of the Great Crusade, where their devastating weaponry, impregnable armour and the peerless skill and devotion of their crews proved every bit as destructive against recalcitrant empires and xenos horrors as they had on the Red Planet. By the height of the Great Crusade, dozens of Titan Legios marched to war. Seedings of ancient Orders once cast into the void from Mars and having later born fruit were recovered as the Imperium expanded, and added to the great Collegia Titanica. Mars would continue to nominally serve as central authority over them, though, in reality, each Legio was its own master, and many, far removed from Mars for decades or centuries, wanted little to do with that distant and disinterested overlord. Dominatus Revok Mars Pattern Reaver class Battle Titan, War Maniple ‘Herald Imperator’, 1st Battle of Paramar V An Age of Darkness The Edge of Ruin In the fifth year of the 31 st Millennium, Horus Lupercal, Warmaster, favoured son of the Emperor and hero of the Great Crusade, plunged the Imperium of Mankind into a war from which it would never truly recover. Amid the shattered cities of the lonely and distant world of Isstvan III, he set the warriors of the Legiones Astartes against one another, raising the banner of rebellion and drowning his oaths of loyalty in blood. This betrayal was the first blow of the last war – the Horus Heresy. Those of his brothers who held true to their oaths would come to face him at Isstvan V, only to find that Horus had laid well his plans of treason. Fully half of the Emperor’s Primarchs and Space Marine Legions were already secretly sworn to Horus’ side and they turned their guns upon their kin with grim abandon, leaving the pride of the Imperium broken upon the black sands of that once insignificant world. Worse yet, the Primarch Ferrus Manus was slain and his head made a trophy for the traitor Warmaster. At a stroke, Horus had shattered the Legions that had all but conquered the galaxy, cleaved apart the heart of the Imperium and laid clear his path to the Emperor’s throne. Terra, the Throneworld of the Imperium, was Horus’ goal. In his way stood Rogal Dorn and the few remaining steadfast armies of the Imperium, the other loyal Primarchs scattered to the far corners of the Imperium and unable to come to the Emperor’s aid. A narrow channel of worlds straddled the main route from the far north and Isstvan to Terra; the fortresses of Paramar, Beta-Garmon and Lorin Alpha. Along this channel were fought desperate holding actions, Rogal Dorn spending all his resources and committing all those warriors at his command towards slowing the advance of the Traitor hordes. For long years they would hold the line, keeping Horus at bay at the cost of millions of lives in a series of bitter sieges and desperate battles; conflicts that would spawn legends to last 10,000 years and more. Yet even as they fought, the flame of rebellion spread and took root in all the worlds of the wider Imperium, the war no longer a simple matter of overthrowing Terra and claiming the throne, but a sprawling morass of old grudges and feuds now ignited into open battle. Betrayal Long in the Making Horus’ betrayal was no sudden whim, nor one forced entirely upon him by the intervention of outside forces. The preparation required to undertake a war on the scale of the Horus Heresy, involving millions of warriors across hundreds of star systems along with all the materials required to fuel their onslaught, is no small thing but rather a task to challenge even the greatest of military minds. To achieve such a feat in secret and in the space of a few short months is simply not possible, even for such a renowned strategic genius as Horus Lupercal. His grand rebellion, one that had suborned half of the Legiones Astartes, dozens of Forge Worlds and many millions of warriors in the Imperial Militia, was a work of logistical and strategic genius and one that had taken form over many long years. The Horus Heresy was a dagger long prepared and sharpened before it was plunged into the Emperor’s back. The Dark Empire In the opening years of the war, Horus claimed decisive victories across the northern Imperium, establishing a beachhead from which to prosecute his war. This ‘Dark Empire’, as it would become known, expanded swiftly to encompass much of the territories of the Segmentum Obscurus and the northern reaches of the Ultima Segmentum. Within it were a hundred hundred human worlds, many of which were quick to pledge allegiance to the Warmaster, albeit under the threat of the guns of his Sons of Horus. Only vital Forge Worlds and their historical empires such as Cyclothrathe, or those well defended and mercenary worlds with little love for distant Terra, such as Emratus, could hope to bargain for freedoms with Horus in exchange for their martial power. Few worlds acquiesced to Horus’ rule under fair terms or gained wealth and renown through an alliance with the Traitor cause, instead being crushed under the remorseless heel of the Warmaster and his acolytes and pressed into his service. Horus conquered worlds in actions of so-called ‘Dark Compliance’. To each world over which the Warmaster’s shadow fell, a simple choice was given: total submission and surrender or total destruction and brutal subjugation—slavery or death, there were no other options and no second chances. It was a perverse parody of the progress and glorious goals of the Great Crusade, but served as more than mere scorn for the Emperor’s dream or even the vainglory of a tyrant, for there was underlying method and intelligence beneath the apparently wanton savagery. When one militant world or stubbornly Loyalist star system was punished by apocalyptic destruction for their brave defiance, such fear was created in others nearby that their surrender came as a rapid and forgone conclusion, often without a shot fired in their defence. Each world added not simply territory but manpower, production capacity and supply, feeding a war machine that was growing exponentially in power. Of those worlds less than willing to submit, any economically or militarily critical to the Warmaster’s advance were taken first, and dissent quashed under the weight of steel and ceramite. Horrors were perpetrated against the denizens of worlds that dared to resist Horus’ advance. Entire populations were indentured in massed labour camps to supply their worlds’ resources to the Traitor war machine, or else conscripted into militias and made fodder for wars light years away. Always survivors and refugees were left alive to flee and spread fear and panic in the Warmaster’s cause. As the initial years of the Horus Heresy passed, thousands of worlds were said to have ‘gone dark’, lost in a malaise of war and cruelty, and nowhere was this more apparent than in the Dark Empire, which expanded its borders with each passing day. Resistance to this advance was limited and brittle, and hope of an organised counter-attack was inhibited by the occlusion of the Ruinstorm. Only through alliance with ruinous powers could the Traitors circumvent those obstacles which frustrated Loyalist efforts at defence and breach the warp storms, adding a critical strategic advantage to the Traitor cause and contributing to the overwhelming shock of the Warmaster’s treason. Beset and isolated, worlds the length and breadth of the Imperium fell to the Warmaster and his allies, or else turned upon themselves in the settling of old scores and ancient vendettas. In either case, these worlds, their resources and armed might were all lost to the Imperium. Daemons of the Ruinstorm For centuries, the Emperor had sought to deny the Warp and its denizens, to bury the legends and fears of Old Night beneath the weight of his Imperial Truth; however it could not last. Horus and his allies let loose the Warp and its powers upon the Imperium of Mankind, giving new strength to the creatures that lay waiting in that ephemeral realm. By means of the great ritual performed at Calth with the death of the Viridian Star, and many other bloody sacrifices made on the altar of war, the Traitors tore down the fragile barriers between reality and the Empyrean realm. A warp storm unlike any seen since the Age of Strife was unleashed across the galaxy, scattering and fragmenting conduits of safe passage in that shadowed dimension. This was the Ruinstorm and its tempests raged the very breadth of the Imperium, making long-distance communications and navigation all but impossible across vast swathes of space. The Ruinstorm cut the galaxy asunder, forcing those Legiones Astartes forces and Excertus regiments not operating under the personal command of a Primarch to act under their own cognisance for extended periods, in many cases for the entirety of the Horus Heresy. Because of this veil cast across the stars, Astropathic communiques were stymied and many far-flung regions of the Imperium were not aware even of Horus’ betrayal for the first years of the galactic conflict, and thus were unable to act in their own, or the Emperor’s defence. The Ruinstorm also had a more unsettling effect, for dark powers underpinned the conflict and whispered in the Warmaster’s ear. The Ruinstorm allowed the Warp itself to bleed into realspace in many regions; the raw stuff of the Immaterium tainting the void with coiling ætheric tendrils and kaleidoscopes of unseen colours. From the surface of many worlds, the stars appeared to have been swallowed by the void or the night skies were transformed into a canvas upon which were rendered scenes from hell. On the worstafflicted worlds, the veil between reality and the Immaterium stretched beyond breaking point and the infernal denizens of the Warp, nightmares-made-flesh named the Daemons of the Ruinstorm, spewed forth. These creatures were a new and unknown curse upon the galaxy, and no-one was prepared for them – they were a force that paid no heed to military logic or any sane pattern of war, a force whose weapons obeyed no law of known physics, and whose only desire was for death and destruction. They swept across the galaxy like a tide of ruin. During these incursions daemonic creatures took many and varied forms; some were bestial and foul, bronze-furred beasts of war, while others stood tall and beautiful upon the blood-soaked fields of battle, their only similarity their sheer vicious savagery. This was a new foe that refused to hold ground and sought no advantage from war save its red bounty of death, laughing in the face of conventional strategies. The Ruinstorm was cast upon a galaxy utterly unready for its fury and Daemons ran wild on uncounted worlds, each left alone amid the storm of war to die forgotten and unnoticed, playthings for a malignance that took a perverse pleasure in the suffering it caused. Indeed, the madness of the war that engulfed the Imperium seemed only to feed the daemonic forces that appeared across the galaxy, sending them into frenzies of violence and destruction. These creatures defied all sanity and had no place in a secular galaxy founded upon the bedrock of Imperial Truth. Pivotal Events of the Horus Heresy The Sundered and the Black The ‘Shattered Legions’ was a term attributed to a broad range of unconventional or irregular Legiones Astartes formations. The main body of warriors first called the Shattered Legions were born of the fiery crucible of the Isstvan V Dropsite Massacre, where the treachery of the second attack wave resulted in the nigh-total destruction of the Raven Guard, Salamanders and Iron Hands. These three Legions ceased to exist as coherent, operational military bodies, but many survivors escaped the black sands and were forced to drastically adapt their organisation and their methods in order to remain a functional fighting force. In the aftermath of the massacre, bloody, scattered groups from all three Legions coalesced across an entire sector of space, driven by the hunter-killer forces of the Sons of Horus and the Emperor’s Children. Harried by their relentless foe, the last of these remnant forces turned at bay and hit back, and for a time led a fierce-fought guerrilla campaign of vengeance against the Traitors that drew on and combined the unique skills and experience of each element, and which cost the Warmaster’s war effort dearly. But it was not only the remnants of the three Legions that were betrayed at Isstvan V who fought in this manner. Across the entire Imperium and beyond, Legion elements cut off from their chains of command were forced to adapt to circumstances or else perish in the all-consuming fires of war. Some detached Loyalist forces were able to break through the Traitors’ lines and join the mustering hosts of the Imperium. Others, however, found themselves isolated deep within enemy-held territory and too far behind enemy lines to make contact with allied forces. Neither was the formation of these Shattered Legion forces unique to those loyal to Terra. As the civil war progressed, many more found themselves acting alone, following the goals of their own leaders, and at times these goals differed from those of the chains of command that had once bound them. With the ebb and flow of war, Traitor forces too became isolated and, given the nature of certain of their leaders, many Traitor units determined to act entirely according to their own drives and desires. Some resurrected ancient resentments against erstwhile brethren now turned to blood-foes, pursuing vengeance for slights of honour thought long forgotten. Others became consumed by the forces they had unleashed upon Isstvan V, shedding reason and honour and reaving across the stars as if to vindicate, or perhaps to forget, their treachery with the blood of all those they branded enemy. Legion contingents, or even single warriors, entirely denounced their parent Legions or allegiances, and newborn Legionaries were created from gene-stock whose provenance was unknown. Evoking ancient martial traditions, these warriors scratched their Legion emblems or took on new colours and emblems as their own, becoming independent warrior bodies called ‘Blackshields’. Many Blackshields were broken in mind and spirit, driven to madness or despair by the grim realities and responsibilities of this new Age of Darkness. They no longer recognised or acknowledged the mastery of any lord and were determined to claim their own destiny even as the Imperium tore itself apart in bitter civil war. Unlikely alliances would form between Legions, with Traitor elements of the Loyalist Legions and Loyalist elements of the Traitor Legions joining forces with other factions with whom they shared ideologies, ambitions or enemies. Such forces fought throughout this era, sometimes adding their weight to one side or the other, at other times pursuing their own inexplicable goals. Leaders of vision and character melded these disparate Legion elements into highly effective forces and used them to prosecute the unseen shadow wars that raged across the galaxy, often unknown to the masters of either side of the civil war. A Galaxy at War Throughout the early stages of the Horus Heresy, the advantage lay firmly in the Traitor camp. At Isstvan, Calth, Signus and a dozen other early battles, Horus seized the element of surprise and claimed terrible victories against the Imperium. Though the Warmaster had set the pieces in place required for a sudden strike at the heart of the Imperium, the reality would prove more costly and more arduous than even Horus could have planned for, and required a greater expenditure of resources and more sacrifices than perhaps Horus could readily muster or was willing to make, even with fully half of the Legiones Astartes, great masses of the Imperial Army and vast swathes of the Mechanicum at his disposal. The short and decisive war that Horus had planned for would not come to pass, his triumphant advance on Terra instead stymied in years of grinding conflict, all while the Imperium bled and suffered. The Great Heresy would prove to be a protracted and relentless decade of war – the Age of Darkness. The defenders of the Imperium showed great courage in their resistance to the encroaching darkness. The Imperium was diminished but not lost as, throughout its span, loyal worlds and warriors stood against the Traitors’ reckless violence. What Horus had wished to be a single line of demarcation, a clear distinction between the push of his victories and the Imperium’s impending defeats, splintered and fractured with each step taken. The front lines of this war spread and scattered into a thousand conflicts reaching the deepest trenches and the furthest, spiralling arms of the galaxy. These battles were fought by forces great and small; most of the larger armies in the Imperium being fragmented as the need to respond to ever more threats, requests for aid and potential boon conquests increased. The Primarchs devolved authority to their lieutenants and force commanders, Lord Marshals of the Imperial Army broke their grand battalions into handfuls of regiments – each able to persecute a conquest or hold a particular objective, and the Magi Lords of the Forge Worlds each pursued their own unknowable ends. No sector of space was spared this war as it raged and burned through the Imperium, from the Halo Stars to the Thirteen Realms, and from the Dominion of Storms to the Azure Void. The Inductii During the Horus Heresy attrition rates amongst the Legions were monumental, with many companies and chapters falling quickly below viable fighting strength. To combat this issue almost every Legion attempted to rapidly recruit, implant, indoctrinate and train new Space Marines, with varying degrees of success and with often wildly varying outcomes. These programs were poorly defined and often experimental, differing hugely from Legion to Legion. Whole Apothecarion were put to the task of overcoming the challenge of shortening the timescale for successfully creating a tempered Legionary of the line, a process which might normally take years or decades. The results of these experiments, sometimes dubbed ‘newborns’ by Legion veterans, were undoubtedly Space Marines, but were often considered as being apart from their brethren created during the Unification of Sol or the Great Crusade. They varied in kind, from the Imperial Fists’ Noviciates who were simply inexperienced Legionaries, to the rapidly created and highlymotivated but poorly-trained Triori of the Sons of Horus who would be first tested in the combat of the Dark Compliance, and the more unstable rapidly indoctrinated or dangerously surgically accelerated and gen-hanced Inductii of the World Eaters. The effects of rapid genetic, psychological and psychic conditioning were myriad and often disastrous, yet these warriors born of desperation were still relied upon by the Legiones Astartes to hold the line and swell the reserves, or else to be part of the first wave into the breach, preserving the lives of more experienced and valuable warriors. As varied and sometimes unwelcome as such formations were, without the Inductii the Legions – both Traitor and Loyalist – would have had insufficient numbers to fight the final, climatic battle at Terra, for a decade of relentless war had bled even the largest of their number all but dry. Horus’ Advance Despite the lack of a decisive victory, the Warmaster’s advance was relentless. Worlds that had once given their loyalty grudgingly to the Emperor threw off those shackles to take up the cause of the Warmaster, eager to curry his favour in the hope they too could reap their share of the spoils of war. Even those worlds that had once freely bent the knee to the Emperor now forsook their vows in the face of his apparently inevitable defeat, fearing that Horus would wreak a terrible vengeance on those that did not join him once he had taken Terra. Worlds that stood strong in the face of the storm that was the Horus Heresy would find themselves alone amid a sea of foes, never knowing which of their once stalwart allies they could trust in the chaos. Human cultures that had survived all the terrors of Old Night would fall silent in the face of this new war, murdered by those they had once called kin. Old allies who had gone to war under the eagle banner of the Emperor would fall upon each other in red abandon, while those that had once been rivals for glory in the Great Crusade now found themselves desperate allies against the traitorous hordes. Defeat loomed dark and grim on the horizon for the forces of the Emperor, for though they could delay the Warmaster and his hordes, they could strike no blow to end his onslaught. It would simply be a matter of bitter time and gruesome sacrifice before Horus tightened his grip around Terra and took the throne for himself. Those that still remained loyal would not make this task easy, they would fight to their last drop of blood to oppose the Warmaster and those of their brothers that had forsaken their oaths in order to serve him, fighting a series of grim sieges and bitter raiding campaigns to hold them at bay. The fortress of Paramar would change hands many times, the major assaults upon it consuming millions of lives and costing Horus many long months of battle, while daring assaults from the Loyalist Shattered Legions would slow the passage of warriors and munitions from Horus’ northern strongholds to a crawl. Yet, even this bravery would last only so long, and in return Horus would claim dominion over all the northern worlds; Eye of Horus banners would fly triumphant from the dark machine-vaults of Xana to the shining spires of Angelis, as isolated pockets of resistance were crushed beneath the heel of his vast army. Legacy of Defiance The Warmaster’s plans were too grand in scope and too weighty in their preparations to be halted. His forces would continue to march against the Imperium unabated. This onslaught would not come from one side only, but from all quarters, the front lines shifting with the tides of the Warp and the barriers of the Ruinstorm. These lines would be drawn not only against points of ingress to Sol, but also in assault or defence across a dozen major warfronts of the Age of Darkness: in the north at Baal and the Coronid Deeps, in the east at Thramas and the Stormhem, in the south at Inwit, and in the nightmare west at the Belt of Iron. The galaxy-wide empire that had been built during the Great Crusade tore itself apart, a final fall of darkness upon the grand dreams of Unity and Imperium that the Emperor had kindled in Mankind’s collective soul. The fragile web of courier frigates and astropathic relays that bound its worlds together began to fray as war and madness took its toll, the remaining fragments singing a grim dirge of terror and destruction as word of the Warmaster’s bloody march on Terra and the relentless fall of Loyalist strongholds spread. Fear ruled in almost every sector of that wide realm that the Legiones Astartes had forged, a fickle master that goaded its subjects to unwise war and futile battle, to abandon their neighbour and offer up the weak in the hope of their own salvation. All it would take was one final blow to the structure of the Imperium, one more strike to the heart of that fragile empire and it would crumble to dust and ashes. Once again Mankind would plunge into the abyss of chaos and isolation that had sought to swallow it once before, and Horus would be left with only the broken fragments of the Emperor’s glorious vision. As the Warmaster made his final grasp for Terra there were few parts of humanity’s realm that had not given themselves over to bloodshed and horror, few worlds of import not invested by the warriors of one side or another. In those savage years, there were but few lights in the darkness, a few fleeting tales of bravery and respite that passed like whispers through the tattered remnants of the Astropathic network. Few believed in hope, for about them all was blood and ruin, death and terror. Such was the fragile nature of civilisation in those years that each rumour of doom held more power than any loudly broadcast litany of hope. Yet hope remained even as the galaxy burned. Across the Imperium, Loyalists stood in defiance of Horus and legends were made. These legends spoke of the return of Corvus Corax from the grave of Isstvan V, and of the Great Angel and the Warhawk soaring beyond hell’s clutches. Of the Lion roaring victory over the carcass of Thramas, of the Passage of the Angel of Death and of Russ’ howl of triumph as his spear pierced the Warmaster’s side. Of the valiant defences of Baal and Inwit. They spoke of the stone fist of Rogal Dorn, Praetorian of Terra, crushing the Traitors’ attempts to advance upon the fortress borders of Sol. And they told of the gathering might of Ultramar waiting to be unleashed. As the Age of Darkness closed, there was to be one final legend to be made, one last epic to be told that would reverberate in the soul of Mankind for all time, that of the Siege of Terra. Core Rules MODELS AND UNITS The Forge World and Citadel models used to play games of Horus Heresy – Age of Darkness are referred to as ‘models’ in the rules that follow. Models represent a huge variety of troops – from the massed forces of the Legiones Astartes to the automata and titanic constructs of the Mechanicum. To reflect all of their differences, each model has its own Characteristics Profile. The Horus Heresy – Age of Darkness uses ten different Characteristics to describe the various attributes of the different models. Most of the Characteristics are represented by a single number, which cannot be less than 0, with higher values indicating greater ability. The exception is Armour Save (Sv), which shows the minimum result needed on a dice and lower numbers are more powerful. Armour Saves can range from 2+ through 6+ to ‘-’ (for models with no Armour Save). Modifiers Certain pieces of Wargear or special rules can modify a model’s Characteristics positively or negatively by adding to it (+1, +2, etc), subtracting from it (-1, -2, etc) or even setting its value (1, 8, etc). A model’s Initiative cannot be modified below 1, and no other Characteristic can be modified below 0. Ballistic Skill (BS) This shows how accurate a warrior is with ranged weapons of all kinds, from bolt pistols to titanic volcano cannon. The higher this Characteristic is, the easier it is for that unit to hit targets with Shooting Attacks. Trained soldiers, such as Mechanicum Tech-Priests, have a Ballistic Skill of 3, while more elite warriors, such as a Space Marine Legion Veteran, might have a Ballistic Skill of 4 or even higher. Strength (S) Strength gives a measure of how physically capable a warrior is. Models with a higher Characteristic have a much greater chance of inflicting Wounds upon its enemy. Toughness (T) This is a measure of a model’s ability to resist physical damage and pain. The tougher a model is, the better it can withstand an enemy’s blows. Models with a higher Characteristic are better able to withstand the rigours of the battlefield. Wounds (W) This Characteristic represents how much damage a model can take before it dies. Most Infantry models have a Wounds Characteristic of 1, while some characters and larger models may have a Wounds Characteristic of 2 or more. Multiple Modifiers If a model has a combination of rules or Wargear which modify a Characteristic, first apply any multiples, then apply any additions or subtractions. However, any modifier which imposes a set value on a Characteristic supersedes any other modifier that might be applied to it. For example, if a model with Strength 4 has both ‘+1 Strength’ and ‘double Strength’, its final Strength will be 9 (4x2=8, 8+1=9). If a model which has Strength 4 has both ‘+1 Strength’ and ‘Strength 8’, its final Strength is 8 (ignore +1 Strength and set it at 8). Movement (M) This Characteristic is a measure of a warrior’s ability to move across the battlefield. The higher the Characteristic, the further a model will be able to move in the Movement phase. Most Space Marines have a Movement of 7, but more bulky warriors, such as the Terminator elite of the Legiones Astartes, might move slower and some more fleet troops may move much further. Weapon Skill (WS) This Characteristic defines the close combat skill a warrior possesses. The higher the Characteristic, the more likely the model is to hit an opponent in close combat. A Mechanicum Tech-Priest has Weapon Skill 3, whilst a genetically engineered Space Marine Legionary might have Weapon Skill 4 or higher. Initiative (I) This represents the swiftness of a model. Models with a low Initiative Characteristic are slower to react than models with a high Initiative Characteristic. In close combat, Initiative dictates the order in which models strike. Attacks (A) This shows the number of attacks a model may make during close combat. Most warriors have an Attacks Characteristic of 1, so they will normally make one attack each in close combat, although some elite troops or characters may be able to strike several times and have Attacks 2, Attacks 3, or more. Leadership (Ld) Leadership reveals how courageous, determined and self-controlled a model is. The higher the value, the more reliable the model is under pressure. When Shooting Attacks or combat inflicts heavy casualties, Leadership is used to decide if the stricken unit flees or stands its ground. Armour Save (Sv) A warrior’s Armour Save gives it a chance to avoid harm when it is struck or shot. Most models have an Armour Save based on what kind of armour they are wearing, so in some cases, this Characteristic may be improved if they are equipped with better armour. Unlike other Characteristics, the lower an Armour Save is, the better. A model can never have an Armour Save better than 2+. Characteristics Profiles Every model in Horus Heresy – Age of Darkness has a profile that lists the values of its Characteristics. You can find these profiles in a variety of Age of Darkness publications. Space Marine Legionary Mechanicum Tech-Priest M 7 6 WS 4 3 BS 4 3 S 4 3 T 4 3 W 1 1 I 4 3 A 1 1 Ld 7 7 Sv 3+ 4+ In these example profiles, both the Space Marine Legionary and the Tech-Priest have 1 Wound and 1 Attack, which is common among Infantry models. The Space Marine Legionary has a higher Movement, Weapon Skill, and Ballistic Skill, allowing that model to be moved further on the battlefield and to succeed more often with Shooting and Melee Attacks. Its greater Strength will allow the Space Marine’s successful Melee Attacks to cause Wounds more easily compared to the Tech-Priest, while the higher Initiative Characteristic ensures that those attacks will be resolved before those of the Tech-Priest. Similarly, the Space Marine’s superior Toughness and Armour Save will allow that model to avoid being removed as a casualty more easily than the Tech-Priest. Both models have a Leadership Characteristic of 7, representing the superior discipline and indoctrination of the Space Marine Legions and the augmetic implants and logical conditioning imposed on the Tech adepts of Mars, and have a good chance of passing Leadership Tests imposed on them by the rigours of the battlefield. Zero-level Characteristics Additional Types of Saves and Damage Mitigation Rolls In addition to Armour Saves, many models will also gain access to Cover Saves (which are most commonly granted by Terrain effects) and Invulnerable Saves (which are most commonly granted by Wargear). No matter how many Saves a model has, it may only ever make a single Save against any given Wound inflicted on it. In cases where a model has more than one Save available, the controlling player selects one to use whenever called upon to make a Save. In addition to Saves, models may also gain access to Damage Mitigation rolls (these are most often granted by special rules, such as Shrouded or Feel No Pain). If a Save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll. Some models have been given a 0 for certain Characteristics, which means that they have no ability whatsoever in that field (the same is also occasionally represented by a ‘-’). A model with a Ballistic Skill of 0 may not make Shooting Attacks. A model with Weapon Skill ‘0’ is incapacitated; they are hit automatically in melee combat and cannot make attacks. A model with no Attacks cannot strike any blows in melee combat. A warrior with an Armour Save of ‘-’ has no Armour Save at all. If at any point a model’s Strength, Toughness or Wounds are reduced to 0, it is removed from play as a casualty. Other Important Information In addition to its Characteristics Profile, each model will have a Unit Type, such as Infantry or Vehicle, which will be discussed in more depth on page 194. It might also have an additional Save of some kind, representing any special protection it might have, it could be carrying one or more shooting or Melee weapons (see page 176) or might have one or more special rules (see page 230 ). Vehicle Characteristics The vast conflict known to history as the Horus Heresy featured a huge number of fearsome war machines, all far sturdier than even the vaunted Legion Space Marines and capable of bearing a far more destructive arsenal of weapons. To reflect this disparity between flesh and blood warriors, lesser automata and the great steel juggernauts that took to the field during this age of war, Vehicles have many different rules and their own set of Characteristics. Vehicle Characteristics are described in the Vehicles section (see page 202). Forming a Unit The models that make up your Horus Heresy – Age of Darkness army must be organised into ‘units’. small features, to shelter from enemy fire. The different elements of the unit have to stay together to remain an effective fighting force. This is detailed fully in the Movement section (see page 162). Units In Horus Heresy – Age of Darkness, warriors are grouped into squads, sections, or other similarly named units. A unit usually consists of several models, but a single, powerful model, such as a character, a tank or a war engine, is also considered to be a unit in its own right. Unit Coherency Units fight in loose groups with gaps between each model. This gives the warriors of the Imperium or the traitorous followers of Horus freedom to move over Difficult Terrain quickly, and enables them to take advantage of such things as minor folds in the ground, scrub and other Models and Base Sizes The rules in this book assume that models are mounted on the base they are supplied with. Sometimes, a player may have models in their collection on unusually modelled bases, and some models aren’t supplied with a base at all. In these cases, you should always feel free to mount the model on a base of appropriate size if you wish, using models of a similar type as guidance. Imperial Fists Contemptor Dreadnought Justici Siward, attached to 2 nd (Tactical) Battalion, Siege of Cthonia General Principles GENERAL PRINCIPLES B efore detailing the turn sequence and main structure of the rules, there are some basic ideas and game mechanics that are worth discussing. These are common principles that often come into question during a game. Measuring Distances Dice In games of Horus Heresy – Age of Darkness, distances are measured in inches (") with a tape measure or measuring stick. You can always check any distance at any time. This allows you to determine whether your units are in range of their target before they attack. Throughout a game, you will often need to roll dice to see how the actions of your models turn out – how effective their Shooting Attacks are, what damage they’ve done in melee combat, and so on. Almost all of the dice rolls in Horus Heresy – Age of Darkness games use six-sided dice, also known as D6, but there are some exceptions as follows: Distances between models and all other objects (which can be other models, terrain features, and so on) are always measured from the closest point on one base to the closest point on the other base. Distances between units are always measured to and from the bases of the closest models in each of the units. For example, if any part of a model’s base is within 6" of the base of an enemy model, the two models are said to be within 6" of each other. Sometimes the rules will call upon a unit to move directly towards another unit, or some other feature on the battlefield. Where this is the case, move each model in the unit directly towards its destination a number of inches equal to the distance stated by the shortest available path. The Most Important Rule In a game of the size and complexity of Horus Heresy – Age of Darkness, there are bound to be occasions where a situation is not covered by the rules, or an interpretation of the rules cannot be agreed upon. If this happens, be prepared to come up with a suitable solution. If you find that you and your opponent cannot agree on a solution, roll a D6 to see whose interpretation will apply for the remainder of the game – on a result of 1-3, player A gets to decide, on a 4-6, player B decides. Rolling a D3 In some circumstances, you may be instructed to roll a D3. To do this, simply roll a D6 and halve the number, rounding up. Thus 1 or 2 = 1, 3 or 4 = 2, and 5 or 6 = 3. Rolling a D66 In some circumstances, you may be instructed to roll a D66. To do this, roll two D6, one after the other, counting the first dice as ‘tens’ and the second dice as ‘units’. For example, if you roll a 3 on the first dice and a 5 on the second, you would get a D66 result of 35. Scatter Dice Horus Heresy – Age of Darkness games use a special dice called a Scatter dice (marked with arrows and a Hit symbol). This dice is mostly used to determine a random direction, most often applied when working out the behaviour of Blast weapons, such as cannon and missile launchers (see page 152). Dividing Results On occasion, you’ll be called upon to divide the result of a dice roll, a Characteristic or some other value. Where this happens, any fractions should always be rounded up. So a D6 roll of 3, halved, would be a result of 2 (for example, 1.5 rounded up). Similarly, 10% of a unit of 21 models, rounded up, would be three models. Modifying Dice Rolls Roll off Sometimes you may have to modify the number rolled on the dice (or ‘the roll’). This is noted as D6 plus or minus a number, such as D6+1. Roll the dice and add or subtract the number given to or from the roll (as appropriate) to get the final result. For example, D6+2 means roll a dice and add 2 to the number on the dice for a total between 3 and 8. If the rules require players to roll off, each player rolls a dice and the player who rolls the highest result wins the roll off. In the result of a tie, roll again until one player wins – any modifiers that applied to the first roll also apply to further rolls. Randomising You may also be told to roll a number of dice in one go, which is written as 2D6, 3D6, and so on. Roll the indicated number of dice and add them together, so a 2D6 roll is two dice rolled and added together for a result between 2 and 12. Another method is to multiply the result of a dice by a certain amount, such as D6x5 to provide a result between 5 and 30. Modifiers to dice rolls cannot make a roll automatically succeed or fail – a roll of an unmodified ‘1’ will always fail and a roll of an unmodified ‘6’ will always succeed unless another rule states otherwise. Sometimes you’ll be called upon to randomly select something – a model, an item, or similar. Where this is the case, simply assign a D6 result to each of the things the random selection must be made from, and roll the dice to make your random choice. If you have fewer than six items to randomise between, simply roll again until you roll an assigned number. If you have more than six items to randomise between, split them into equal sized groups of six or fewer (or as near to this as you can). Then randomly select one group, further randomising between the items in the group to determine the final selection. Cocked Dice Special rules that only trigger on a certain result on a dice roll, such as Rending or Gets Hot, are not affected by modifiers and still trigger only when the required number is rolled before any modifications are applied. For example, the Gets Hot special rule only applies on the roll of a natural ‘1’, a roll of a ‘2’ cannot be modified negatively to trigger the rule. Re-roll In some situations, the rules allow you to re-roll a dice. This is exactly what it sounds like – pick up the dice you wish to re-roll and roll it again. The second roll counts even if it means a worse result than the first, and no single dice can be re-rolled more than once, regardless of the source of the re-roll. If you re-roll a 2D6 or 3D6 roll, you must re-roll all of the dice, not just some of them, unless the rules specify otherwise. Any modifiers that applied to the first roll also apply to the re-roll. If two or more special rules combine to the effect that all failed and all successful dice results would have to be re-rolled, do not re-roll any dice; simply use the original result(s) instead. Occasionally, a dice will end up in a crevice of your terrain or in the crack between two sections of board and doesn’t lie flat. We call this a ‘cocked dice’. Some players use a house rule that if any dice is not completely flat on the table, it must be re-rolled. More common is for players to re-roll the dice only if they can’t be sure of the result. Of course, if your gaming surface is very textured and results in a lot of cocked dice, you can make all of your rolls in a tray or box lid. On a similar note, it is generally accepted that if a dice ends up on the floor, the result does not count, and most gamers agree that a fallen dice can be re-rolled. Blast Markers and Templates Some weapons are so powerful that they don’t just target a single model or unit, but have an ‘area effect’ which might encompass several different models or units. To better represent these circumstances, Horus Heresy – Age of Darkness games use a series of different Blast markers and templates: • A ‘Small’ Blast marker (3" in diameter). • A ‘Large’ Blast marker (5" in diameter). • A ‘Template’ (a teardrop-shaped template roughly 8" long). A number of weapons are even more powerful, able to obliterate entire squads in a single shot. These apocalyptic weapons use even bigger markers and templates, which include: • A ‘Massive’ Blast marker (7" in diameter). • An ‘Apocalyptic’ Blast marker (10" in diameter). • An ‘Apocalyptic Barrage’ marker (a clover-shaped set of five overlapping markers, each 5" in diameter). • A ‘Hellstorm’ (a teardrop-shaped template roughly 16" long). All of these templates and Blast markers can be purchased separately. The templates and Blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or a blast radius. When an attack uses a template or Blast marker, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed further later in this section). To work out the number of Hits, you normally need to hold the template or Blast marker with its central hole over an enemy model or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models lie partially or completely underneath. Various special rules and weapon effects will provide additional details on the specific use of templates when making attacks with those special rules or weapons. A unit takes a Hit for each model that is fully, or even partially, underneath the template or Blast marker. Remember that a model’s base is counted as being part of the model itself, so all a template or Blast marker has to do to cause a Hit is to cover any part of the target’s base. Scatter Sometimes a rule will call for an object (a template, counter, model or even a whole unit) to be placed on the battlefield and then scattered. When this occurs, follow this procedure: • Place the object on the battlefieldas instructed by the rule. • Roll a Scatter dice and 2D6 to determine the direction and distance of scatter in inches. • If a Hit is rolled on the Scatter dice, the object does not move – leave it in place and resolve the remainder of the rule. • If an arrow is rolled, move the object the distance shown on the 2D6 in the direction of the arrow. Ignore intervening terrain, units, etc, unless the rule states otherwise. • Once the object has scattered to its final position, resolve its effects. Some rules may specify a distance to be determined other than 2D6, in which case, just replace the 2D6 in this procedure with the method listed in the rule. Scatter dice and other dice and accessories that you can use in your games of Horus Heresy – Age of Darkness can be purchased from the Games Workshop website. 5" Inner/Large Blast 5"-7" Middle 7"-10" Outer 7" Massive Blast 10" Apocalyptic Blast Apocalyptic Blast/Apocalyptic Mega-blast Markers The 10" Apocalyptic Blast marker has two rings marked on it (at 5" and 7"). The rings are used when resolving attacks with a Large Blast, Massive Blast or Apocalyptic Mega-blast marker, which uses the inner, middle and outer zones. Characteristic Tests Models with Multiple Profiles A model will sometimes be called upon to take a Characteristic test. Such a test can be applied against any Characteristic that the model has, except for Leadership and Armour Save. A Toughness test is a Characteristic test, as is a Strength test or an Initiative test, a Wounds test, and so on. Where a model has more than one value for the same Characteristic, a Characteristic test is always taken against the highest of the values. Models don’t have a choice of what Characteristics to use – the Characteristic to be tested will be specified in the rule. To make a Characteristic test, follow these steps: • Roll a D6 and compare the result to the relevant Characteristic in the model’s profile. • If the result is equal to or less than the number in the profile, the test is passed. • If the result is greater than the number in the model’s profile,the test has been failed and the model faces the consequences as detailed in the rule that prompted the test. When a single test is required for the whole unit, use the highest relevant Characteristic in the unit. Automatic Pass and Fail If a rule states that a Characteristic test ‘automatically passes’ then no dice roll is needed; the test is passed. Similarly, if a rule states that a Characteristic test ‘automatically fails’, then no dice roll is needed; that test fails. If the model has a Characteristic of ‘-’ or 0, it automatically fails the test. When rolling dice to take a Characteristic test, an unmodified dice roll of 6 is always a failure, and a dice roll of 1 is always a success, regardless of any other modifiers. Leadership Tests Basic vs Advanced At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances. Basic rules apply to all the models in the game, unless stated otherwise. They include the rules for Movement, shooting and close combat as well as the rules for morale. To take a Leadership test, use the following procedure: Advanced rules apply to specific types of models, whether because they wield special kinds of weaponry (such as Graviton weapons), have advanced skill sets (such as proficiency when fighting in duels), because they are different to their fellows (such as a unit leader or Character), or because they are not standard Infantry models (such as Cavalry, Dreadnoughts or Vehicles). The advanced rules that apply to a unit are indicated in its Army List entry in the relevant Horus Heresy – Age of Darkness publication. • Roll 2D6 and compare the result to the model’s Leadership Characteristic. • If the result is equal to or less than the model’s Leadership Characteristic, then the test has been passed. • If the result is greater than the model’s Leadership Characteristic, the test has been failed and the model faces the consequences as detailed in the rule that prompted the test. If a unit has to take a Leadership test and it includes models with different Leadership values, always use the highest Leadership from among them. Automatic Pass and Fail If a rule states that a Leadership test ‘automatically passes’ then no dice roll is needed; the test is passed. Similarly, if a rule states that a Leadership test ‘automatically fails’, then no dice roll is needed; that test fails. When rolling dice to take a Leadership test, a dice roll of 12 (a double 6) is always a failure, and a dice roll of 2 (a double 1) is always a success, regardless of any other modifiers that apply. Removed as a Casualty and Completely Destroyed Models that are removed as casualties are removed from the battlefield and placed to one side. When all of the models in a unit are removed as casualties, the unit is said to have been ‘completely destroyed’. Models that are ‘removed from play’ by special rules or attacks are also considered to have been removed as casualties, as far as the game rules are concerned. For game purposes, units that are Falling Back at the end of the game (see page 192) or are not on the battlefield at the end of the game, either because they have Fallen Back off a battlefield edge or because they are in Reserve (see page 309), are also counted as completely destroyed. Where advanced rules apply to a specific model, they always override any contradicting basic rules. For example, the basic rules state that a model must take a Morale check under certain circumstances. If, however, that model has a special rule that makes it immune to Morale checks, then it does not take such checks – the advanced rules take precedence. On rare occasions, a conflict will arise between a rule in this rulebook, and one printed in another Horus Heresy – Age of Darkness publication, such as in Army Lists or campaign rules. Where this occurs, those rules found in other Horus Heresy – Age of Darkness publications take precedence. The Spirit of the Game The Horus Heresy – Age of Darkness may be somewhat different to any other game you have played. Above all, it’s important to remember that the rules are just the framework to support an enjoyable game. Whether a battle ends in victory or defeat, your goal should always be to enjoy the game. What’s more, Horus Heresy – Age of Darkness calls on a lot from you, the player. Your responsibility isn’t just to follow the rules, it’s to add your own ideas, drama and creativity to the game. Much of the appeal of this game lies in the freedom and open-endedness this allows; it is in this spirit that the rules have been written. Owning Player, Opposing Player and Controlling Player Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game. Active and Reactive player Other rules, most notably those for the Reactions used by units in certain situations, will specify actions by the ‘Active’ or ‘Reactive’ player. The Active player is always the player whose turn is currently being played, while the Reactive player is always the player whose turn is not currently being played. You and Yours Some models have abilities which are written as if speaking to the controller of the model. When a model’s rule refers to ‘you’ or ‘yours’, it refers to the player currently controlling the model. Friendly and Enemy Models All models on the same side are friendly models. Models controlled by the opposing side are enemy models. If an opponent takes control of one of your models or units during play, it becomes an enemy model or unit for as long as it is under your opponent’s command. If you take control of one of your opponent’s models or units, it is friendly for as long as it is under your command. Line of Sight Line of sight determines what a model can ‘see’. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with a melee attack, or shooting attack. Line of sight literally represents your warriors’ view of the enemy – they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy). For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body. Sometimes, all that will be visible of a model is a weapon, banner, or other ornament they are carrying. In these cases, the model is not visible. Similarly, mechanical appendages such as cables, probes and ammo feeds are ignored, even though they may be part of a model’s body. These rules are intended to ensure that models don’t get penalised for having impressive banners, weaponry, and so on. In many cases, what a model can ‘see’ will be obvious – if there’s a hill, building or mechanical construct in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way. On those other occasions, where it’s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model’s head for a ‘model’s eye view’. This means getting down to the level of your models and checking the battlefield from their perspective to ‘see what they can see’. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model’s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer. Own Unit There is one important exception to the rules for line of sight. Firing models can always draw line of sight through members of their own unit just as if they were not there. This assumes that the models shift their stances to open up firing lanes in order to maximise their own unit’s firepower. This includes Vehicle models that are part of a Squadron. While models can draw line of sight through their own unit without penalty, they may not draw line of sight through friendly models that are not part of the unit, including Dedicated Transports bought alongside a unit. Ranges Many rules will call for models to be not only in line of sight, but also ‘in range’ of certain effects, or ‘within’ a specified area of the battlefield. To be within range of any given point or model, any part of the base of the model (or hull in the case of models such as Vehicles without a base) must be within a number of inches stated by the rule in question. One example of this is when controlling an Objective marker, as described on page 306, or more commonly when determining if a Ranged weapon can attack a potential target, as detailed in the Shooting rules on page 166. In the case of rules and effects which require a unit to be within a defined area of the table (such as the opposing player’s Deployment Zone), all models in the unit must be within that area. The Turn THE TURN A Horus Heresy – Age of Darkness battle is a chaotic affair. To bring a modicum of order to the anarchy of battle, players alternate moving and fighting with their units in turn. So, one player will take their turn to move and fight with their forces, and then their opponent will move and fight in their own turn. This process is then repeated, with the first player moving and fighting again, and so on, until the game is done. During their own turn, a player is referred to as the Active player and can usually move and fight with each of their units. Their opponent, known as the Reactive player, may only perform specific Reactions during the Active player’s turn. Once the Active player has completed their turn, the roles are reversed and a new turn begins. For convenience and flow of game play, we divide the Active player’s turn into three main Phases. Turn Phases The three main Phases of an Active player’s turn are: Movement, Shooting and Assault. In the Movement phase the Active player moves any of their units that they wish to move; then in the Shooting phase they make Shooting Attacks with any units capable of doing so; and finally, in the Assault phase all melee combats are resolved. Once all of these Phases are completed, the Active player’s turn ends and their opponent becomes the Active player and begins their turn. This process helps to keep track of what is going on and makes it easier to know when one player’s actions are over and their opponent can start their turn. Reactions While the Active player works through each of the three main Phases in sequence, the Reactive player does not sit idle. During each Phase the Reactive player may make a number of Reactions, responses to the Active player’s actions that give that player a chance to counter the strategies of their foe. The full rules for Reactions are found on page 158. Game Turns and Player Turns In a complete Game Turn, each player gets a player turn, divided into Movement, Shooting and Assault phases. One Game Turn therefore comprises two player turns – one for each player, during which they become the Active player. Whenever a rule refers to ‘a turn’, it always means ‘player turn’ unless it specifically refers to a ‘Game Turn’. The Start and End of a Phase During your game, you may encounter rules that say an action or event happens at the start of a particular Phase, such as ‘at the start of your Movement phase’ or ‘at the start of your Shooting phase’. These are always resolved before anything else during that Phase. Likewise, any rule that says an action or event happens at the end of a particular Phase is always resolved after all other actions have been performed during that Phase, before the next Phase (if any) starts. The Start and End of a Turn During your game, you may encounter rules that say an action or an event happens ‘at the start of your turn’. These are always resolved before your Movement phase. Likewise, any rule which says an action or event happens ‘at the end of your turn’ is always resolved after your Assault phase has finished, but before your opponent’s next turn (if any) begins. ‘Before the Game Begins’ and ‘At the End of the Game’ During your game, you may encounter rules that say an action or event happens ‘before the game begins’. Examples of such events include generating Warlord Traits. These are always resolved before either player deploys their army. During your game, you may encounter rules that say an action or event happens ‘at the end of the game’. Examples of such events include scoring Victory points for certain missions. The mission you are playing will specify when your game ends; this will normally be after a certain number of Game Turns. Any rule that says an action or event happens ‘at the end of the game’ is always resolved after the last Game Turn has ended. Sequencing While playing The Horus Heresy – Age of Darkness, you’ll occasionally find that two or more rules are to be resolved at the same time – normally ‘at the start of the Movement phase’ or similar. When this happens, and the wording is not explicit as to which rule is resolved first, then the Active player chooses the order. If these things occur before or after the game, or at the start or end of a Game Turn, the players roll off and the winner decides in what order the rules are resolved. Turn Summary 1. The Start of the Active Player’s Turn: Resolve any rule described as happening at the start of your turn. 2. Movement Phase: Here, the Active player moves any of their units that are capable of doing so. See the Movement rules on page 162 for more details of how to do this. 3. Shooting Phase: The Active player may now make Shooting Attacks with any of their units that are capable of doing so. See the Shooting rules on page 166 for more details on how to resolve this. 4. Assault Phase: During the Assault phase, units may move into combat against enemy units in the Charge subphase and trade blows with them in the Fight sub-phase. All units in melee combat fight; this is an exception to the normal turn sequence in that both sides fight, not just the Active player’s units. More information on fighting in melee combat can be found in the Assault rules on page 180. 5. The End of the Active Player’s Turn: Resolve any rule described as happening at the end of your turn. Once a turn is fully resolved the players switch roles, the Active player becoming the Reactive player and vice versa, and begin a new player turn. This cycle continues until the game ends, whether due to reaching a set limit of Game Turns, reaching a set time limit or completing a set Objective during play. Reactions REACTIONS I n the chaos of battle, it is not only the will of generals that decides the outcome, but also the reactions of ordinary warriors. As the tide of combat flows about them, some will be caught off-guard while others rise to the challenge of this dark age and refuse to allow the foe to dictate the course of battle. To represent the fast-paced nature of war during the Horus Heresy, the Age of Darkness rules use Reactions. These are actions that a player may make during the opposing player’s turns in an attempt to thwart their onslaught and turn the battle in their favour. Each Phase grants only a limited number of Reactions, each a precious resource that can aid the survival of key units in the line of battle or see the beginning of a decisive counterattack. Understanding and wise use of Reactions can easily dictate the course of any battle fought in the Age of Darkness. Reaction Allotments The Reactive player may attempt a set number of Reactions in each Phase of the Active player’s turn. This set number is referred to as the Reaction Allotment, and always begins at a base value of one. A player must expend one point of their Reaction Allotment in order to have a unit under their control make a Reaction and once the Reaction Allotment for that Phase is reduced to 0, sometimes referred to as being exhausted, then no more Reactions may be made. Base Reaction Allotment Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn. The Reaction Allotment of any player may be modified by special rules or other effects, granting that player additional Reactions either in every Phase (an increase of the Reaction Allotment) or in specific Phases. This may either increase the base Reaction Allotment, that is the number of Reactions allowed in every Phase, or only grant a bonus to the Reaction Allotment in specific Phases. For example, a player might have a special rule that states ‘This special rule increases the Reaction Allotment to two’, which would indicate that the player could make two Reactions in every Phase of their opponent’s turn. However, a special rule that states ‘This special rule increases the number of Reactions that may be made during the Assault phase by +1’ would allow a player with a Reaction Allotment of one to make a single Reaction in the Shooting and Movement phases, but two in the Assault phase. Regardless of any special rules or other effects, no player may ever increase their base Reaction Allotment above three, nor may any player ever make more than three Reactions in a given Phase unless a special rule specifically allows for a number of Reactions above the normal limit of three. A Reaction may be made with any unit controlled by the Reactive player, though in a number of situations a special rule or condition may deny a unit the opportunity to react. The most common such conditions where a unit may not make a Reaction are: • It is Pinned. • It is Falling Back. • It is locked in combat. • It has already made a Reaction in the current Phase. • The controlling player has exhausted their Reaction Allotment for the current Phase. • Another special rule, effect or condition specifically states they may not (for example, the Fearless special rule and certain effects caused by weapons and Psychic Powers). Additional Reactions and Reaction Limits While the basic Reaction Allotment provides the Reactive player with a single Reaction to use in each Phase, it is unlikely that most players will be limited in this fashion. A number of special rules provide additional Reactions to the Reactive player in specific Phases. The most common of these are Warlord Traits, many of which will provide at least one additional Reaction in one or more of the turn’s Phases – these additional Reactions are a key resource for the Reactive player and the choice of Warlord Trait should be carefully considered in order to maximise the benefits on offer. While Warlord Traits and other rules may offer a player additional Reactions, it should be noted that, regardless of any modifications to a player’s Reaction Allotment or special rules granting bonus Reactions, the Reactive player may never make more than three (3) Reactions in any single Phase. When making Reactions, all armies, regardless of Faction or size, may choose to use any or all of the Core Reactions as presented in this rulebook during a game. Certain armies may gain access to additional Reactions due to Faction rules or special rules. No matter how many different Reactions an army has to choose from, it may still only make a number of Reactions per Phase equal to its Reaction Allotment. Most Reactions may only be played in a specific Phase, and in opposition to a specific action taken by the Active player. In all cases, the rules for each Reaction will detail when and how they are used. A given Reaction may be used as many times as a player wishes, so long as that player has not exhausted their Reaction Allotment for the Phase – but no individual unit may make more than one Reaction in any one Phase. Shooting Attacks made as part of a Reaction do not cause Leadership tests due to casualties inflicted upon enemy units, nor do they limit the actions of the Reacting units in future turns or Phases regardless of the weapons used to attack with, although any single use weapons or special abilities that may only be used once are considered to have been expended if used as part of a Reaction. Similarly, units that make moves or undertake other actions as part of a Reaction suffer no penalty or drawback in later Phases or turns for doing so. Any Reaction that allows a unit to move using its Initiative Characteristic rather than its Movement Characteristic may not be used by units that include any models with either no Initiative Characteristic (such as most Vehicles) or an Initiative Characteristic of 0. In addition, Reactions that allow a Move based on Initiative use the unit’s or model’s unmodified Initiative and are not affected by Difficult Terrain (but must still take Dangerous Terrain tests as normal). CORE REACTIONS The following Reactions are available to all armies regardless of size or Faction. Reactions in the Movement Phase During the Movement phase, the Reactive player may declare a Reaction if an enemy unit ends a move within 12" and in line of sight of a friendly unit. Once the Active player has completely resolved their unit’s movement, the Reactive player may choose to expend one of their Reactions in that Phase in order to have a unit they control that is within 12" and line of sight of the final position of the moving unit either Advance or Withdraw. Advance – The Reacting unit may move a number of inches up to its unmodified Initiative Characteristic directly towards the enemy unit that triggered this Reaction, moving each model in the unit directly towards the enemy unit by the shortest available path. In a unit with mixed Initiative Characteristics, use the highest unmodified Characteristic. Vehicles may pivot once up to 90° and then move up to 6" directly forwards. Withdraw – The Reacting unit may move a number of inches up to its unmodified Initiative Characteristic directly away from the enemy unit that triggered this Reaction, moving each model in the unit directly away from the enemy unit by the shortest available path. In a unit with mixed Initiative Characteristics, use the highest unmodified Characteristic. Vehicles may pivot once up to 90° and then move up to 6" directly backwards. Reactions in the Shooting Phase During the Shooting phase, the Reactive player may react when any enemy unit makes a Shooting Attack targeting a unit they control. Once the Active player has resolved all To Hit and To Wound rolls, and Armour Saves are made, but before any Damage Mitigation rolls are made or casualties removed, the Reactive player may choose to expend one of their Reactions for that Phase to have the unit targeted by the Shooting Attack either Return Fire or Evade. Return Fire – The Reacting unit may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of a Return Fire Reaction may not make any attacks indirectly (without line of sight) including Barrage weapons or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive weapons. Template weapons may only be used as part of a Return Fire Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally. Units making a Shooting Attack as part of this Reaction are considered to be Stationary, and may fire weapons of any type as though they had not moved. Evade – All models in the Reacting unit gain the Shrouded (5+) special rule against all Wounds inflicted as part of the Shooting Attack that triggered this Reaction – if the Reacting unit already has a version of the Shrouded special rule then this does not stack or increase that rule, and the Reacting player may choose to use any one of the Shrouded rules available to them. A Vehicle that has suffered an Immobilised result on the Vehicle Damage table, any unit that includes one or more models with a Movement Characteristic of 0 or any unit that is not allowed to move in this turn for any reason may not make an Evade Reaction. Reactions in the Assault Phase During the Assault phase, the Reactive player may react when any enemy unit declares a Charge targeting a unit they control. Once the Active player has resolved all Charge Rolls, whether successful or not, but before any models are moved as part of either a Charge Move or Surge Move, the Reactive player may choose to expend one of their Reactions for that Phase to have the unit targeted by the Charge either Overwatch or Hold the Line. Overwatch –The Reacting unit may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of an Overwatch Reaction may not make any attacks indirectly (without line of sight) including Barrage weapons or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive weapons. Template weapons used as part of an Overwatch Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Overwatch attack may not take Cover Saves against Wounds inflicted as part of an Overwatch Reaction. Units making a Shooting Attack as part of this Reaction are considered to be Stationary, and may fire weapons of any type as though they had not moved. Hold the Line – The Reacting unit must make a Morale check, if that check is successful and the enemy unit’s Charge was also successful then that Charge counts as Disordered. If the Morale check is successful, but the enemy unit’s Charge was a failure then any other Charges resolved against that unit by other enemy units in the same Charge sub-phase must be counted as Disordered. Imperial Fists Spartan Assault Tank ‘Hammer of Inwit’, Marshall Amalric’s Household, Siege of Cthonia Sons of Horus Spartan Assault Tank Unidentified/undesignated vehicle, Inductii Cohort ‘Ambix’, Siege of Cthonia The Movement Phase THE MOVEMENT PHASE G etting models into the right position on the battlefield is often the key to victory. The following rules explain how Infantry units move as they are the most common units in the game. Vehicles, Cavalry and certain other units move in different ways to represent their greater mobility, and these will be discussed in full detail later in the book. During any player turn, the Active player can move each of their units up to a distance equal to their Movement Characteristic in inches. Once any one unit has completed all of its movement, the Active player can select another unit and move that one, and so on, until the Active player has moved all of the units they wish to move. Once the Active player has started moving a unit, they must finish its move before starting to move another unit. Note that the Active player does not have to move all (or any) of their units – there are several advantages to remaining Stationary, as will be explained later. Once a unit’s move has been completed, the player cannot go back and change it, so think carefully before deciding to move any of your units. Movement Distance Models move up to a number of inches equal to their Movement Characteristic in the Movement phase. This represents the unit moving at a pace reasonable enough to survey the surrounding terrain for enemies and potential traps, communicate with their commanders and evaluate any further advance. It is perfectly fine to measure a unit’s move in one direction, and then decide to move it somewhere else or not at all. As they are moved the models in a unit can be turned to face in any direction, but if a model does move, no part of its base can finish the move more than the total distance it is allowed to move that turn from the point where it started the Movement phase. Models cannot voluntarily move off the battlefield, save where special rules make an explicit exception to this rule. Movement Distance A common mistake is for the distance to be measured and the model placed on the far side of the tape measure. This is incorrect, as it adds the entire length of the model’s base to the distance moved. For an Infantry model on a relatively small base, this error isn’t grave, but for larger models such as tanks or Knights, it can be game changing. Moving and Difficult Terrain Difficult Terrain, areas of the board that slow and obstruct those attempting to move through them, are discussed in more detail on page 222 . However, for the purposes of ease of use, the rules regarding how Difficult Terrain affects Movement are presented here: If a unit starts its move outside Difficult Terrain, but has a high enough Movement Characteristic to enter Difficult Terrain during the current Movement phase, the player must declare if they want their unit to try to enter it as part of their move. If they choose not to enter any area of Difficult Terrain the unit moves as normal, but may not enter any area of Difficult Terrain. If they choose for a unit to enter any area of Difficult Terrain, that unit applies a modifier of -2 to the distance it moves in that Phase. This modifier is applied to the unit’s Movement Characteristic before it begins its move and continues to apply as long as the unit remains in Difficult Terrain, or until the end of the current Movement phase if it leaves Difficult Terrain as part of its move. If the application of this modifier would leave the unit unable to reach an area of Difficult Terrain it is still applied, even if the controlling player alters the unit’s movement and no longer intends to enter Difficult Terrain. Which Models are Moving Whether or not a model moves can change how effective it will be in the Shooting and Assault phases. The Active player may decide that only some of the models in a unit are going to move this turn. If this is the case, they must declare which models are remaining Stationary before moving the other models of that unit, otherwise the entire unit is considered to have moved. Remember that all models in the unit must still maintain unit coherency (see page 164). Running In order to maximise their potential movement, models can forego the chance to make a Shooting Attack in the turn’s Shooting phase in order to increase their maximum Movement distance. This can represent infantry sprinting ahead as well as combat bikes going at maximum speed or a Dreadnought breaking into a long-legged lope. Any unit may choose to Run during the Movement phase (except those units whose Type does not allow them to do so, such as Vehicles and Artillery – see page 194 for details on Unit Types), but this must be declared before any models in the unit are moved. If the Active player chooses to Run with any of their units, that unit increases their movement by the value of the lowest Initiative Characteristic in the unit for the duration of the Movement phase. However, a unit that Runs may not make Shooting Attacks of any kind during the following Shooting phase, or declare Charges during the Assault phase of the same player turn. If any models in a unit Run, then all models in that unit are counted as having Run, regardless of the distance moved by any individual model. Units making a Reaction during their opponent’s turn may never choose to Run as part of that Reaction. Jump Packs and Jet Packs Some units have access to special Wargear intended to grant them the ability to move further and more decisively. Of such Wargear, the Jump Pack and Jet Pack are the most common. Many army lists in Warhammer: The Horus Heresy – Age of Darkness will present Faction-specific versions of this Wargear. Units that are entirely equipped with one of these items of Wargear will have access to additional rules in the Movement (and potentially other) phases. The basic rules for both Jump Packs and Jet Packs are shown below for reference: Jump Pack: A unit composed entirely of models with Jump Packs may set its Movement Characteristic to a value of 12 for the duration of the controlling player’s turn. This allows the unit to move up to 12", regardless of the Movement Characteristic shown on its profile, and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge Distance, see page 181). In addition, if the controlling player chooses to set the unit’s Movement to 12", the unit ignores terrain while Moving and Charging, and may move over friendly and enemy models/ units. A unit that ends or begins its Movement or a Charge in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Jump Packs, and treats all Difficult Terrain as Dangerous Terrain. Jet Pack: A unit entirely equipped with Jet Packs may choose to increase its Movement Characteristic by +6, move over friendly and enemy models/units, and ignore terrain while moving during the Movement phase. A unit that ends or begins its movement in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Jet Packs and treats DifficultTerrain as Dangerous Terrain. In addition to the bonus to move during the Movement phase, a unit equipped entirely with Jet Packs may make an additional move of 6" during the Shooting phase. This move must be taken after the unit has completed any Shooting, is not limited by the weapons fired by that unit during the Shooting phase and ignores terrain and may move over friendly and enemy models/units in the same manner as moves made using a Jet Pack in the Movement phase. Any model equipped with a Jump Pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. A unit equipped with Jump Packs may not Run. Any model equipped with a Jet Pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. During Reactions made in any Phase, a unit equipped with Jump Packs may not activate them to gain any bonus to their Movement Characteristic. During any Reaction that allows a unit equipped entirely with Jet Packs to move, increase the distance of that move by 6. This allows the unit to ignore terrain in the same manner as other Jet Pack moves. Different Movement Distances within a Unit Sometimes, a unit will contain models that move at different speeds. When this is the case, each model can move up to its maximum Movement allowance so long as it remains in unit coherency (see diagram below). Models in the Way A model cannot move to a position within 1" of an enemy model unless they are charging into combat in the Assault phase, and can never move or pivot through another model (friend or foe) at any time. To move past another model, they must go around. Unit Coherency When moving a unit, its individual models must remain in close proximity with each other in order to remain an effective fighting force. Once a unit has finished moving, the models that comprise it must be no more than 2" horizontally and 6" vertically away from at least one other model in the same unit, and all models in the unit must form one single group – with no clusters of models in the unit separated by more than 2". This is referred to as being in ‘Unit Coherency’. Pivoting on the Spot If the Active player chooses not to move a model in a unit, they can instead choose to turn it on the spot to face in any direction, provided that the pivot does not bring the model within 1" of an enemy model. A model that only pivots on the spot in the Movement phase counts as being Stationary for all purposes, including subsequent Shooting Attacks. Moving and Close Combat Units already locked in combat with the enemy cannot move during the Movement phase (see page 183 ). During the course of a game, a unit can get broken up and lose unit coherency, usually because it has sustained casualties from enemy fire.If this happens, in their next Movement phase, the models in the unit must be moved in such a way that they restore unit coherency, or as close to unit coherency as possible. If the unit cannot move in its next turn, or is unable to restore unit coherency in a single turn, then the models must move to restore unit coherency as soon as they have the opportunity, including by Running if they have that option. Moving through Terrain As part of their move, models can move through, up or over any terrain they encounter, unless the terrain is noted as being impassable (see page 222 ). Models can also be moved to ‘climb up’ terrain, as long as the model is able to finish the move on a location on which it can be stood. When measuring a move where a model climbs terrain, add the distance the model moves horizontally to the distance it has moved vertically; the result is considered to be the distance the model has moved. Unit Coherency in Terrain As the Space Marine Legionaries in this Ruin are all 1" away from another member of their unit on the same level, well within the 2" maximum coherency limit, or within 6" of another member of the same unit on a different level, they are all in unit coherency. In addition to the rules presented in this section, certain types of terrain can affect how far your models can move. The rules for how these different types of terrain affect movement are on page 220. Wobbly Model Syndrome Sometimes, a particular piece of terrain may make it hard to place a model exactly where you want. In cases like this, it is perfectly acceptable to leave the model in a safer position, as long as both players have agreed and know its ‘actual’ location. If your opponent is considering shooting at the model, you will have to hold it back in the proper place so they can check line of sight and range. Moving Vertically The Space Marine Legionary has a Move of 7". He moves 4" horizontally to get beneath the first floor level of the ruined building, and then moves 3" vertically, ending the move one floor up as shown. The Shooting Phase THE SHOOTING PHASE I n a Horus Heresy – Age of Darkness battle, the Active player’s army makes Shooting Attacks in the Shooting phase of their turn. During the Shooting phase, units armed with ranged weapons and Psychic Weapons can use them to inflict casualties upon the enemy. The Active player can choose any order for their units to shoot in, but must complete all the firing by one unit before moving on to the next. The process by which Shooting Attacks are made can be summarised in seven steps, described as follows. Each step is explained in greater detail later in this section. Once this sequence has been completed with a unit, select another and repeat the sequence. Once steps 1-7 have been completed for each unit in your army, you wish to make a Shooting Attack with, move on to the Assault phase. For certain situations, such as the Reactions that allow a Shooting Attack to be made by the Reactive player, a unit may be called upon to make a Shooting Attack either during another player’s turn or outside of the Shooting phase. In this case, that Shooting Attack is resolved immediately, using the seven steps detailed here, but without the controlling player selecting another unit with which to attack. The Shooting Sequence Nominate a Unit to make Shooting Attacks: The Active player chooses one of their units that is able to make a Shooting Attack but has yet to do so this turn. If they wish, the Active player may check the distance between units before selecting a unit to make attacks with. Choose a Target: The chosen unit may make a Shooting Attack, targeting an enemy unit that it can draw line of sight to. The Active player may freely check the distance between units before declaring a target unit. Select a Weapon: Select a weapon the firing unit is equipped with. All models equipped with a weapon with the same name can now attack the target. Every model that wishes to attack must be within range of at least one visible model in the target unit. Models that cannot see the target, or who are not in range, cannot attack. Roll To Hit: Roll a D6 for each shot fired. A model’s Ballistic Skill determines what must be rolled in order to hit the target. Roll To Wound: For each attack that Hits, roll again to see if it Wounds the target. The result needed is determined by comparing the Strength of the firing weapon with the majority Toughness of the target unit. Allocate Wounds and Remove Casualties: Any Wounds caused by the firing unit must now be allocated, one at a time, to a model in the unit chosen by that unit’s controlling player that is within line of sight and range of the attacking unit. A Saving Throw may be made for the model to which the Wound is allocated (if it has one) to avoid being wounded. If a model is reduced to 0 Wounds, it is removed as a casualty. Wounds are then allocated to another model chosen by the controlling player. Continue to Allocate Wounds and take Saving Throws until all Wounds have been resolved. Select another Weapon: After resolving all shots from the currently selected weapon, if the firing unit is equipped with differently named weapons that have yet to fire, select another weapon and repeat steps 3 to 6. Note that most models may attack with only one weapon, regardless of how many they are equipped with. Nominate a Unit to make Shooting Attacks During the Shooting phase, a unit containing models armed with weapons whose range is greater than -/Melee can be nominated to make Shooting Attacks. Who can make Shooting Attacks? Certain situations prevent a model from firing. The most common are: • Their unit is locked in combat (see page 183 ). • Their unit has Run this turn (see page 163 ). This is not a comprehensive list. Other game rules or special rules can sometimes affect a unit’s ability to make a Shooting Attack – this is explained when it occurs. Choose a Target Once a unit has been chosen to make a Shooting Attack, choose a single enemy unit to be the target of that attack. The target unit must be within line of sight and range for at least one model in the attacking unit. Note that the controlling player of the attacking unit may check the range and line of sight to multiple enemy units before deciding which one to shoot at and declaring it to their opponent. A unit that is locked in combat may not be selected as the target of a Shooting Attack, regardless of whether line of sight or range may be drawn to it (see page 183 ). Line of Sight To target an enemy unit, at least one model in the shooting unit must have line of sight to at least one model in the target unit. If no model has line of sight, then a different target must be chosen. Check Range All weapons have a Maximum Range, which is the furthest distance at which they can be used to make attacks. A weapon must be in range of the target unit to make attacks. The following are examples of weapon ranges: Weapon Archaeotech pistol Bolter Havoc launcher Maximum Range 12" 24" 48" When checking range, simply measure from the attacking model to the nearest model in the target unit that is within Line of Sight of the attacking model. Any weapon that is found to be out of range of all models in the target unit to which line of sight can be drawn may not be used to make attacks. The majority of a unit of Sons of Horus Legionaries are found to have a target that is within line of sight and within the 12" range of their bolt pistols (indicated by the white lines). A single model in the attacking unit cannot make ranged attacks as the model does not have line of sight to the only Imperial Fists model within range of his weapon (as indicated by the red line). Select a Weapon Roll To Hit Whilst some units are comprised entirely of models with the same weaponry, many units are equipped with a variety of different weapons or contain models that are themselves equipped with more than one weapon. When making Shooting Attacks with a unit, completely resolve all attacks from the same weapons at the same time before moving onto any differently named weapons (see Select Another Weapon on page 172). To determine if the attacking model has hit its target, roll a D6 for each attack that is in range. Most models only get to make one attack – however, some weapons are capable of firing more than once, as will be explained in more detail later. The dice roll needed To Hit will depend on the Ballistic Skill (or BS) of the attacking model. The chart below shows the minimum D6 roll needed to score a Hit. First, select a weapon that one or more models in the attacking unit are equipped with. The selected weapon cannot be one that the unit has already attacked with during this Phase. All models in the unit that are equipped with the selected weapon can now attack the target unit with that weapon. If a weapon can attack with more than one mode, as represented by multiple profiles for a single weapon, select a single weapon mode/ammo type for this attack – treat weapons firing different modes/ammo as differently named weapons. If a model can attack with more than one weapon in the same Phase and it is equipped with two or more identically named weapons, it shoots with all the same named weapons when that weapon is selected. A player can choose not to fire with certain models if they prefer. This must be declared before rolling To Hit. If a player chooses not to have a model attack with the currently selected weapon now, it cannot attack with that weapon later during the same Phase (but it can attack with a differently named weapon it is equipped with). All of the models in the unit that are attacking with the selected weapon make their attacks at the same time, regardless of whether or not all of the dice are rolled together. Which Models can Fire Any model that has line of sight to at least one enemy model in the target unit and is found to be in range of that model can make Shooting Attacks. All models in the unit must attack the same target unit. If a model cannot attack the same target unit as the other models in its unit then it cannot attack at all in the Shooting phase for that turn. Typically, a model can only attack with a single Ranged weapon in the same Phase, although some models, such as Vehicles, can attack with more. Once a model has attacked with the maximum number of weapons, it cannot attack again in that Phase. Firer’s BS Roll needed To Hit 1 6 2 5+ 3 4+ 4 3+ 5 2+ To Hit rolls are easy to remember if you subtract the Ballistic Skill of the attacking model from 7. For example, a model with BS 2 needs to roll a 5 or more (7-2=5). Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic Hit and a roll of a 1 always misses. Ballistic Skill of 6 or Higher Very rarely, a model may have a Ballistic Skill of 6 or even more. If a model has BS 6 or higher, it gains a re-roll whenever it rolls a 1 To Hit with Shooting Attacks. The second roll usually has a lower chance of hitting, and the number needed is given in the chart below after the slash. Firer’s BS 6 Roll needed To Hit 2/6 7 2/5 8 2/4 9 2/3 10 2/2 For example, a model with BS 7 fires a shot with its pistol. It rolls a 1, missing, but thanks to its skill with ranged weaponry, it can re-roll the dice. This time, however, it can only hit on a roll of 5 or better. If a model has a special rule that already gives it a re-roll To Hit (such as Master-crafted), then that re-roll takes precedence and the chart above is not used. Instead, the chance of hitting with the re-roll is the same as the chance of hitting with the first roll, determined by the attacking model’s BS. Movement and Shooting Attacks Some weapons may have their ability to attack or the number of attacks they make modified by whether the model equipped with them has moved or not in the preceding Movement phase. This is explained in more detail in the Weapons section (see page 176). The effect Movement has on making Shooting Attacks is applied on a model-by-model basis. Snap Shots Under specific circumstances, models must fire Snap Shots. The most common occurrences of Snap Shots are when models with Heavy weapons move and make Shooting Attacks in the same turn (see page 177). If a model is forced to make Snap Shots rather than attack normally, then its Ballistic Skill is counted as being 1 for the purpose of those attacks, unless it has a Ballistic Skill of 0, in which case it may not shoot (see page 148). The Ballistic Skill of a model making a Snap Shot can only be modified by special rules that specifically state that they affect Snap Shots, along with any other restrictions. If a special rule doesn’t specifically state that it affects Snap Shots, then the Snap Shot is resolved at Ballistic Skill 1. Some weapon types, such as Ordnance, or those that have certain special rules, such as Blast, cannot be used to make Snap Shots (see page 234 ). In addition, any Shooting Attack that does not use Ballistic Skill cannot be made as a Snap Shot. These exceptions aside, Snap Shots are treated in the same manner as any other Shooting Attack made with a Ballistic Skill of 1. Sons of Horus Contemptor Dreadnought Vortum ‘the Thrice-Fallen’, Command Cadre, Inductii Cohort ‘Ambix’, Siege of Cthonia Roll To Wound To determine whether a Hit causes damage, compare the weapon’s Strength Characteristic with the target’s Toughness Characteristic using the To Wound chart on this page. The number indicated on the chart is the minimum result on a D6 needed to convert the Hit into a Wound. A value of ‘-’ indicates that the target cannot be wounded by the attack. Note that the minimum roll needed To Wound is always at least 2. When rolling To Wound, there is no such thing as an automatic Wound and a roll of 1 always fails. Each weapon has its own Strength Characteristic, which is given in its profile or in the description of the weapon. The following are examples of weapons and their Strength Characteristics: Weapon Bolter Lightning gun Laser destroyer Strength 4 7 9 Allocate Wounds and Remove Casualties Multiple Toughness Values Rarely, a unit will contain models with differing Toughness Characteristics. When this occurs, roll To Wound using the Toughness Characteristic that is in the majority in the target unit by counting the number of models with each different value – the Bulky (X) special rule and Unit Type of a model have no effect on whether a Toughness Characteristic is in the majority, it is decided simply by the number of models with a given Toughness Characteristic in the unit. If two or more Toughness Characteristics are tied for majority, use the highest of these tied Characteristics. To determine how many casualties are caused, the Wounds from each Wound Pool must be allocated and any Saving Throws resolved. If several pools of Wounds need to be allocated then the player whose unit receives the attacks decides the order in which they are allocated. All of the Wounds in a given pool must be allocated before moving on to the next. Allocate Wounds First, the player whose unit is the target of the attack selects any one model in the unit that is within line of sight and range of the attacking unit. The Wound Pool Total up the number of Wounds caused by the attacking unit. Keep the dice that have scored Wounds and create a ‘pool’, where each dice represents a Wound. Sometimes an attack will gain a bonus or special rule depending on the results rolled To Hit or To Wound (for example, due to the Rending special rule, see page 246). If any such Wounds are caused, split them into separate Wound Pools. All Wounds with exactly the same Strength, AP value and special rules must go into the same pool. If all the Wounds are the same, there will only be one Wound Pool. If any model in the target unit has already lost one or more Wounds, but has not been removed as a casualty then the Wound must be allocated to such a model, unless that model is out of line of sight of all models in the attacking unit or has the Character sub-type (see page 198). Out of Range &Out of Line of Sight If at any point while allocating Wounds, there is no model in the target unit that is within line of sight or range of the attacking unit then all remaining Wounds in the Wound Pool are lost. A unit of Sons of Horus Legionaries has made a Shooting Attack targeting a unit of Imperial Fists Legionaries. The attack inflicts a total of seven Wounds on the Imperial Fists unit, all from bolters and forming a single Wound Pool. The Imperial Fists player chooses to allocate the first Wound to Model A, which is within both range and line of sight of the attacking unit of Sons of Horus Space Marines. The first Wound is successfully saved, and the Imperial Fists player must continue to resolve Wounds from the Wound Pool against that model. Another successful save is made, but the third Wound is not saved and Model A is removed as a Casualty. Next, the Imperial Fists player chooses to allocate the fourth Wound to Model B, which is also within range and line of sight of the attacking unit. The next save is also failed and Model B is removed as a Casualty as well. All remaining models in the Imperial Fists unit, while within range of the Sons of Horus, are not in line of sight and so cannot have Wounds allocated to them. As such, the three remaining Wounds in the Wound Pool cannot be allocated and are lost, ending this step of the Shooting Attack. Take Saves and Remove Casualties Emptied Wound Pool A model that has been Allocated a Wound can make a Saving Throw, if the model has one. If the Save is failed, reduce that model’s Wounds by 1. If the model is reduced to 0 Wounds, it is removed as a casualty; otherwise, continue allocating Wounds to the selected model until it is removed as a casualty or the Wound Pool is empty. When a Wound Pool is empty, select a remaining pool and Allocate Wounds from it. Once all of the Wound Pools for an attack are empty, attacks from the currently selected weapon have been completely resolved. If the selected model is removed as a casualty and the Wound Pool is not empty, then the player whose unit was the target of the attack selects another model in the target unit that is in line of sight and range of the attacking unit and allocates the next Wound to that model. Continue allocating Wounds in this fashion, taking Saves and removing casualties until the Wound Pool is empty or all models in the target unit have been removed as casualties. Multiple Armour Saves Rarely, a unit will contain models with differing Armour Save Characteristics. When this occurs, the controlling player uses the Save of the model to which the Wound has been allocated. If the model to which the Wound has been allocated has more than one Save available, the controlling player may select any of these Saves to use. Instant Death Even though some warriors have multiple Wounds, there are several kinds of weapons in the 31 st Millennium that are powerful enough to kill them instantly. If the Strength Characteristic of an attack is at least double the Toughness Characteristic (after modifiers) of the target model, the attack gains the Instant Death special rule. Instant Death: If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty. Select another Weapon After the attacks from the currently selected weapon have been completely resolved, if any models in the firing unit that have not yet made attacks and are equipped with a differently named Ranged weapon, you can now make attacks with those models at the same target unit. This is resolved in exactly the same way as the first weapon selected. Repeat this process until all the weapons in the attacking unit have been used to make Shooting Attacks. If a unit has no differently named weapons, or if it chooses not to attack with any of them, another unit may be selected to make the next Shooting Attack, or the Active player can choose to end the Shooting phase and proceed to the Assault phase. Saving Throws and Damage Mitigation Rolls Few will take to the battlefield without some form of armour or adequate cover behind defensive lines. All these forms of protection are represented by Saving Throws (or Saves) and Damage Mitigations Rolls as follows: Armour Saves If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save. To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number. Armour Piercing Weapons Some powerful weapons are capable of punching through even the thickest armour plates. This is represented by a weapon having an Armour Piercing Characteristic – usually referred to as AP. A weapon’s AP rating indicates the Armour Save the weapon can ignore, meaning a lower value is more powerful. A weapon shown as ‘AP-’ has no Armour Piercing value and will never ignore a target’s Armour Save. If the weapon’s Armour Piercing value is equal to or lower than the model’s Armour Save, then it is sufficiently powerful enough to punch straight through the armour; the target gets no Armour Save at all. The armour is ineffective against the shot. If the weapon’s Armour Piercing value is higher than the armour, the target can take its Save as normal. Invulnerable Saves Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw. Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken. Cover Saves Enemy models can often be protected by terrain, also known as being ‘in cover’. Where this is the case, the model will be entitled to a Cover Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, a Cover Saving Throw can still be taken. Pinning and being Pinned Damage Mitigation Rolls Pinned A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and that unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example, if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but enemy units do not receive the Initiative penalty for having Charged a unit through Difficult Terrain (see page 222 ), even if the Pinned unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails and the Pinned unit makes neither a Charge or Surge move. Units that are locked in combat cannot be Pinned and do not take Pinning tests. Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll. Determining Cover Saves When allocating a Wound, if the target model is at least 25% obscured from the point of view of at least one attacking model, or if the model occupies Area Terrain of certain types (see page 221), the target model gains a Cover Save against that Wound. Unless stated otherwise, all cover provides a 6+ Save. Some types of terrain provide better or worse Cover Saves; when this is the case, the Cover Save provided will be stated in the rules for the terrain (see page 220). Fast Dice If all models in a target unit have the same Saving Throw, it is quicker to make Saves before allocating Wounds, and then allocate the unsaved Wounds to models of the target unit’s controlling player’s choice, following the previously established rules for Wound allocation (see page 187). If warriors come under heavy fire, they may decide to keep their heads down. To represent this, certain rules or effects, such as the Pinning special rule, may force units to become Pinned. Intervening Models Models with more than One Save If a target is partially obscured from the firer by models from a third unit (e.g, models not from the firer’s unit or from the target unit), it receives a 6+ Cover Save in the same way as if it was in terrain. Similarly, if a model makes a Shooting Attack through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer. Note that this does not apply if the unit making the Shooting Attack occupies an elevated position, granting it an unobstructed line of sight to the target unit or model, or is firing a Barrage weapon (see page 232 ). Sometimes a model will have a normal Armour Save and a separate Invulnerable Save, such as a Legion Cataphractii Terminator Squad, whose armour houses shield generators that project a personal force field. The model could also be in cover as well. In these cases, a model only ever gets to make one Saving Throw and the controlling player selects one Saving Throw from amongst those available to use. Note the exception that, in the same way as they can trace line of sight through members of their own unit, models can always shoot through members of their own unit without conferring or receiving a Cover Save. Maximum Save Some models gain additional benefits from rules that may increase any of their Saves by +1, +2 or more. However, no Saving Throw (Armour, Cover or Invulnerable) can ever be improved beyond 2+. Regardless of what is giving the model its Saving Throw, a roll of 1 always fails. Units in Cover The Imperial Fists Legion Tactical Squad is making a Shooting Attack targeting the Sons of Horus unit. The Sons of Horus unit is spread out, with some models obscured by a Terrain Piece, some in Area Terrain and others in the open. The two red-circled Sons of Horus are obscured by the piece of terrain in front of them and as such cannot have Wounds allocated to them, the three yellow-circled Sons of Horus are not obscured, but occupy Area Terrain that provides a Cover Save (see the Terrain rules on page 220). Finally, the three green-circled Sons of Horus are in the open and receive no protection of any kind from terrain. WEAPONS The Age of Darkness saw the use of a vast arsenal of weapons, from the ubiquitous boltgun to such ancient terrors as phosphex dischargers and even the psychic powers of the few remaining Librarians. This section describes how these various types of weapons work in Horus Heresy – Age of Darkness. Weapon Profiles Every weapon has a profile. Below are two examples: Bolter Chainaxe Range 24" - S 4 +1 AP Type 5 Rapid Fire - Melee, Shred Range If the weapon’s range contains a ‘-’, it is (unless otherwise stated) a Melee weapon, it may also state ‘Melee’ as its range. If it contains a number, or ‘Template’ or ‘Hellstorm’, it is a Ranged weapon. The number given here is the range measured in inches. If it has two numbers, the first is its Minimum Range and the second is its Maximum Range. If the weapon’s range is given as ‘Template’ or ‘Hellstorm’, then it uses a teardrop-shaped template (see page 248). Strength If the weapon’s Strength is ‘User’, then attacks made with that weapon are resolved at the wielder’s Strength value. If the weapon has a fixed Strength, i.e., a number between 1 and 10, this is the Strength of attacks made with that weapon. If the weapon confers a Strength bonus, the Strength of the weapon’s attacks is equal to that of the user after any such modifiers have been applied. Armour Piercing (AP) This value represents how effectively the weapon can punch through armour. The lower the number, the better the weapon is at piercing armour, cancelling the target’s Armour Save. The rules for Armour Saves and Armour Piercing Weapons can be found on page 173. Type A Ranged weapon always has one of the following types: Assault, Bomb, Heavy, Ordnance, Pistol, Destroyer, or Rapid Fire. These rules measure a weapon’s portability and affect the way they can be fired, depending on whether or not the model equipped with them moved that turn. A Ranged weapon can only be used to make Shooting Attacks. Melee Type Weapons with the Melee type can only be used in close combat. Number of Shots Some Ranged weapons fire multiple shots. Where this is the case, the number of shots a weapon fires is noted after its type. If a model fires a weapon with multiple shots, it must fire all shots from that weapon – for example, it could not decide to fire only two shots from its Heavy 4 weapon. Some weapons can be used in different ways, representing different power settings or types of ammo. Some weapons can be used in melee combat as well as shooting. Where this is the case, there will be a separate line in the weapon’s profile for each, and you can choose which to use each phase. If a weapon has D6, D3 or another randomly determined number of shots, roll the appropriate dice to work out how many shots are fired each time the model shoots. Special Rules The Type section of a weapon’s profile also includes any special rules that apply to the weapon in question. More information on these can be found either in the Special Rules section (see page 230 ) or in the Army List or Army List entry the weapon is found in. Close Combat Weapons Many weapons do not confer any bonuses or special rules, and are represented by a single profile. This is referred to as a ‘close combat weapon’ in the model’s Wargear and has the following profile: Close combat weapon Range - S AP User - Type Melee A Pistol can be used as a close combat weapon. If it is treated in this way, use the profile given above – the Strength, AP and special rules of the Pistol’s shooting profile are ignored. Additionally, if a model is not specifically stated as having a weapon with the Melee type, it is treated as being armed with a single close combat weapon as shown above. More than One Weapon Ordnance Weapons Unless otherwise stated, if a model has more than one Ranged weapon, they must choose which one to shoot – they cannot fire both in the same Shooting phase. If a model has more than one Melee weapon, they must choose which one to attack with in the Assault phase. However, if a model has two or more Melee weapons, they gain +1 Attack when making melee attacks during the Fight sub-phase (see page 184). Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery. Assault Weapons Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving. A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. Plasma blaster Range 18" S 7 AP 4 Type Assault 2, Rending (4+), Gets Hot Heavy Weapons These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil. When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase (see page 169). Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase. Reaper autocannon Range 36" S 7 AP 4 Type Heavy 2, Rending (6+), Twin-linked When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn, see page 205. Ordnance weapons hit with such force that when you roll to penetrate a Vehicle’s armour with an Ordnance weapon, roll two dice instead of one and pick the highest result. Range Earthshaker cannon 36"-240" S 9 AP 4 Type Ordnance 1, Barrage, Large Blast (5"), Pinning Pistol Weapons Bombing Runs Pistols are light enough to be carried and fired one-handed. To make a Bombing Run, a Flyer must be Zooming. Move the model that is making the Bombing Run, and then nominate one model that it passed over. Place the Blast marker for the Bomb so that the central hole on the marker is over the target model, and roll a Scatter dice. If a Hit is rolled, the attack is on target and the marker is not moved. If an arrow is rolled, move the marker D6" in that direction. Once the final position has been determined, resolve the effects as described in the Bomb’s profile. A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase (see page 180). In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting. Volkite serpenta Range 10" S 5 AP 5 Macro-bomb cluster Range - S 8 AP 4 Type Pistol 2, Deflagrate Type Bomb 1, Apocalyptic Barrage (6), One Shot Destroyer Rapid Fire Weapons Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired as effectively when a squad is advancing as when taking single, long-ranged shots. A model armed with a Rapid Fire weapon can make two attacks at a target up to half the weapon’s Maximum Range away. Alternatively, it can instead make one attack at a target over half the weapon’s range away, up to the weapon’s Maximum Range. If a unit attacking with Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range make two attacks, while those further away make one attack. Models that attack with Rapid Fire weapons in the Shooting phase cannot Charge in the ensuing Assault phase. Bolter Range 24" S 4 AP 5 Mounted only on the largest and most fearsome of war machines, Destroyer class weapons are capable of annihilating smaller targets and tearing through even the thickest armour with ease. A model making a Shooting Attack with a Destroyer weapon attacks the number of times indicated on the weapon’s profile whether or not the bearer has moved. A model carrying a Destroyer weapon can attack with it in the Shooting phase and still Charge in the Assault phase. In addition, when you roll for armour penetration with Hits caused by a Destroyer weapon, roll three dice instead of one and discard the single lowest dice rolled, or any one of the lowest dice in the case of tied results. Use the total of the remaining dice to determine the result. In addition, when a Destroyer weapon inflicts a Glancing Hit or a Penetrating Hit, it inflicts D3 Hull Points of Damage instead of a single Hull Point. When a Destroyer weapon inflicts a Wound on a non-Vehicle model, it inflicts D3 Wounds instead of a single Wound. Type Rapid Fire Volcano cannon Bombs Bombs are high explosive or incredibly powerful munitions that are dropped by aircraft as they fly over the battlefield. Bombs are weapon types unique to Flyers. All Bombs have the One Use special rule. Unlike other weapons, Bombs must be used in the Movement phase of their turn in a special kind of attack called a Bombing Run. A model can only attack with one Bomb type weapon in its Movement phase. If a model attacks with a Bomb type weapon, it counts as having already attacked with one weapon in its ensuing Shooting phase. However, any additional weapons it fires that turn can choose a different target to that of the Bomb. Range 120" S 10 AP 1 Type Destroyer 1, Large Blast (5") A model using a Rapid Fire weapon can shoot once at Maximum Range. Alternatively, if the target is within half the Maximum Range, it can fire twice. A Pistol weapon can always shoot the number of times indicated and up to its Maximum Range, regardless of whether the firer moved or not. An Assault weapon can always shoot the number of times indicated and up to its Maximum Range, regardless of whether the firer moved or not. If a model with a Heavy weapon remains Stationary, it can fire the number of times indicated (at its normal Ballistic Skill) up to the Maximum Range of the weapon. If the firer moved, it can only fire Snap Shots with its Heavy weapon. If a model with an Ordnance weapon remains stationary, it can make the full number of attacks listed on the weapon profile,up to the maximum range of the weapon. If the attacking model moved, it may not attack with an Ordnance weapon (Models with the Vehicle Unit Type are an exception to this rule, see page 205.). A model making a Shooting Attack with a Destroyer weapon attacks the number of times indicated on the weapon’s profile whether or not the bearer has moved, up to the Maximum Range of the weapon. The Assault Phase THE ASSAULT PHASE W hile firepower alone may be enough to drive an enemy back from open ground or lightly-held positions, shifting a determined foe from a fortified bunker or ruined settlement will need more direct measures. In an Assault, troops storm forwards into a furious close combat, screaming their battle cries, eager to strike at their foes with shrieking chainswords and blades wreathed in searing power fields. Assault Phase Summary The Assault phase is split into two sub-phases: the Charge sub-phase and Fight sub-phase. Charge Sub-phase In the Charge sub-phase, the Active player declares Charges and moves models under their control into close combat. Close combat is where two units from opposing armies are in base contact with each other. If there are more than two units, it is called a multiple combat as discussed on page 189. • Declare Charge. • Roll Charge Distance (2D6" unless otherwise stated). • Charge Move. • Declare Next Charge or Finish Charge sub-phase. Fight Sub-phase The Fight sub-phase is when models from both sides make their Melee Attacks. • Choose a Combat. • Fight Close Combat. • Determine Assault Results. • Choose Next Combat or Finish Assault phase. Challenges During the Fight sub-phase, as units resolve their individual combats, Character models can issue Challenges to other Character models. These result in one-on-one duels that are referred to within these rules as Challenges. Full rules for issuing and resolving Challenges can be found on page 198. Charge Sub-phase In this sub-phase, warriors hurl themselves into close combat and carry the day through bitter melee. The Active player may declare that any of their units will attempt a Charge if it is within range of an enemy unit. To resolve a Charge, use the following procedure: • First, pick one of your units and declare which enemy unit that is within its Maximum Charge Distance it wishes to Charge. • Roll the Charge Distance for the unit and, if it is in range, move it into contact with the enemy unit – this is sometimes called ‘launching an Assault’. • Once this has been done, you can either choose to declare a Charge with another unit, or make no further Charges this turn and proceed to the Fight sub-phase. Maximum Charge Distance A unit’s Maximum Charge Distance is always 12", regardless of the unit’s Movement Characteristic or Unit Type. No unit may declare a Charge against an enemy unit that is at a distance greater than its Maximum Charge Distance. Declare Charge Choose a unit in your army that is declaring a Charge and nominate the enemy unit(s) it is attempting to Charge. A unit can never declare a Charge against a unit that is outside of its Maximum Charge Distance, nor can it declare a Charge against a unit it cannot draw a valid line of sight to, though it is allowed to Charge an enemy unit it is impossible for it to harm. Some units may not Charge due to specific circumstances. Common reasons that a unit is not allowed to declare a Charge include: • The unit has already Charged in this Phase and is now locked in combat. • The unit has been Pinned. • The unit attacked with Rapid Fire weapons, Ordnance weapons or Heavy weapons in the Shooting phase. This even applies if Snap Shots were made with these weapons, but not if the unit attacked as part of a Reaction. • The unit is Falling Back. • In addition to the list above, a unit that has made a Shooting Attack in the Shooting phase can only Charge a unit that it targeted during that turn’s Shooting phase. Roll Charge Distance Once a valid Charge has been declared, the controller of the charging unit rolls to determine their unit’s Charge Distance. This is the actual distance that models in the unit can move in order to engage the target unit, as opposed to the maximum possible distance, which is the Maximum Charge Distance. To determine the Charge Distance of any unit roll 2D6, then add the Charge modifier,as shown on the table below. The result of the roll may not exceed a total of 12 or a minimum of 2, no matter what modifiersare applied to the roll. Movement Characteristic Charge Distance Modifier - or 0 May not Charge 1-4 -1 5-7 +/-0 8-10 +1 11-12 +2 13+ +3 Other factors may also impose a modifieron the Charge Distance of a unit, the most common of these being terrain features and Area Terrain. As an example, units that declare a Charge into, out of or through an area of DifficultTerrain apply a -2 modifierto their Charge Distance. The final result of this roll, after all modifiers have been applied, is your Charge Distance – the number of inches your assaulting unit can move as part of the Charge. As noted, the maximum possible Charge Distance is 12" and the minimum is 2", regardless of modifiers or other factors. If a unit has models with differing Movement Characteristics then the Charge Roll is made using the Movement Characteristic of the slowest model to determine any modifiers. If any model in the target enemy unit is within the rolled Charge Distance, then the Charge is considered to be successful. The controlling player should now make a Charge Move. If no model in the target enemy unit is within the Charging unit’s rolled Charge Distance then the Charge is considered to have failed, and a Surge Move is made. Once the Charge Roll is resolved and the Charge declared a failure or a success, the Active player may choose to attempt a Charge with a different unit or move on to the Fight sub-phase. Charging Through Difficult Terrain The Sons of Horus Legion Tactical Squad has declared a Charge against an Imperial Fists Legion Tactical Squad. The Sons of Horus player chooses to move each of the models under their control into base contact with the enemy model directly in front of them, which means that two of the models, circled in green, will move through the Crater area terrain. This means that the entire unit will be treated as if it had Charged through DifficultTerrain – subtracting -2 from their Charge Distance and reducing their Initiative in the following combat, should the Charge be successful. Depending on the results of the Charge Distance roll, it may be possible for the Sons of Horus player to avoid these penalties by having the models under their control move into base contact with a different enemy model in the same unit, by a longer path that avoids the Area Terrain – as long as all models in the Charging unit end their move as close as possible to an enemy model and within unit coherency. Charge Move If the Charging unit’s Charge is considered successful, it must move as many models as possible into contact with the target unit. This is referred to as a Charge Move. Moving Charging Models Charging units must move at least one model from the Charging unit into base contact with a model from the target unit, with all other models moving as far as possible towards the target unit. All of the models in a Charging unit make their Charge Move – up to the distance determined by the Charge Roll – following the same rules as in the Movement phase, with the exception that they can be moved within 1" of enemy models. Charging models still cannot move through friendly or enemy models, and cannot move into base contact with enemy models from a unit they are not Charging unless doing so is the only way to contact an enemy model in the target unit or maintain coherency with the remainder of their unit. Move Initial Charger Start each Charge by moving the initial Charger from the Charging unit. The initial Charger is always the model nearest to the enemy (as measured by the shortest possible route, going around Impassable Terrain, friendly models and enemy models in other units). Once the initial Charger has been determined, move that model into contact with the nearest enemy model in the unit being Charged, using the shortest possible route. Roll for Dangerous Terrain if necessary, and if the model is removed as a casualty by a Dangerous Terrain test, choose another initial Charger and try again. The initial Charger may not move into base contact with an enemy model from a unit other than the one upon which the Charge was declared, unless it is impossible for the initial Charger to contact an enemy model from the target unit without also contacting an enemy model from another unit. After moving the first model in the unit, you can move the others in any sequence you desire, moving each Charging model as close to an enemy model in the target unit as possible. However, a Charging model must end its Charge Move in unit coherency with another model from the same unit that has already moved. If it is not possible for a Charging model to move and maintain unit coherency, move it as close as possible to another model in its own unit that has already moved instead. No Charging model may move into base contact with an enemy model from a unit other than the one upon which the Charge was declared, unless it is impossible for that model to contact an enemy model from the target unit or retain coherency with its own unit without also contacting an enemy model from another unit. Following this sequence will bring all the models in the charging units into unit coherency, having engaged as many enemy models as possible with as many Charging models as possible. The two units are now locked in combat. If, for any reason, no models in the Charging unit end their Charge Move in base contact with an enemy model then the Charge is considered to have failed and the units are not locked in combat. Charging Units that are Pinned If all of the enemy units Charged have been Pinned, the Initiative penalty for Charging through Difficult Terrain does not apply, and the unit Charging through Difficult Terrain fights at its normal Initiative. Note that once a Charge has been successfully resolved against a Pinned unit, the Pinned unit is no longer Pinned and fights as normal in the ensuing Fight sub-phase. Declare Next Charge Once all models in a Charging unit have moved, the Active player can choose another unit and declare another Charge if they wish. Ending the Charge Sub-phase Once the Active player has launched all of the Charges they wish to, the Charge sub-phase is ended. Move on to the Fight sub-phase. Disordered Charge In certain situations, a Charge may be deemed to be Disordered. The most common occurrence of this is when a Charging unit contacts more than one enemy unit, or when a special rule or item of Wargear dictates that a Charge is Disordered. A unit making a Disordered Charge does not gain the +1 Charge Bonus to its number of Attacks usually gained from a Charge, or any other bonus granted by special rules that require the unit or model to have successfully Charged an enemy unit. Surge Move If the Charging unit’s Charge is considered to have failed, it must move every model in the Charging unit towards the target of its failed Charge a number of inches equal to half their rolled Charge Distance. This is referred to as a Surge Move. Making a Surge Move All of the models in a unit making a Surge Move must move towards the unit that was the target of the failed Charge. The distance moved is equal to half the value of the Charge Roll (including any modifiers) made for the unit, and is known as the Surge Distance. For example, a unit that rolls a 5 for its Charge Roll, and adds +2 to this as a Charge Distance modifier due to its Movement Characteristic, has a total Charge Distance of 7. In this case, as there is no enemy model from the target unit within this distance, the Charging unit’s Charge fails and a Surge Move must be made. The Surge Distance is half of the rolled Charge Distance, in this case 4 (7 divided by 2 gives a result of 3.5, which is rounded up to 4, as per the standard rules for rounding numbers). This move follows the same rules as in the Movement phase and models making a Surge Move cannot move through friendly or enemy models, and cannot move into base contact with enemy models. To conduct a Surge Move, first move the model that is closest to the enemy unit that was the target of the failed Charge. This model must move in a direct line towards the closest model of the target unit, stopping only once it has moved the full Surge Distance or if moving further would bring it within 1" of an enemy model or Impassable Terrain. Roll for Dangerous Terrain if necessary, and if the model is removed as a casualty by a Dangerous Terrain test, choose another model and try again. After moving the first model in the unit, you can move the others in any sequence you desire. However, each model must end its Surge Move in unit coherency with another model from the same unit that has already moved. If it is not possible for a model making a Surge Move to maintain unit coherency, move it as close as possible to another model from the same unit that has already moved instead. No model making a Surge Move may move within 1" of any enemy model. Locked in Combat If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat. The unit is considered to be locked in combat as soon as an enemy model is moved into base contact with any model in that unit and remains locked in combat until there are no enemy models remaining in base contact with any model that is part of that unit. Units that are locked in combat must attack and be attacked in the next Fight sub-phase, resolving the combat as per the standard rules. Units are no longer locked in combat if, at the end of any Phase, they no longer have any models in base contact with an enemy model. Units that are locked in combat cannot move in any other Phase or make Shooting Attacks for any reason. Similarly, models cannot choose to target units locked in combat with Shooting Attacks for any reason. Blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, but they may end up there after scattering and will then cause Hits on any units or models they contact as normal. Units that are locked in combat do not take Morale checks or Pinning tests caused by Shooting Attacks, and cannot be Pinned. Fight Sub-phase Once all Charges have been resolved, the Fight sub-phase takes place. Choose a Combat There may be several separate assaults being fought at the same time in different parts of the battlefield. If this is the case, the Active player chooses the order in which to resolve the combats, completing each combat before moving on to the next one, and so on until all combats are resolved. Pile-in Moves A Pile-in Move is a 3" move that is made by any models that are not in base contact with one or more enemy models. Models that are Piling-in must attempt to get as close as possible to one or more of the enemy units locked in this combat. Pile-in Moves follow the same rules as Charge Moves, except that they are not slowed by Difficult Terrain (though Dangerous Terrain will still trigger Dangerous Terrain tests). Fight Close Combat In close combat, both players’ models fight. Close combat attacks function in the same way as attacks made in the Shooting phase – each attack that hits has a chance to Wound. The Wounded model gets a chance to Save, and if it fails, is generally removed as a casualty. How many attacks are made and which models attack first is detailed later. Initiative Steps In close combat, slow, lumbering opponents can often be dispatched quickly by faster and more agile warriors. To represent this, a model’s Initiative determines when they attack in close combat. Work through the Initiative values of the models in the combat from high to low. This means each combat will have ten Initiative steps, starting at Initiative 10 and down to Initiative 1. Rarely will all Initiative steps be used, so skip any that do not apply. Models make their attacks when their Initiative step is reached, assuming they haven’t already been removed as a casualty by a model with a higher Initiative. If both sides have models with the same Initiative, their attacks are made simultaneously. Note that certain situations, abilities and weapons can modify a model’s Initiative. In addition, a Pile-in Move cannot be used to move into base contact with any units that are not already involved in the combat. When making Pile-in Moves, the Active player moves their unit(s) first. If both players’ Pile-in Moves combined would be insufficient to bring any combatants into base contact, the combat is considered to have ended. Determine who can Fight Any model whose Initiative is equal to the value of the current Initiative step and who is engaged with an enemy model must fight. A model is engaged in combat if either: • That model is in base contact with an enemy model. • That model is in unit coherency with another model from its own unit which is in base contact with an enemy model. Unengaged Models Unengaged models cannot attack in close combat. Start of Initiative Step Pile-in Number of Attacks At the start of each Initiative step, any model whose Initiative is equal to the value of the current Initiative step that is not in base contact with an enemy model may make a Pile-in Move. Each engaged model makes a number of attacks (A) as indicated on its Characteristics profile, plus the following bonus attacks: Models that Charged through Difficult Terrain Pile-in at Initiative step 1. In addition, models that are using a weapon which modifies the Initiative step in which they fight will Pile-in at the modified Initiative step. If a model can attack in several Initiative steps, it only Piles-in at the highest of these steps. +1 Charge Bonus: Engaged models that Charged this turn get +1 Attack this turn. Models in units that made a Disordered Charge (see page 182) do not get this bonus. +1 Two Weapons: Engaged models with two singlehanded weapons (often a Melee weapon and/or Pistol in each hand) get +1 Attack. Models with more than two weapons gain no additional benefit; you only get one extra attack. Other Bonuses: Models may have other special rules and Wargear that confer extra attacks. Who Can Fight An Imperial Fists unit is locked in combat with a Sons of Horus unit and the Sons of Horus player must determine which of the models under their control may attack. At this point, there are three Sons of Horus models in base to base contact with an enemy model (circled in green) – these models may attack. There are three Sons of Horus models that are not in base contact, but are in unit coherency with the green-circled models from their unit that are – these models (circled in yellow) may attack. Lastly, there is a single Sons of Horus model that is not in base contact with an enemy model and is also out of coherency with the rest of its unit – this model (circled in red) may not attack. Roll To Hit Once it has been determined which models must make attacks in a given Initiative step, the controlling player makes To Hit rolls for those models. To make a To Hit roll, roll a D6 for each attack a model gets to make and compare the WS of the attacking model to the WS of the target unit. Then, consult the To Hit chart on this page to find the minimum result needed on a D6 To Hit. As the chart to the right shows, if the target’s WS is half or less than that of the attacker’s, they are hit on a 2+; lower than the attacker’s but more than half, they are hit on 3+; if the target’s WS is equal to the attacker’s, they are hit on 4+; if it is higher but not twice the attacker’s, they are hit on 5+; and if it is twice or more than the attacker’s, then they are hit only on a 6+. Units with Multiple Weapon Skills Some units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values. Roll To Wound Once all To Hit rolls have been made in a given Initiative Step, the controlling player must roll a D6 for each successful hit to see if the attack causes a Wound. Consult the chart to the right, cross-referencing the attacker’s Strength Characteristic with the defender’s Toughness Characteristic. The chart indicates the minimum result on a D6 roll required to inflict a Wound, and is the same chart as is used during the Shooting phase. A ‘-’ indicates that the target cannot be wounded by the attack. In most cases, when rolling To Wound in close combat, you use the Strength on the attacker’s profile regardless of what weapon they are using. However, there are some Melee weapons that give the attacker a Strength bonus, and this is explained previously in the Weapons section (see page 176). Multiple Toughness Values Rarely, a unit will contain models that have different Toughness Characteristics. When this occurs, roll To Wound using the Toughness value of the majority of the engaged unit. If two or more Toughness values are tied for majority, use the highest of those tied values. The Wound Pool Take Saves and Remove Casualties Finally, total up the number of Wounds you have caused during that Initiative step. Keep the dice that have scored Wounds and create a ‘pool’, where each dice represents a Wound. The selected model can make a Saving Throw and a Damage Mitigation roll – if that model has any available. If the Save is failed, reduce that model’s Wounds by 1. If the model is reduced to 0 Wounds, it is removed as a casualty, otherwise continue allocating Wounds to the selected model until it is removed as a casualty or the Wound Pool is empty. If there are Wounds with different Strengths, AP values or special rules that affect Saving Throws or the effect of any Wounds they inflict, split them into several pools of Wounds. All Wounds with exactly the same Strength, AP value and special rules must go into the same pool. If all the Wounds are the same, there will be only one Wound Pool. Allocate Wounds and Remove Casualties To determine how many casualties are caused at a particular Initiative step, the Wounds caused must be allocated and any Saving Throws taken. If several pools of Wounds need to be allocated, the player controlling the target unit must decide in which order they are allocated. All Wounds from a single pool must be allocated before moving on to the next pool of Wounds using the following procedure. If the selected model is removed as a casualty and the Wound Pool is not empty, then the player whose unit was the target of the attack selects another model in the target unit and allocates the next Wound to that model. Continue allocating Wounds in this fashion, taking Saves and removing casualties until the Wound Pool is empty or all models in the target unit have been removed as casualties. Cover Saves Models do not get Cover Saves against any Wounds suffered from close combat attacks. Allocate Wounds First, the player whose unit is the target of the attack selects any one model in the unit that is engaged with the enemy unit whose attacks are being resolved. If any model in the target unit has already lost one or more Wounds, but has not been removed as a casualty then the Wound must always be allocated to such a model, unless that model also has the Character sub-type (see page 198). If, when allocating Wounds to a unit they control, a player has a number of multi-Wound models that have all lost one or more Wounds and could potentially be allocated more Wounds, then any Wounds must be allocated first to the model with the fewest Wounds remaining. If all models have an equal number of Wounds remaining then the controlling player may freely select which eligible model is allocated any further Wounds. No Models Engaged in Combat If at any point while allocating Wounds, there is no model in the target unit that is engaged in combat with the attacking unit then all remaining Wounds in the Wound Pool are lost. Armour Saving Throws Models can take Armour Saves to prevent Wounds caused in close combat. As in the Shooting phase, if the Wound is caused by a weapon with an AP that ignores the wounded model’s Armour Save, then the Save cannot be taken (see page 173). Multiple Armour Saves Rarely, a unit will contain models with differing Armour Save Characteristics. Simply use the Armour Saves of any model to which a Wound is allocated, if that model has more than one Save available, the controlling player may choose to use any one of those Saves. Invulnerable Saves Some models may have Invulnerable Saves in addition to Armour Saves, and the controlling player may choose to use the Invulnerable Save instead of an Armour Save whenever a Wound is allocated to such a model. It can even be made if a model is not permitted to make an Armour Save (because the AP of the attack negates it or the rules for a weapon or attack state that no Armour Save is allowed). Damage Mitigation Rolls Check Morale Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a Save of any kind. If a Save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll. Note that some types of Damage Mitigation roll may not be taken during an assault, like Shrouded rolls – in all cases the special rule that grants the Damage Mitigation roll will specify when it may be used. Units that lose a close combat must make a Morale check to hold their ground, with a penalty based on how many Wounds are inflicted upon that unit (see page 191). Dead before Striking If a model is removed as a casualty before its Initiative step, it cannot strike back. When striking blows simultaneously, it may be convenient to resolve one side’s attacks and simply turn the dead models around to remind you that they have yet to strike back. If they pass, the unit fights on – the combat is effectively drawn and the unit remains locked in combat. If the unit fails, they must Fall Back. Morale checks and Falling Back are covered in the Morale section (see page 191). Our Weapons are Useless If a unit is locked in combat with an enemy it cannot hurt, it can choose to automatically fail its Morale check for losing a combat. Sweeping Advances When a unit Falls Back from combat, the victors can make a Sweeping Advance, attempting to cut down the enemy as they flee. Fight next Initiative Step Fight the next Initiative step as previously described until all of the Initiative steps have been completed. Note that some Initiative steps may be skipped if there are no models to fight at that step. When a Sweeping Advance is performed, both the unit Falling Back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative Characteristics, use the highest Characteristic. The units then compare their totals. Determine Assault Results To decide who has won the combat, total up the number of unsaved Wounds inflicted by each side on their opponents. This includes all Wounds caused during the Fight sub-phase, whether from normal attacks, the Hammer of Wrath special rule, or other factors. Do not include Wounds caused in the Charge sub-phase, such as those from Reactions, failed Dangerous Terrain tests, etc. The side that inflicted the most unsaved Wounds is the winner. The losing unit must make a Morale check and must Fall Back if it fails (see page 192). If both sides suffer the same number of Wounds, the combat is drawn and continues next turn. If one side destroys the enemy completely, it wins the combat automatically, even if it sustained more casualties than the other unit. Wounds that have been negated by Saving Throws or special rules do not count towards determining who won the combat. Neither do Wounds in excess of a model’s Wounds Characteristic; only the Wounds actually suffered by enemy models count (including all of the Wounds lost by models that have suffered Instant Death – see page 172). In rare cases, certain models can cause Wounds on themselves or their allies – these Wounds are added to the other side’s total for working out who has won. If the winner’s total (Initiative + dice roll) is greater than their opponents’, the Falling Back unit is caught by the Sweeping Advance and destroyed. All models in the destroyed unit are immediately removed as casualties. Unless otherwise specified, no Save or other special rule can prevent the unit from being destroyed. If the Falling Back unit’s total is higher, or the final result is a tie, they break off from the combat successfully. Make a Fall Back move for the losing unit (see page 192). The winners can then Consolidate. Disallowed Sweeping Advances If a victorious unit is still locked in combat with other units that are not Falling Back, it does not get a chance to execute a Sweeping Advance and the retreating enemy automatically makes their Fall Back move safely. Some units, as detailed in their special rules, are not permitted to make Sweeping Advances – when a victorious unit contains one or more models that are not allowed to make a Sweeping Advance, the enemy always manages to disengage safely – there is no need to roll. End of Combat Pile-in After the combat has been resolved, it can happen that some models from units that did not Fall Back are not in base contact with an enemy. These models must make a Pile-in Move (see page 184), starting with the side whose turn it is. Disordered Charge If a unit declares that it is charging multiple units, its Charge is disordered. A unit making a disordered Charge does not gain the +1 Charge Bonus to its number of attacks usually gained from a Charge, even if after its Charge Move it has no models in base contact with the Secondary Target. Consolidation At the end of a combat, if a unit’s opponents are all either destroyed or Falling Back, or the end of combat Pile-in was insufficient so that it is no longer locked in combat, that unit may Consolidate. Consolidating units move up to a number of inches equal to their Initiative Characteristic in any direction. In a unit with mixed Initiative Characteristics, use the highest Characteristic. Determine Charge Distance Roll your Charge Distance as you would for a normal Charge. Units making a Consolidation move are not slowed by Difficult Terrain but do trigger Dangerous Terrain tests where appropriate. A Consolidation move cannot be used to move into base contact with any enemy models. Move Initial Charger Consolidating models must stop at least 1" away from all enemy models, including any that have just Fallen Back from the combat that the Consolidating unit has fought in. Multiple Combats Combats that involve more than two units are called multiple combats. These occur when one unit Charges two or more enemy units, or when a unit Charges into an ongoing combat. Because of the extra complexity, they need some additional rules. Charge Move As there are now Primary and Secondary Targets, resolving Charge Moves needs more clarification. The initial Charger for the Primary Assault (the model in the Charging unit closest to the Primary Target) must attempt to move it into base contact with a model from the Primary Target, just as you would against a single target. If their Charge fails, the Charging unit doesn’t move at all. If the initial Charger successfully moves into base contact with the Primary Target, remaining models can Charge models belonging to either the Primary or Secondary Target units, as long as they follow the rules for moving Charging models. Remember that the Charging unit is not allowed to break its unit coherency, which will limit the potential for this kind of Charge. DifficultTerrain and Ongoing Combats Charge Sub-phase Sometimes it may be advantageous for a unit to Charge two or more enemy units – this works as follows: Declare Charge A multiple Charge declaration is split into two different categories: the Primary Target and Secondary Targets. Primary and Secondary Targets The Primary Target is the charging unit’s main target. If the Charging unit made a Shooting Attack in the Shooting phase, it can only declare a Charge if its Primary Target is the unit it targeted. Secondary Targets are other targets of opportunity that the charging unit can engage at the same time as the Primary Target. Remember that a unit cannot declare a Charge against a unit it cannot reach or cannot see, and all targets being Charged by the unit must be declared at the same time. If a unit Charges into a multiple combat in which all the enemy units are locked in combat from a previous turn, the Initiative penalty for charging through Difficult Terrain does not apply. In this case, the enemy warriors are not set to receive the Charge, and the unit Charging through Difficult Terrain fights at its normal Initiative. Fight Sub-phase Resolving the Fight sub-phase of a multiple combat is done just as it is for a combat between two units, except for the following clarifications and adjustments. Hit. Wounds from attacks that have been directed against a unit in a multiple combat cannot be transferred to another unit, even if the original target unit is completely destroyed (in this case, any excess Wounds are simply discounted and have no further effect). Multiple Combats and Pile-in Moves As with regular combats, models make Pile-in Moves at their Initiative Step and at the end of combat. The Active player always makes their Pile-in Moves first, but may move models eligible to Pile-in in an order of their choice, and once all of the Active player’s models from all units involved in the combat have been moved, the Reactive player may make any Pile-in Moves. A unit that has conducted a multiple Charge makes Pile-in Moves towards the nearest enemy model, regardless of whether that model is from the Primary or Secondary Target. If models from multiple units are equidistant, the controlling player chooses which unit the model will Pile-in towards. Directing Attacks In multiple combats, during a model’s Initiative step, the following extra rules apply: A model that is in base contact with, or engaged with, just one enemy unit when it comes to strike must attack that unit. A model that is in base contact with, or engaged with, more than one enemy unit when it strikes blows, can split its attacks freely between those units. Declare how each model is splitting its attacks immediately before rolling To Multiple Combats The Sons of Horus unit has Charged the Imperial Fists Legion Tactical Squad and Imperial Fists Legion Cataphractii Terminator Squad. The Sons of Horus model labelled C can attack either of the two units it is in base contact with (or split its attacks). The Sons of Horus models labelled G and H can also have their attacks allocated to either enemy unit (or split those attacks) as both are within 2" of a friendly model that is in base contact with both units. The Sons of Horus models labelled A, B, D and E can only attack the unit they are in base contact with. The Sons of Horus model labelled F can only attack the Imperial Fists Legion Tactical Squad (as it is only within 2" of friendly models in base contact with that unit). Assault Results When determining Assault results in a multiple combat, total the number of Wounds inflicted by all units on each side to see which side is the winner. Every unit on the losing side must make a Morale check – they all use the same penalty (see page 188). After all of the losing units have taken Morale checks, each winning unit that is free to make a Sweeping Advance rolls a D6, without adding its Initiative score to the result, while each unit that is Falling back rolls a D6 and adds its Initiative to the result as per the normal rules for Sweeping Advances. Compare the result of each winning unit's roll to that of each unit that is Falling Back. Any that it equals or beats are destroyed. Note that winning units can only make a Sweeping Advance if all of the units they were locked in combat with Fall Back or are wiped out in the fight. All remaining units – those that fought in the multiple combat but aren’t Falling Back or making a Sweeping Advance – must make Pile-in Moves. If none of the unit's models are in base contact with enemy models, and the combined Pile-in moves would be insufficientto bring them into contact with an enemy unit that is locked in that combat, it consolidates instead. Morale MORALE I t is a fortunate commander who can always rely on their troops to perform up to and beyond the limits of their courage. In the chaos and confusion of battle, troops can easily become demoralised, disoriented or simply terrified by the violence unleashed against them. To represent this element of the unknown, units have to check to see if their morale holds under certain circumstances, and particular events will require units to take Morale checks, and a unit in particularly dire straits may be forced to take several in a single turn. Morale Checks Morale represents the grit and determination of warriors on the battlefield. Morale checks are a specific kind of Leadership test. Similar to other Leadership-based tests, Morale checks (also sometimes referred to as Morale tests) are taken by rolling 2D6 and comparing the total to the unit’s Leadership value. If the total is equal to or less than the unit’s Leadership Characteristic, the test is passed and the unit does not suffer any ill effects. If the total is higher than their Leadership Characteristic, the test is failed and the unit will immediately Fall Back. Some units have special rules pertaining to Morale checks that are detailed in their Army List or Army List entry. For example, some units might always pass Morale checks, while others might always pass all Leadership tests. This difference is subtle, yet important. A unit that always passes Morale checks still has to test when hit by an attack with the Pinning special rule, while a unit that always passes all Leadership tests wouldn’t. Morale Check Modifiers Certain circumstances can make Morale checks harder for a unit to pass. This is represented by applying Leadership modifiers to Morale checks, which can modify the unit’s Leadership value by -1, -2, or sometimes even more. Insane Heroism Occasionally, warriors will refuse to retreat even when faced with impossible odds. A roll of double 1 on the 2D6 always passes a Morale check, regardless of any modifiers. When to Test The most common reasons a unit must take a Morale check are as follows: Casualties: A unit losing 25% or more of its current models during a single Phase must take a Morale check at the end of that Phase. As exceptions to this rule, units that lose 25% or more of their current models in the Assault phase or from any attack made as part of a Reaction, do not take Morale checks. Losing an Assault: Units that lose a close combat (usually from suffering more Wounds than they inflicted) must pass a Morale check to hold their ground. If they fail, they must Fall Back. Units taking this Morale check suffer a -1 Ld modifier for each Wound their side has lost the combat by. Fall Back Units make a Fall Back Move immediately upon failing a Morale check – the only moves they can make in subsequent Phases are Fall Back Moves until they Regroup. In each subsequent Movement phase, they will make further Fall Back Moves instead of moving normally, until the unit Regroups, is destroyed or leaves the battlefield. Fall Back Moves are 2D6", unless a rule specifies otherwise. Fall Back Moves are not slowed by DifficultTerrain, but incur Dangerous Terrain tests as normal. Units with models that Fall Back at different speeds always Fall Back at the speed of the slowest model in the unit. Each model in the unit moves directly towards their own battlefield edge by the shortest possible route. If playing a mission where there is no ‘own’ battlefield edge, models move towards the closest battlefield edge instead. If any model from a unit that is Falling Back moves into contact with a battlefield edge, the entire unit is removed from the game as casualties as it scatters and flees the battle. Falling Back from Close Combat Models Falling Back from a combat can freely move through all enemy models that were involved in that combat. This is an exception to the normal rules for moving that state a model cannot move through a space occupied by another model. If any models would end their move less than 1" from one of these enemy models, extend the Fall Back Move until they are clear. Falling Back The player rolls a 6 on the 2D6 Fall Back Move, so each model is moved 6" directly towards their battlefield edge. The model on the far left has to go around Impassable Terrain. The Imperial Fists unit must move around the enemy Sons of Horus unit as it Falls Back, even if doing so forces them to end their move further from their battlefield edge than if they had moved directly. Falling Back and Terrain Regrouping Sometimes a unit finds its Fall Back Move blocked by Impassable Terrain, friendly models or enemy models. The unit may move around these obstructions in such a way as to get back to their battlefield edge by the shortest route, maintaining unit coherency, even if this means moving away from their battlefield edge. If the unit cannot perform a full Fall Back Move in any direction without doubling back, it is destroyed. A unit that is Falling Back must attempt to Regroup by taking a Leadership test in their Movement phase just before they move. If the unit fails this test, then it must immediately continue to Fall Back. If the unit successfully passes the test, it stops Falling Back and can immediately move a number of inches equal to its Initiative. This move is unaffected by Difficult Terrain, but Dangerous Terrain tests must be taken as normal. If the unit is out of coherency when the Regroup test is made, then the move must be used to restore coherency, or as near as possible. Once a unit has Regrouped, it cannot otherwise Move, Run or Charge in the Assault phase. However, it can make Shooting Attacks but counts as having moved and can only fire Snap Shots. A unit that has Regrouped may make Reactions as normal, including those that allow it to move. Regrouping when Assaulted Units that have Charges declared against them while Falling Back must always test to Regroup as soon as the enemy is found to be within Charge Distance. If the test is failed, the assaulted unit is removed as a casualty at the end of the Charge sub-phase, after all Charge moves have been completed. If the test is successful, the unit Regroups without moving, and the Charge is resolved as per the normal rules for Charges. A unit that Regroups after having a Charge declared against them may make Reactions as normal. As these Sons of Horus cannot Fall Back the full 7" of their Fall Back Move without entering Impassable Terrain or moving within 1" of an enemy unit (not counting the unit they are Falling Back from), all models in the unit are removed as casualties. Restrictions to Units that are Falling Back • Units which are Falling Back can only fire Snap Shots. • Units that are Falling Back may not make Reactions in any Phase. • Units that are Falling Back cannot be Pinned and automatically pass Pinning tests. • Units that are Falling Back automatically fail all Morale checks, but can Regroup. • A unit that is Falling Back cannot Charge. If it is Charged, it must test to Regroup (see Regrouping when Assaulted). Falling Back and Multiple Assaults Sometimes, as part of a multiple assault, a Charging unit comes into contact with units that are Falling Back as well as one or more units that are not. If any units contacted as part of a Charge are Falling Back, each retreating unit must test to Regroup as soon as any one Charging model comes into contact with a model from that unit. If the test is successful, that unit Regroups (without moving) and the assault continues as normal. If the test is failed, the Falling Back unit is destroyed and the Charging model must continue its Charge Move against the original target of the Charge as if the Falling Back unit was never there. Unit Types INFANTRY AUTOMATA Infantry units include all types of foot soldiers. A typical unit of Infantry is between five and ten models strong, but they can be much larger. In rare cases, an Infantry unit may comprise only a single model. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire. The steel warriors of the Mechanicum are unlike any other force in the galaxy, unflinching automatons of logic engrams and gears. Though far more rugged than even the Emperor’s Legiones Astartes, they are bound to the unchanging dictates of their programming and lack the tactical flexibility of flesh and blood warriors. The wider category of Infantry units contains a number of sub-types which may be referenced in other Age of Darkness books. Infantry represent the most basic element of any army and, as such, require no additional rules. As with other Unit Types, the Automata type includes a number of sub-types which may be referenced in other Age of Darkness books. The following rules apply to all Automata models and any Automata sub-types: An Infantry unit may only include or be joined by models of the Infantry or Primarch Unit Type, unless a special rule states otherwise. CAVALRY Cavalry use their fast speed to strike deep into enemy territory and escape before their opponent is able to react. This Unit Type includes units mounted on bikes, jetbikes, land speeders and even traditional cavalry mounted on riding beasts. As with other Unit Types, the Cavalry type includes a number of sub-types which may be referenced in other Age of Darkness books. The following rules apply to all Cavalry models and any Cavalry sub-types: • Cavalry models cannot be Pinned. • Cavalry models are not slowed down by Difficult Terrain, even when Charging. However, Cavalry models treat all Difficult Terrain as Dangerous Terrain instead. • Cavalry models move 3D6" when Falling Back, rather than 2D6". • No model that is not also of the Cavalry Unit Type may join a unit that includes a Cavalry model. • All Automata models have the Fearless special rule. • Successful Wounds inflicted by attacks with the Poisoned or Fleshbane special rules must be re-rolled against models of the Automata Unit Type. • A unit that includes one or more models with the Automata Unit Type may not make Reactions. • No model that is not also of the Automata Unit Type may join a unit that includes an Automata model. DREADNOUGHT These massive engines of war are unlike the soulless warriors of the Mechanicum, for at their heart rests a mortal warrior whose instincts and experience guides their steel body on the field of battle. Employed by both the Legiones Astartes and some regiments of the Imperial Army, these towering behemoths excel as line-breakers and siege engines. As with other Unit Types, the Dreadnought type includes a number of sub-types which may be referenced in other Age of Darkness books. The following rules apply to all Dreadnought models and any Dreadnought sub-types: • Successful Wounds scored by attacks with the Poisoned or Fleshbane special rules must be re-rolled against models of the Dreadnought Unit Type. • All Dreadnought models have the Fearless special rule. • A model with the Dreadnought Unit Type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction. • A model of the Dreadnought type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn. • No model that is not also of the Dreadnought Unit Type may join a unit that includes a Dreadnought model. DAEMON UNIT SUB-TYPES The unknown terror of the dark ages of the Horus Heresy, these aetheric horrors defy all logic. Unbound by the normal laws of reality, they mass and attack in defiance of any sound military doctrine and fight without need for the technologies that sustain Mankind on the battlefield. In addition to the base Unit Types (Infantry, Cavalry, Automata, Dreadnought, Primarch and Daemon), some models might be listed as belonging to one or more sub-types. Some sub-types may grant a model or unit additional special rules, an example of which is the Character sub-type which is covered in its own section of this rulebook. Other sub-types do not grant any special rules to models or units that possess them, but are instead used by other special rules to differentiate between otherwise similar units. In all cases, sub-types are presented after the base Unit Types in brackets. For example, a Legion Cataphract Sergeant has the following base Unit Type and sub-types: Infantry (Heavy, Character). As with other Unit Types, the Daemon type includes a number of sub-types which may be referenced in other Age of Darkness books. The following rules apply to all Daemon models and any Daemon sub-types: • All Daemon models have their Strength and Toughness modified by a value determined by the current Game Turn: +1 on Game Turns 1 & 2, +/-0 on Game Turns 3 & 4, -1 on Game Turns 5 & 6, and -2 on Game Turns 7+. • All Daemon models have the Fear (1) special rule. • Any Hits inflicted on a model of the Daemon Unit Type by a weapon with the Force special rule gain the Instant Death special rule as well. • All Daemon models are immune to the effects of the Fear special rule, automatically pass Pinning and Regroup tests and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. When a Daemon unit fails a Morale check it does not Fall Back as per the standard rules, but instead suffers D3 automatic Wounds with no Saves of any kind allowed. • No model that is not also of the Daemon Unit Type may join a unit that includes a Daemon model. PRIMARCH Mightiest of all the Emperor’s creations and the greatest warriors and generals of their age, the Primarchs of the Space Marine Legions epitomise the dark ages of the Horus Heresy. These colossi of war were powerful beyond the capabilities of any mortal warrior or steel-forged automata – for their only equal was another of their own kind. The following rules apply to all Primarchs: • All Primarchs have the following special rules: Independent Character, Eternal Warrior, Fearless, It Will Not Die (5+), Bulky (4), and Relentless. In addition, all models with the Primarch unit type always count as Character models. • Primarchs are not affected by special rules that negatively modify their Characteristics (other than Wounds) and, in addition, Primarchs always resolve Snap Shots at their normal BS. • Any Hits inflicted by a Primarch, as part of either Shooting Attacks or in close combat, are allocated by the Primarch’s controlling player and not the controlling player of the target unit. These Hits should form a separate Wound Pool. • If an army includes any Primarch models, then one of those models must be chosen as the army’s Warlord. A number of key unit sub-types are presented here – more may be referenced in other Age of Darkness books. Line Sub-type Line units are those sections of any army whose dedicated task is the capture and defence of key objectives and vital choke-points on the battlefield. Though often seen as lacking in glory, it is only by the efforts of these key units that victory can be firmly grasped, and without them any onslaught is doomed to failure. The following rules apply to all models with the Line sub-type: • A unit that includes at least one model with the Line sub-type counts as both a Scoring and Denial unit. Antigrav Sub-type Whether equipped with antigrav repulsors or empowered by some esoteric, psychic art, this unit is able to skim above the ground. While incapable of true flight, this does allow it to avoid any of the hampering effects of the prevailing terrain, gliding over obstacles that would ensnare or entangle more conventional troops. The following rules apply to all models with the Antigrav sub-type: • A unit that includes only models with the Antigrav sub-type may ignore the effects of any and all terrain it passes over during movement, including passing over vertical terrain and Impassable Terrain without penalty or restriction. However, such units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain tests as normal. • Models with the Antigrav sub-type may never benefit from Cover Saves of any kind. Artillery Sub-type Heavy Sub-type Some weapons are so large and cumbersome that they are usually mounted on vehicles, but are sometimes utilised by artillery teams on foot, particularly if the battlefield’s terrain is not suitable for vehicles. These weapons are typically mounted on wheeled supports, as they are too heavy to be carried across the battlefield. Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity. They stand at the heart of battle and dare death to come forth and claim them. The following rules apply to all models with the Artillery sub-type: • If a unit that includes any models with the Artillery sub-type has no models without the Artillery sub-type, then all models in the unit are removed from play as casualties immediately. • A unit that includes one or more models with the Artillery sub-type may not Run, declare or otherwise make Charge moves, or make Reactions. • A unit that includes one or more models with the Artillery sub-type may never hold or deny Objectives. • A unit that includes one or more models with the Artillery sub-type may not make Sweeping Advances and, if targeted by a Sweeping Advance, automatically fails any Sweeping Advance rolls made without rolling any dice and is destroyed. Monstrous Sub-type Some of the warriors and weapons deployed to the battlefield are huge and hulking, more than capable of crushing lesser foes with a single blow or carrying the largest and bulkiest of weapons onto the field. These creatures are unwieldy and often slow, but terrifyingly effective on the front lines. The following rules apply to models with the Monstrous sub-type: • A unit that includes any models with the Monstrous sub-type cannot be Pinned. • A model with the Monstrous sub-type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction. • A model with the Monstrous sub-type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn. • No model that is not also Monstrous may join a unit that includes a Monstrous model. The following rules apply to all models with the Heavy sub-type: • A unit that includes only models with the Heavy subtype may re-roll failed Armour Saves against Template and Blast weapons. • A unit that includes any models with the Heavy subtype may not Run and when making a Movement during a Reaction based on its Initiative Characteristic, reduces the distance moved by -1. Light Sub-type Light troops are equipped and trained to fight on the move, pausing only briefly and trusting to speed over cover or heavy armour. Many armies will make use of such warriors as scouts, but they also serve as admirable harassers and pursuit troops, easily capable of disrupting enemy attacks and advances or hounding a retreat. The following rules apply to all models with the Light sub-type: • A unit that includes only models with the Light sub-type gains a +1 modifier to its Initiative when determining how far that unit may Run (this bonus stacks with other bonuses to Run distance, such as the Fleet (X) special rule) and when moving as part of a Reaction. • A unit that includes only models with the Light sub-type may make Shooting Attacks after having Run, but makes all such attacks as Snap Shots. Models or weapons that cannot attack as Snap Shots may not attack. • Models with the Light sub-type may never claim a Cover Save in the same turn that it makes a Run move. Characters CHARACTERS V eteran warriors, exemplary officers and ferocious war leaders can all inspire their troops to great feats of heroism and bravery. Often, these individuals are quicker, stronger and more skilled in combat than those they lead. In The Horus Heresy – Age of Darkness, these kinds of powerful individuals are called Characters. Character is effectively a Unit sub-type as described in the previous rules section, but it has a more complex interaction with the rules and thus is dealt with here. As with all Unit sub-types, it is represented on a model’s profile by the term Character added in brackets after the model’s main Unit Type. For example a Legion Tactical Sergeant is of the Unit Type – Infantry (Line, Character). Note that models of the Primarch Unit Type do not have the Character sub-type, but are treated as Characters in all respects and gain the benefits of all the rules presented here. Character Types Most Characters are fielded in units from the start of the game, and represent squad leaders, such as a Legion Tactical Sergeant. They have their own profile, but do not have a separate entry. They are effectively just another trooper in their unit, with enhanced Characteristics and perhaps a wider selection of weapons and Wargear choices. Other Characters, such as Horus, Primarch of the Sons of Horus, fight as units on their own. They are mighty enough that they don’t need to take to the battlefield with other warriors. Regardless of their status within their army, all Characters use the same rules. Independent Characters Some Characters have the Independent Character special rule, which allows them to join other units (see page 241). Characters as Leaders As Characters normally have better Leadership than other warriors, they make good leaders for units in your army, given that units use the highest Leadership in the unit when determining Leadership tests. Characters and Moving Characters follow the Movement rules for models of their type, whether Infantry, Cavalry, etc. Note that they must remain in unit coherency with any unit they are part of (see page 164). Characters and Assaults Remember that a Character that has joined a unit follows all the normal rules for being part of a unit. If a Character is in a unit that Charges into close combat, the Character Charges too, as it is part of the unit. If the Character’s unit is locked in combat, they fight as part of the unit. Characters and Wound Allocation When allocating Wounds, a player may always choose not to allocate Wounds to a model with the Character Sub-type, regardless of how many Wounds that model has lost or any other factors that would normally require it to have Wounds allocated to it, as long as there is at least one other valid target model in the same unit to which Wounds may be allocated instead. Challenges Characters, no matter their type, can issue Challenges during combat – seeking to call out the enemy’s own leaders and confront them on an equal footing. Issuing a Challenge Challenges are issued at the start of the Fight sub-phase, before any attacks are made. Only one Challenge can be issued per combat – the Active player has the opportunity to issue a Challenge first. If that side chooses not to, then the Reactive player can issue a Challenge. Once a Challenge has been declared and accepted, there can be no further Challenges made until the existing Challenge in that combat has been fully resolved. To issue a Challenge, nominate a Character in one of your units locked in the combat to be the challenger. Once one Challenge has been made, no further Challenges can be issued in that combat that turn. If the Challenge is accepted, no further Challenges can be issued until that Challenge has been resolved. If there are no Characters in the enemy units, then a Challenge cannot be issued. Characters that cannot fight or make Melee Attacks, including those that are not engaged with an enemy model, cannot issue Challenges. Characters and Shooting Characters make Shooting Attacks as normal for models of their type. Accepting a Challenge If your opponent has issued a Challenge, you can now accept it – nominate any Character in one of your units locked in the combat to accept the Challenge. Characters that cannot fight or make Melee Attacks, including those that are not engaged with an enemy model, cannot accept Challenges. Refusing a Challenge Combatant Slain Alternatively, you can refuse the Challenge. If you refuse, your opponent gets to nominate one of your Characters from those who could have accepted. The chosen model cannot attack in close combat at all this turn. Furthermore, their Leadership Characteristic cannot be used by the rest of the unit for the remainder of the Phase. Once a Challenge has been refused, the model that issued it fights normally. If a Character involved in a Challenge is removed as a casualty, each excess Wound inflicted by the victor is counted toward the Assault result, but is not allocated to any other model. If the winning Character model has any remaining Attacks in the same or later Initiative steps, then these are resolved against the slain Character’s WS and Toughness, but are only counted for the purposes of winning combat and are not Allocated to any other models. When one of the combatants in a Challenge is slain, regardless of which Initiative step it is, the Challenge is still considered to be ongoing until the end of the Phase for the purposes of Outside Forces. Heroic Stand A unit that consists of a single Character cannot refuse a Challenge. Outside Forces Fighting a Challenge If a Challenge has been accepted, move the two combatants into base contact with each other. Note that these moves cannot be used to move a Character out of unit coherency. If possible, swap the Challenger for a friendly model in base contact with the Challenged model. If this cannot be done, swap the Challenged model for a friendly model in base contact with the Challenger. If neither of these moves would result in the two models being in base contact, ‘swap’ the Challenger as close as possible to the Challenged model and assume the two to be in base contact for the purposes of the ensuing fight. Whilst the Challenge is ongoing, other models locked in the combat can only Allocate Wounds to the models involved in the Challenge if all other enemy models (if any) that are locked in that combat have been removed as casualties. Assault Result Unsaved Wounds caused in a Challenge count towards the Assault result, including any excess Wounds caused by the winner of a Challenge as noted above, alongside any unsaved Wounds caused by the rest of the Character’s units. Round Two Models that are moved to satisfy a Challenge are not subject to Difficult Terrain tests or Dangerous Terrain tests. For the duration of the Challenge, these two models are considered to be in base contact with each other and, when rolling To Hit and To Wound, they always use the Weapon Skill and Toughness of their opponent. When allocating Wounds caused by either of these two models, they must be allocated to their opponent first. If both competitors survive a Challenge, and neither side fled from the combat, then they both continue the Challenge in the next round of combat. Note that if a Character is caught by a Sweeping Advance, but is not removed as a casualty due to a special rule, the Challenge does not continue. Psychic Powers PSYCHIC POWERS O n the battlefields of the Horus Heresy, it is not just by bolt and blade that war is prosecuted, but also with the forbidden powers of the battle psyker. Once banned from the Legiones Astartes order of battle, the chaos of the Horus Heresy has seen such self-destructive weapons return to the forefront of the fighting. Blasts of witch-fire can cut through even the most formidable armour, and by the eldritch wiles of a trained Librarian, the most fearsome shells can be turned aside and the very thoughts of the enemy turned against them. In games of the Horus Heresy – Age of Darkness certain models may make use of Psychic Powers to attack the enemy and confound their plans. Psychic Attacks will use the existing rules for attacking the enemy, being resolved as either Shooting or Melee Attacks, and occur during the Shooting and Assault phases as do other attacks. Psychic Powers represent any psychic effect that is not presented as a weapon and resolved as an attack. Psychic Powers are resolved during one of the existing Phases, and have their own unique rules, each of which is explained as part of that power. In all cases, to use a Psychic Attack, Weapon or Power, a model must possess the Psyker unit sub-type. Psyker Much like Character, Psyker is a unit sub-type that can be applied to a model of any other Unit Type. This is used to indicate models that are capable of using Psychic Powers and weapons. On its own this sub-type grants no abilities or rules, but many other rules, weapons and abilities will target or require a model with this sub-type in order to be used. Often, a rule will reference or target a ‘Psyker’, this means any model with the Psyker sub-type. Models that are or can become Psykers are also often given the option to acquire other abilities or attacks that require that unit sub-type. If such options exist, they will be noted on that unit’s profile or Army List entry. The following examples show some common units or models that also have the Psyker sub-type: • Legion Centurion with the Librarian Consul upgrade: Infantry (Character, Psyker) • Ruinstorm Daemon Lord: Daemon (Character, Monstrous, Psyker) • Imperialis Militia Rogue Psyker: Infantry (Character, Psyker) Which means any rules or weapons that have additional effects when targeting or activated by a Psyker would apply those effects to these models. Throughout the rules for Psykers, there are references to Psychic checks. A Psychic check is a kind of Leadership test and is taken in exactly the same manner as any other Leadership test – however, special rules that allow a model to modify or automatically pass Leadership tests have no effect on Psychic checks. Psychic Weapons The most common forms of Psychic Power encountered on the battlefield are those that act in a manner akin to more conventional weapons. Whether bolts of eldritch lightning or projectiles ripped from the very earth, these attacks are presented and function in exactly the same manner as any other weapon. They use exactly the same rules, Characteristics and resolution methods as any other attack, and can be both ranged and melee. A Psyker that gains a Psychic Weapon is ‘equipped’ with it in the same manner as any other model is equipped with the Wargear that is part of its profile. A model that has the Psyker sub-type may make Shooting Attacks using any ranged Psychic Weapon available to it (or more than one if that model has a rule that allows more than one weapon to be used during a Shooting Attack), or during the Assault phase a Psyker may attack using a Psychic Weapon with the Melee type. In close combat, a Psychic Weapon with the Melee type does count for deciding if a model has more than one weapon, but obeys all the usual restrictions. However, a Psychic Weapon can never be destroyed or otherwise removed from a model unless a rule specifically targets a Psychic Weapon (this does not apply to Force Weapons). In most cases, the Psychic Disciplines available to a Psyker will provide one or more Psychic Weapons as part of their portfolio of abilities (see page 322 ). Psychic Powers Perils of the Warp The next type of Psychic ability falls under the more common heading of Psychic Powers. These abilities can achieve many diverse ends, from simple destruction to the subtle subversion of the enemy, and are represented in a form more akin to special rules in order to represent the many effects a trained battle psyker can produce. Not all Psykers have access to the same suite of powers, and those available to any given model will be detailed in that model’s profile or Army List. The key difference between a Psychic Power and a Psychic Weapon is that a Power is not resolved as a standard attack and has its own rules for resolving any effects it may cause, much like other special rules. Common to all forms of psychic ability is the possibility of the Warp’s power rebelling and wreaking havoc on the Psyker and their allies. This is represented by the Perils of the Warp special rule. Most Psychic Powers and Weapons dictate under what conditions a Psyker must suffer Perils of the Warp, but in most cases this will be as the result of a failed Leadership test while using a Psychic Power or attack. In most cases, the Psychic Disciplines available to a Psyker will provide one or more Psychic Powers as part of their portfolio of abilities (see page 322 ). Psychic Disciplines Both Psychic Weapons and Psychic Powers are often gathered into categories known as Disciplines. Many Psykers’ Army List entries will indicate that a model or unit has access to one or more Disciplines rather than listing all the rules included as part of that Discipline. When a model or unit is granted a Discipline or is asked to select one, they gain all powers, attacks and other rules included as part of that Discipline. A set of Core Psychic Disciplines is presented as part of this rulebook on page 322 , but other publications may present additional Disciplines. Whenever a Psyker or other model/unit suffers Perils of the Warp, apply the rule below: Perils of the Warp: When a model or unit suffers Perils of the Warp, it receives D3 Wounds against which only Invulnerable Saves may be taken (no Damage Mitigation rolls may be made to negate these Wounds). These Wounds may be allocated to any model in the unit, including models without the Psyker Sub-type, in the same manner as those received during a Shooting Attack. If the Psyker is a Vehicle, it suffers D3 Hull Points of damage against which only Invulnerable Saves may be taken. These Hull Points of damage may be allocated to other Vehicle models in the same Squadron, in the same manner as a Shooting Attack. Vehicles VEHICLES T he battles of the Horus Heresy saw the use of massed formations of immense armoured vehicles and other towering engines of destruction. Vehicles are a Unit Type that does not operate in the same manner as other models, thus warranting their own section. This section details the rules and Characteristics common to the Vehicle Unit Type, before going into more detail as to the various sub-types unique to Vehicles. Vehicle Characteristics Vehicles have Characteristics that define how powerful they are in a similar way to Infantry. However, their Characteristics are different. Below is one example of a Vehicle’s profile: Legion Land Raider Proteus Carrier M 12 BS 4 Movement (M) Vehicles have a Movement Characteristic just like other units and it represents the maximum possible speed for that Vehicle. Most Vehicles can choose to move less than their maximum speed in order to fire more weapons with greater accuracy. Ballistic Skill (BS) Vehicles have a Ballistic Skill Characteristic just like other Unit Types and it represents the accuracy of the crew as they attack their enemy with the Vehicle’s weapons. Armour Value (AV) The Armour Value, sometimes referred to simply as Armour, of a Vehicle represents how hard it is to damage. Vehicles have separate Armour Values to represent the protection on their Front (F), Sides (S) and Rear (R). Armour Values typically range from 10-14, depending on which Facing of the Vehicle is being attacked, with the lightest armour usually on the Rear. Hull Points (HP) Every Vehicle has a number of Hull Points, indicating how much damage it can take before it is destroyed. This will normally be shown in the Vehicle’s Characteristics profile. Front 14 Armour Side 14 Rear 14 HP 5 Transport Capacity 12 Sub-types Just as other units can have different Unit Types, Vehicles have a number of different types. Each of these grants additional rules that only apply to that type of Vehicle. Unlike other units, these types can be combined, with one Vehicle having multiple types, in which case the Vehicle has all of the rules for all of its types. Vehicles and Measuring Distances As Vehicle models do not usually have bases, the normal rule of measuring distances to or from a base cannot be used. Instead, measure to and from their hull, ignoring gun barrels, dozer blades, banners and other decorative elements. There is, however, the notable exception of a Vehicle’s weaponry. When firing a Vehicle’s weapons, ranges are measured from the firing end of the weapon being used to attack, whilst line of sight is determined from the weapon’s Firing Arc, as will be explained later in this section. Vehicles in the Movement Phase As with all other models in the Horus Heresy – Age of Darkness rules, Vehicles have a Movement Characteristic which defines the maximum number of inches they may move on the battlefield. This Movement Characteristic is often much greater than any Infantry model, but the distance a Vehicle moves dictates how accurate its weapons fire will be, and so Vehicles that take full advantage of their powerful engines will be less capable of laying down support fire later in the turn. Stationary – A Vehicle that remains Stationary will be able to attack with all of its weapons, regardless of type, with no modification to their accuracy. Combat Speed – A Vehicle that travels equal to or less, than half of its Movement Characteristic is said to be moving at Combat Speed. This represents the Vehicle advancing slowly to keep firing. A Vehicle moving at Combat Speed may attack with all non-Ordnance or non-Destroyer weapons with no modification to their accuracy. A Vehicle moving at Combat Speed may only fire a single Ordnance or Destroyer weapon, and if it does so then all other weapons must be fired as Snap Shots. Cruising Speed – A Vehicle that travels more than half of its Movement Characteristic is said to be moving at Cruising Speed. This represents the Vehicle diverting power to keep it moving as fast as possible, making all of its firepower wildly inaccurate. A Vehicle moving at Cruising Speed may fire a single weapon without modification to its BS and any other weapons as Snap Shots. However, a Vehicle moving at Cruising Speed may not fire Ordnance or Destroyer weapons. Vehicles can turn any number of times as they move, just like any other model. Vehicles turn by pivoting on the spot about their centre point, rather than wheeling round. Pivoting on the spot alone does not count as moving, so a Vehicle that only pivots in the Movement phase counts as Stationary (however, Immobilised Vehicles cannot even pivot on the spot). Pivoting is always done from the centre of a Vehicle to prevent it from accidentally moving further than intended or allowed. Just like other units, Vehicles cannot move over friendly models. A Vehicle may only pivot during the Movement phase, unless another rule specifically allows it to do so at another point. Unlike other models, Vehicles may not move vertically in terrain or on Terrain Pieces in order to ascend levels. Some Vehicle types, from combat aircraft to lumbering artillery vehicles, as detailed later in this section, can affect both the manner in which a Vehicle moves and the distances it may move. Difficult Terrain and Dangerous Terrain Vehicles moving through areas of terrain are not slowed like other units, but still risk becoming stuck or damaged. Vehicles treat all Difficult Terrain as Dangerous Terrain instead. A Vehicle that fails a Dangerous Terrain test immediately loses 1 Hull Point and suffers an Immobilised result on the Vehicle Damage table. Ramming When moving a Vehicle, the controlling player may declare that the Vehicle will attempt to Ram instead of moving normally. A Ram Attack allows a Vehicle to use its sheer bulk as a weapon, crushing infantry and battering even the most heavily-armoured war machines. The Vehicle attempting a Ram Attack, and any Embarked troops, may only fire Snap Shots in that turn’s Shooting phase. To perform a Ram Attack, first turn the Vehicle on the spot to face the direction you intend to move it in, and, after measuring, declare how many inches the Vehicle is going to move, up to a maximum of its Movement Characteristic. If, due to the size of the Vehicle model making the Ram, pivoting the model brings it into contact with an enemy unit then move the Ramming Vehicle the minimum distance required to keep it 1" away from any other model before beginning the Ram. Once the Vehicle has been ‘aimed’ and the intended distance declared, move the Vehicle straight forwards until it comes into contact with a unit, enemy or friendly, or it reaches the distance declared – no other changes of direction are allowed during a Ram. Note that a Vehicle conducting a Ram may not contact a unit that is locked in combat. If its movement would bring it into contact with a unit that is locked in combat then it must halt its movement 1" away from that unit, ending the Ram. is in contact with another Vehicle. The Strength of Hits inflicted on all Vehicles will be equal to half the Armour Value, rounding up, on the facing that is in contact with an enemy Vehicle or Building. If the Ramming Vehicle has more starting Hull Points than any Vehicle or Building it is in contact with, add +1 to the Strength of the Hit, and if the Ramming Vehicle has the Slow or Super-heavy type, or is a Building, add +4 Strength, to a maximum value of 10. Both players roll for armour penetration against any of their opponent’s Vehicles or Building involved in the Ramming Attack, and any results are immediately applied. Regardless of the damage dealt to any Vehicles or Buildings involved in the Ram Attack, once the Ram Attack is resolved the Ramming Vehicle halts 1" away from any other models and does not move further this turn. If, at any point in its move, the Vehicle would enter into contact with Impassable Terrain or a battlefield edge, or if it passes within 1" of units in combat or friendly units, it immediately stops moving 1" away from any other model. Units already Falling Back If a unit that is Falling Back is Rammed, the unit that is Falling Back automatically fails its Morale check. This also applies if a unit Falls Back from a Ramming Attack and the Vehicle’s remaining move brings it into contact with them a second time. Ramming from Reserve If a non-Vehicle unit is reached then that unit suffers D6 automatic Hits. These hits are resolved at a Strength equal to half the Front Armour Value of the Ramming Vehicle, rounding up, and with an AP of -. If the Ramming Vehicle is a Super-heavy Vehicle then the Strength of the attack is always 10, and the number of Hits is increased to 2D6. Once all Hits sustained from the Ram have been resolved, the unit that has been rammed must take a Morale check and immediately Fall Back if it fails. Regardless of the result of the check, the Vehicle stops moving 1" away from any other models and does not move any further this turn. A Vehicle that moves onto the battlefield from Reserve may attempt a Ram. This must be declared before the Vehicle moves onto the battlefield. Units cannot Embark onto or Disembark from a Transport Vehicle in the same Movement phase in which it has already performed a Ram. Likewise, a Transport Vehicle from which a unit has Embarked or Disembarked that Phase cannot perform a Ram in that Movement phase. If the Ramming Vehicle comes into contact with an enemy Vehicle or Building, then all Vehicles or Buildings immediately inflict a Hit against any Armour Facing that A Vehicle that has performed a Ram during the Movement phase may still make Shooting Attacks in the following Shooting phase, but may only make Snap Shots. Ramming Restrictions Advanced Reaction: Death or Glory Advanced Reactions are available to specificplayers as noted in their description. Unlike Core Reactions (see page 160) they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points from a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specificallynoted otherwise in their description. Death or Glory - This Advanced Reaction may be made whenever the Active player declares a Ram Attack. After any Hits from a successful Ram have been resolved, and the target unit has passed its Morale check, this Reaction must be resolved. The Reactive player may nominate any one model in the unit that was Rammed. That model may make a single attack with either a Melee or Ranged weapon. Whatever form the attack takes, it automatically Hits and any damage is resolved against the target Vehicle’s Front armour. If the attack destroys the Vehicle or inflicts a Crew Stunned, Immobilised or Explodes result then the attacking model remains in play – otherwise it is immediately removed as a casualty with no Saves or Damage Mitigation rolls of any kind allowed. Vehicles may not be nominated to make a Death or Glory Reaction. Vehicles in the Shooting Phase When a Vehicle makes a Shooting Attack, it uses its own Ballistic Skill Characteristic and makes any attacks with the same basic rules as any other units, but with a few unique adjustments as follows. Unless a special rule states otherwise, all weapons on a single Vehicle must be fired at the same enemy unit. Defensive Weapons and Battle Weapons As part of the Vehicle rules, certain types of weapon are defined as Defensive (see page 206), which, by inference, makes any non-Defensive weapon a Battle weapon. Throughout these rules, when a rule refers to ‘all weapons’ or simply ‘weapons’ without any further qualifiers, then this means that both Battle and Defensive weapons may be used. When a Shooting Attack is limited to only Defensive weapons or non-Defensive weapons, it will specifically state this. Moving and Shooting with Vehicles Vehicles may shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the Movement phase. Stationary – A Vehicle that remains Stationary will be able to attack with all weapons regardless of type with no modification to their accuracy. Combat Speed – A Vehicle that travels no more than half of its Movement Characteristic is said to be moving at Combat Speed. This represents the Vehicle advancing slowly to keep firing. A Vehicle moving at Combat Speed may attack with all non-Ordnance or non-Destroyer weapons with no modification to their accuracy. A Vehicle moving at Combat Speed may only fire a single Ordnance or Destroyer weapon, and if it does so then all other weapons must be fired as Snap Shots. Cruising Speed – A Vehicle that travels more than half of its Movement Characteristic is said to be moving at Cruising Speed. This represents the Vehicle diverting power to keep it moving as fast as possible, making all of its firepower wildly inaccurate. A Vehicle moving at Cruising Speed may firea single weapon without modificationto its BS and any other weapons as Snap Shots. However, a Vehicle moving at Cruising Speed may not fireOrdnance or Destroyer weapons. Vehicle Firing Arcs and Weapon Mounts Unlike most models, which can fire at any target to which they can draw line of sight, Vehicles are more restricted in how they can target an enemy. Each of a Vehicle’s weapons is mounted in a way that allows it to fire at targets in one or more Firing Arcs – specific zones from which targets may be selected if they are within line of sight. The various Arcs of Fire available to Vehicles in Horus Heresy – Age of Darkness games are detailed below: Firing Arcs Hull (Arc) – The Hull Firing Arc is divided into four sections: Front, Rear, Left and Right – with most weapons capable of firing into only one of those divisions, as shown on a given Vehicle’s profile. To determine the Hull arcs of any Vehicle, draw two imaginary lines through the corners of the Vehicle as shown in the diagram below. Centreline – The Centreline arc is determined by drawing two imaginary lines along the sides of the Vehicle’s hull extending out past the front of the Vehicle as shown in the diagram below. The space between the two lines is the Centreline arc. Unless otherwise noted the Centreline arc always extends from the Vehicle’s front, but if specified in the Vehicle’s profile, it can instead/also extend to the Vehicle’s rear. Sponson – The Sponson Firing Arc is determined by drawing an imaginary line along the centre of the Vehicle, from front to rear, as shown in the diagram below. The left hand side is the Left Sponson arc and the right hand side is the Right Sponson arc, with Sponson weapons only capable of firing into the arc in which they are mounted. As such, any Vehicle profile will note how its weapons are mounted, with each type of mount allowing a Vehicle to fire those weapons into one or more Firing Arcs as shown: Weapon Mounts Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs. For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc. Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction. Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc. Sponson Mounted – Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profilewill note if this is not the case) and fireinto the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be firedat another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target. Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics. Vehicle Weapon Types In addition to the more common mounting types, there are also several other types of weapon only found on Vehicle units that bear special mention in this section. Co-axial Mounted Weapons – Co-axial Mounted weapons follow all the rules for Turret Mounted weapons and must be mounted alongside another Turret Mounted weapon. In addition, when Turret Mounted weapons are fired, if the Co-axial Mounted weapon scores at least one Hit on the target unit then all further attacks by weapons mounted on the same Turret, directed at the same target, may re-roll any failed rolls To Hit. Defensive Weapons – All weapons mounted on a Vehicle that have a Strength Characteristic of 6 or less are Defensive weapons. Other weapons may also be specifically designated as Defensive weapons on their profile. The controlling player may always choose to fire Defensive weapons at the closest enemy Infantry unit within line of sight and the Firing Arc of applicable weapons, even if the Vehicle’s other weapons have targeted a different unit during a Shooting Attack. Any weapon that has a Strength greater than 6 and is not Pintle Mounted or otherwise designated specifically as a Defensive weapon is a Battle weapon. Shooting at Vehicles Template and Blast Weapons When a unit fires at a Vehicle, it must be able to see its hull or turret (ignoring the Vehicle’s gun barrels, antennas, decorative banner poles, etc). Note that, unlike for other models, a Vehicle’s wings are not ornamental and are a part of its hull. As the whole unit must fire at the same target, even if some of their weapons can’t damage the target Vehicle, in order to speed up play, only make rolls for those weapons capable of damaging the target. If the target Vehicle is in range, roll To Hit as normal. If any Hits are scored, roll for each to see if they penetrate the Vehicle’s Armour Value. If a Vehicle, or its base, is even partially under a Template or Blast marker, it is hit on the Armour Value facing the attacking model. If the direction of the attack is unclear or the final position of the Template or Blast marker is divided between multiple Facings, then the Hit is resolved against the Side Armour. Vehicle Facing and Armour Values • If the total is less than the Vehicle’s Armour Value, the attack has no effect. • If the total is equal to the Vehicle’s Armour Value, the attack inflicts a Glancing Hit. • If the total is greater than the Vehicle’s Armour Value, the attack inflicts a Penetrating Hit. Not all vehicles are equally armoured. Countless layers of adamantium and ceramite plates protect some tanks, while lighter vehicles rely more on their speed to avoid incoming fire. As such, Vehicles have different Armour Values, representing the thickness of their armour. Armour Values for individual Vehicles often vary between its Front, Side and Rear Facings. Attacks are resolved against the Facing of the Vehicle that the attack comes from. To see what Facing an attack is coming from, draw two imaginary lines through the corners of the Vehicle (see diagram below). If a unit has firing models in two or more different Facings of a target Vehicle (some models in the Front and some in the Side, for example), attacks are resolved separately for each Facing. Each individual model may only direct its attacks at a Facing it can draw line of sight to and, in situations where a model can draw line of sight to more than one Facing, the controlling player may choose which Facing will be the target of any attacks. This may require attacks targeting a Vehicle to be divided into separate pools, each resolved against the appropriate Facing and the Armour Value attached to that Facing. In any situation where a model is hit by a weapon or attack which fires Indirectly or does not otherwise require line of sight to its target, Hits are always resolved against the Side Armour Value. The direction a turret is facing has no bearing on what arc of a Vehicle you are firing at. Armour Penetration Rolls Once a hit has been scored on a Vehicle, roll a D6 and add the weapon’s Strength, comparing this total with the Armour Value of the appropriate facing of the Vehicle. Resolving Damage A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks. Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point. Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage. After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table. Vehicle Damage Table D6 Result 1-3 Crew Shaken: The Vehicle can only fire Snap Shots until the end of its next turn. 4 Crew Stunned: The Vehicle can only fire Snap Shots until the end of its next turn. If the Vehicle is a Zooming Flyer, it must move 18" and cannot turn at all in its next Movement phase. If the Vehicle is not a Zooming Flyer, it cannot move or pivot until the end of its next turn. 5 Weapon Destroyed: One of the Vehicle’s Battle weapons, chosen by the Vehicle’s controlling player, is destroyed. If the Vehicle has no Battle weapons or all of its Battle weapons have been destroyed, then the Vehicle’s controlling player selects one Defensive weapon to be destroyed. If a Vehicle has no weapons left, treat this result as an Immobilised result instead. Destroyed weapons may no longer be used to make attacks and no special rules on their profile may be used for the remainder of the game, Some Vehicles may have weapons which are considered a single item for the purposes of attacking – this will be noted on their profiles. If such a weapon is destroyed then all of its component parts are destroyed at the same time. In addition, weapons with the One Shot special rule may not be selected to be destroyed unless there are no other weapons on the Vehicle. 6 Immobilised: If the Vehicle is a Zooming Flyer, roll a further D6. On a 1 or 2, that Flyer will immediately Crash and Burn (see below). On a 3+, the Flyer counts this result as Crew Stunned instead. Other Vehicles are Immobilised. An Immobilised Vehicle cannot move – it may not even pivot – but all weapons retain their normal Firing Arcs, including Turret Mounted weapons. Any Immobilised results suffered by an already Immobilised Vehicle instead remove an additional Hull Point. 7+ Explodes: The Vehicle is destroyed. If the Vehicle is a Zooming Flyer, it will immediately Crash and Burn (see below), otherwise nearby units suffer a Strength 8 AP- Hit for each model within D6" of the Vehicle’s hull and any unit that suffers one or more Hits from this effect must take an immediate single Pinning test (no matter how many Explodes results are inflicted upon an individual Vehicle, only resolve the effects listed here once for that Vehicle). Once all Hits and Pinning tests are resolved, the Vehicle is then removed from the battlefield. Crash and Burn The aircraft is torn apart and flaming debris rains down upon the battlefield. Centre the Large Blast (5") marker over the Flyer – it then scatters 2D6". Any units under the Blast marker’s final position suffer a number of Strength 8 AP- Hits equal to the number of models that unit has under the marker. The Flyer is then removed from the battlefield. Should a Flying Transport Crash and Burn, see the rules on page 213 . Superior AP Weapons Some weapons are so destructively powerful, they can inflict masses of damage in a single strike. If an AP 2 weapon scores a Penetrating Hit, add a +1 modifier to the roll on the Vehicle Damage table. If an AP 1 weapon scores a Penetrating Hit, add a +2 modifier to the roll on the Vehicle Damage table. Vehicle Damage Results and Hull Points Wrecked Vehicles Occasionally, a rule will state that a Vehicle will suffer the effects of a Crew Shaken, Crew Stunned, Weapon Destroyed or Immobilised result. Unless that rule also specifies that the Vehicle suffers a Glancing Hit, a Penetrating Hit, or otherwise states that the Vehicle loses a Hull Point, only the relevant result on the Vehicle Damage chart is applied to the Vehicle and no Hull Points are lost. A Vehicle that is reduced to 0 Hull Points is Wrecked. A Wrecked Vehicle is counted as being destroyed and is not removed from the battlefield. If the Vehicle was a Flyer in Zoom mode, it suffers a Crash and Burn result (see the Vehicle Damage table). In any other circumstance, a Wrecked Vehicle is left in place and is treated as a Terrain Piece. Vehicles and Cover – Obscured Targets Vehicles do not benefit from cover in the same way as Infantry due to their sheer size and bulk, but they can position themselves in such a way as to make it harder for the enemy to hit them in a vulnerable location. The difference from the way cover works for other models is represented by the following exceptions to the normal rules for cover: • At least 25% of the Facing of the Vehicle that is being targeted (its Front, Side or Rear) needs to be hidden by intervening terrain or models from the point of view of the firer for the Vehicle to be in cover. If this is the case, the Vehicle is obscured (or ‘hull down’). If a unit is firing at a Vehicle, the Vehicle is obscured only if it is 25% hidden from the majority of the firing models that are able to damage the Vehicle. If a unit has firing models in two or more Facings of a target Vehicle, work out whether or not the Vehicle is obscured separately for each Facing, using only models firing at that Facing. • Vehicles are not obscured simply for being inside terrain such as Woods or Ruins. The 25% rule given above takes precedence. • Vehicles cannot be Pinned, voluntarily or otherwise. • If the target is obscured and suffers a Glancing Hit, a Penetrating Hit, or is otherwise hit by an enemy’s Shooting Attack that inflicts damage upon it, it must take a Cover Save against it, exactly like a non-Vehicle model would do against a Wound. This Cover Save is always a 6+, regardless of the type of terrain involved, unless another special rule specifically states otherwise. If the Save is passed, the Hit is discarded, no Hull Points are lost and no roll is made on the Vehicle Damage table. If a special rule or a piece of Wargear makes a Vehicle obscured even if in the open, this confers a 6+ Cover Save, unless specified otherwise in the Army List or Army List entry. It may rarely happen that the firing unit cannot see any part of the Facing they are in (Front, Side or Rear), but they can still see another Facing of the target Vehicle. In this case they may take the shot against the Facing they can see, but to represent such an extremely angled shot, the Vehicle receives a 5+ Cover Save instead of the standard 6+. Obscured Vehicles In these examples, a Sons of Horus Legion Tactical Support Squad is making a Shooting Attack targeting the Imperial Fists Legion Land Raider Spartan. In all cases, they are targeting the Vehicle’s Front Armour Facing. Example One: Less than 25% of the Spartan’s Front Armour Facing is concealed by terrain – the Spartan is not Obscured and gains no benefits from cover. Example Two: More than 25% of the Spartan’s Front Armour Facing is concealed by terrain – the Spartan is obscured and will receive a 6+ Cover Save. Example Three: The Sons of Horus models cannot draw a line of sight to the Spartan’s Front Armour Facing through the terrain, but can draw line of sight to its Side Armour Facing (despite being in its Front arc). The Spartan is counted as Obscured and receives a 5+ Cover Save. Vehicles in the Assault Phase Assault Results Vehicles can be both very dangerous and very vulnerable at close quarters. On the one hand, massively armoured vehicles can scatter infantry before them, however, a stationary vehicle can often be very easily destroyed as individuals clamber over it, hacking at or shooting into vulnerable spots. Combats against Vehicles are different from those among other Unit Types. For instance, whilst Vehicles can be assaulted, they do not Pile-in and cannot be locked in combat. At the end of a round of close combat against a Vehicle, calculate the Assault result as normal, counting each Glancing Hit as 1 Wound, and each Penetrating Hit as 2 Wounds. Assaulting with a Vehicle Most Vehicles cannot Charge. Those exceptions to this rule, such as Knights and Titans, will specifically note this in their rules. Assaulting a Vehicle Infantry can pose a grave threat to vehicles if they get close enough. They can wreck a vehicle by shooting through vision slits, planting explosives on fuel tanks or tearing open hatches to attack the crew. A unit can Charge a Vehicle in their Charge sub-phase. The Charge Move is conducted in the same way as for Charging other enemy units. All Vehicles are treated as being Weapon Skill 1, unless they are Immobilised, in which case they are treated as Weapon Skill 0. Any Hits scored against a Vehicle in close combat are resolved against the Vehicle’s Rear Armour using the same procedure as resolving Hits inflicted by a Shooting Attack. If the Vehicle loses the combat or is destroyed, nothing happens. There are no Sweeping Advances, no Pile-ins and no Consolidation Moves. The Vehicle and the enemy remain where they are and are free to simply move away in future turns. If the Vehicle wins the combat, the enemy must make a Morale check as normal, and Fall Back if they fail, though the Vehicle cannot Consolidate or make a Sweeping Advance. If a Vehicle that has been assaulted (and survived) does not move in its successive Movement phase, enemy models will still be in base contact with it during its Shooting phase and Assault phase. Enemy models that are in base contact with a Vehicle are not locked in combat and can therefore be attacked during the Shooting phase. If the Vehicle pivots on the spot (to shoot at its attackers, for example), move these models out of the way as you shift the Vehicle and then place them back into base contact with the Vehicle – or as close as possible if there is no room. Units that still have models in base contact with a Vehicle during its Assault phase may attack it again, just as in a normal ongoing combat (including all models that would count as engaged in a normal Assault). Vehicles, Leadership and Morale Vehicles never take Morale checks or Leadership tests. Vehicle Squadrons Most Vehicles fight as individual units and are represented by a single model. However, some Vehicles operate together in Squadrons. These are treated like normal units, with a few exceptions and clarifications as follows. Squadrons in the Movement Phase The Vehicles in a Squadron must maintain coherency, just like models in ordinary units, but Vehicles in a Squadron need only remain within 4" horizontally of each other, rather than within 2" horizontally. They can move at different speeds, provided they maintain unit coherency. Squadrons in the Shooting Phase All of the weapons fired by a Squadron of Vehicles in each Phase must target a single enemy unit. Like other units, Vehicles in Squadrons can see and shoot through members of their own Squadron as if they were not there. Sponson Mounted weapons that cannot draw a line of sight to the Squadron’s target unit may instead choose a secondary target that is a valid target for that Sponson weapon. Sponson weapons on different vehicles in the same Squadron may select different secondary targets, as long as that secondary target is within the weapon’s Firing Arc. Shooting at Squadrons When a Squadron of Vehicles is shot at, roll To Hit as normal. Once you have determined the number of Hits, these Hits must be resolved, one at a time, against a model in the Squadron selected by the Squadron’s controlling player, as long as the selected model is within line of sight and range of the firing unit. Once the chosen model in the Squadron is destroyed (i.e., is Wrecked or Explodes) or otherwise removed as a Casualty, the controlling player selects another model in the Squadron that is within line of sight and range, continuing until either all Hits have been resolved or all Vehicles in the Squadron have been destroyed. If a Vehicle Squadron targeted by an attack includes one or more models that have already lost Hull Points, then if such a model is in line of sight and range of the attacking unit, then Hits must be allocated to a damaged model of the controlling player’s choice before any other model in the Squadron. model(s) as a separate unit from then on for all rules and victory conditions. This cannot be done if a member of a Squadron has only been Crew Stunned. Vehicle Types The basic Vehicle rules apply to all models of the Vehicle type. However, the Vehicle type includes a number of sub-types which allows these rules to properly portray the vast panoply of war machines that took part in the wars of the Horus Heresy. Any Vehicle model may also have one or more sub-types, each of which modify how it interacts with the basic Vehicle rules and adds additional special rules to represent that particular role on the battlefield. A Vehicle’s profile will always list which sub-types that Vehicle has, listing them in brackets as part of its Unit Type. The various Vehicle sub-types listed here cover the more common Vehicle variants found on the battlefields of the Horus Heresy, but other books may present new ones. Transports Some Vehicles can carry infantry across the battlefield, providing speed and protection. However, if the Transport is destroyed, the passengers risk being killed as well. Transports have several additional Characteristics: Transport Capacity Each Transport Vehicle has a maximum passenger capacity that can never be exceeded. A Transport can carry a single Infantry unit and/or any number of Independent Characters with the Infantry or Primarch Unit Types, up to a total number of models equal to the Vehicle’s Transport Capacity. The entire unit must be Embarked on the Transport if any part of it is – a unit cannot be partially Embarked or be spread across multiple Transports. Only Infantry models can Embark upon Transports unless specifically stated otherwise. Certain special rules, notably the Bulky (X) special rule found on page 236 , may modify the Transport Capacity required for a given model to Embark upon a Transport, and this will be specified in the model’s rules. Sometimes, there will be constraints on which types of models can Embark upon a particular Vehicle, and this will be specified in the unit’s entry. Whilst Embarked upon a Transport, units gain the Fearless special rule and cannot be made to Fall Back or become Pinned while Embarked upon the Transport. Abandoning Squadron-mates Transport Restrictions Over the course of the battle, it is likely that one or more members of a Squadron will suffer an Immobilised result, preventing it from moving. If a member of a Squadron is Immobilised, the rest of the Squadron are permitted to ‘abandon it’. To do so, the rest of the Squadron must move out of unit coherency with it; treat the Immobilised Certain types of Wargear also limit the ability of models to Embark upon Transport Vehicles. In all cases, this will be noted in the Wargear’s rules. E.g., models equipped with a Jump Pack or Jet Pack may not Embark on Transports that do not have the Flyer type. Shooting Attacks while Embarked Disembarking Unless a special rule states otherwise, units Embarked upon a Transport Vehicle may not make Shooting Attacks of any kind. If a Transport Vehicle has a special rule that allows such attacks, that rule will define how such attacks are made. A unit that begins its Movement phase Embarked upon a Vehicle can Disembark either before or after the Vehicle has moved (including pivoting on the spot) so long as the Vehicle has not moved more than half its Movement Characteristic. Access Points Each Vehicle capable of carrying passengers will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. Transports on flying bases also count the base as an Access Point. Embarking and Disembarking Models can only voluntarily Embark or Disembark in the Movement phase. They cannot voluntarily Embark and Disembark in the same turn. However, they can Embark and then be forced to Disembark if their Transport is destroyed. Embarking A unit can Embark onto a Vehicle by moving each model to within 2" of its Access Points in the Movement phase – Dangerous Terrain tests should be taken as normal. The whole unit must be able to Embark – if some models are out of range, the entire unit must stay outside. When the unit Embarks, remove it from the table and place it aside, making a note that the unit is being transported. If the players need to measure a range involving the Embarked unit (except for its shooting), this range is measured to or from the Vehicle’s hull. If the Vehicle had not moved before the unit Disembarked, the Vehicle can then move normally. If the Vehicle had already moved before the unit Disembarked, the Vehicle cannot move further that turn (including pivoting on the spot). In addition, a Vehicle cannot Ram on a turn that a unit Disembarks from it. Placing Disembarked Models When a unit Disembarks, place the models one at a time, using the following method: place the first model in base contact with one of the Vehicle’s Access Points (including its flying base, if it has one). A Disembarking model’s base cannot be placed within 1" of an enemy model or within Impassable Terrain. The model can then make a normal move – Dangerous Terrain tests should be taken as normal, but it must end its move wholly within a number of inches equal to its Movement Characteristic of the Access Point it Disembarked from. Repeat this process for each model in the unit. At the end of the unit’s move, all models must be in unit coherency. If the Vehicle moved before its passengers got aboard, it cannot move further that turn (including pivoting on the spot). If the Vehicle did not move before its passengers got aboard, it can move as normal after they have Embarked. In either case, a Vehicle cannot Ram in a turn that a unit Embarks upon it. Disembarkation Restrictions After Disembarking, models can make Shooting Attacks in their subsequent Shooting phase, counting as having moved that turn, but they cannot declare a Charge in their subsequent Assault phase unless the Vehicle had the Assault Vehicle special rule. If a unit Disembarks from a destroyed Vehicle during the enemy turn, it cannot Charge in the Assault phase of its own turn unless the destroyed Vehicle had the Assault Vehicle special rule. Emergency Disembarkation If any models cannot Disembark, because of enemies or because they would end up in Impassable Terrain, the unit can perform an Emergency Disembarkation. In this case, a model can be placed anywhere in contact with the Vehicle’s hull, though it must also be in contact with the battlefield and may not be placed on top of the Vehicle itself, and then can move as for a normal Disembarkation. The unit cannot then perform any voluntary actions for the rest of the turn. If even this Disembarkation is impossible, because it is impossible to place one or more models, then the unit can’t Disembark. Other Vehicles may also have a Transport Capacity, but they are chosen separately as normal, have a role and occupy a Force Organisation chart choice of their own. The only limitation of a Dedicated Transport is that, when it is deployed, the unit it was selected with (plus any Independent Characters that have joined it) must be Embarked upon it. After the game begins, that unit may choose to Disembark as per the normal rules and the Transport Vehicle can then transport any friendly Infantry unit, subject to Transport Capacity and other special exclusions, as explained in the Vehicle’s Army List entry. Effect of Damage on Passengers When a Transport sustains damage, it can also have an effect on its passengers – even if they Disembark – as follows: Crew Shaken, Crew Stunned, Weapon Destroyed and Immobilised – At the end of a Phase in which a Vehicle sustains one or more of these damage results, the passengers must take a Leadership test. If the test is passed, the unit is unaffected. If the test is failed, the unit can only make Snap Shots in their next Shooting phase, but are otherwise unaffected. Independent Characters and Transports If an Independent Character (or even more than one) and a unit are both Embarked upon the same Vehicle, they are automatically joined, just as if the Independent Character was within 2" of the unit. If either an Independent Character or a unit is already in a Vehicle, then the other may Embark, assuming there is enough space. The unit and the Independent Character(s) can, in a later Movement phase, Disembark together as a single unit. Alternatively, they can separate by either the unit or the Independent Character(s) Disembarking while the others remain on board. They can even separate by Disembarking at the same time, so long as they end their moves more than 2" away from each other. Transport and Assaults If a Transport Vehicle is assaulted and the Transport Vehicle is Wrecked, Explodes or Crashes and Burns, any Wounds caused to its passengers do not count towards Assault results, and any surviving passengers are not locked in combat with the units assaulting their Vehicle. Dedicated Transports Sometimes a unit entry will include a Transport Option, allowing a Vehicle to be selected together with the unit. These Dedicated Transports do not use up a choice on the Force Organisation chart, but count as having the same role as the unit they were bought for in regards to all other rules purposes. Wrecked (other than Zooming Flyers) – The passengers must immediately Disembark in the usual manner (see page 212), save that they must end their move wholly within a number of inches equal to half or less of their Movement Characteristic from the Vehicle, rather than their full Movement. If, even by performing an Emergency Disembarkation, some models are unable to Disembark, then any models that cannot Disembark are removed as casualties. This does not prevent the rest of the unit from Disembarking. The unit must then take a Pinning test. After this, the Vehicle becomes Wrecked. Explodes – The unit suffers a number of Strength 8 AP- Hits equal to the number of models Embarked. These wounds are allocated by the Embarked unit’s controlling player. Surviving passengers are placed where the Vehicle used to be and in unit coherency. Any models that cannot be placed are removed as casualties. The unit then takes a Pinning test. Wrecked (Zooming Flyers) and Crash and Burn – The unit suffers a number of Strength 10 AP 2 Hits equal to the number of models Embarked. These Wounds are allocated by the Embarked unit’s controlling player. Surviving passengers are placed where the Flyer used to be and in unit coherency. Any models that cannot be placed are removed as casualties. The unit then takes a Pinning test. If a Transport is destroyed by a Shooting Attack, any unit which made a Shooting Attack targeting that Transport can, if allowed, Charge the now Disembarked passengers. Slow Vehicles Skimmers Slow Vehicles are less war machines than mobile fortresses – slow but very durable. Some highly-advanced vehicles are fitted with anti-gravity drives that allow them to skim swiftly over tough terrain and intervening troops, making them perfect for surprise flanking attacks. When rolling on the Vehicle Damage table to resolve Hits against a Slow Vehicle, roll an additional D6 and before determining the result discard the highest single dice rolled. In addition, when a Slow Vehicle moves, other than to pivot in place, it is always considered to have moved at Cruising Speed regardless of how many inches it moves. Fast Vehicles Fast Vehicles are swift-moving and often fragile, pushing their powerful engines to the limit in order to evade enemy fire. They are commonly employed as initial strike elements or reconnaissance units. When a Fast Vehicle moves, other than to pivot in place, it is always considered to have moved at Combat Speed regardless of how many inches it moves, unless it chooses to move Flat-out. In addition, when a Fast Vehicle moves, it may choose to move at Flat-out: Flat-out - A Vehicle choosing to move Flat-out may move up to twice its Movement Characteristic, but at the end of its move must roll a single D6. If the result of this roll is a ‘1’ then the Vehicle suffers a Glancing Hit and all the effects of the Crew Stunned result on the Vehicle Damage table. Vehicles moving at Flat-out speed may only fire Snap Shots. Unlike most other Vehicles, Skimmers have flying bases under their hull. However, distances are still measured to and from the Skimmer’s hull, with the exception of the Vehicle’s weapons, which all work as normal. The base of a Skimmer is effectively ignored, except for when the Skimmer is being Charged or Rammed, in which case, models may move into contact with the Vehicle’s hull, its base or both. Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Skimmers can move over all terrain, ignoring all penalties for Difficult Terrain and Dangerous Terrain tests. However, if a moving Skimmer starts or ends its move in Difficult Terrain or Dangerous Terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over Impassable Terrain if it is possible to actually place the model on top of it, but if it does so it must take a Dangerous Terrain test. If a Skimmer is forced to end its move over friendly or enemy models, move the Skimmer the minimum distance so that no models are left underneath it. If a Skimmer is Immobilised or Wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), then leave the base in place. Note that it is not otherwise permitted to remove the flying base, as Skimmers cannot land in battle conditions. Super-heavy Vehicles From the lumbering Baneblade tanks of the Imperial Army to the destructive power of the Legiones Astartes Falchion, all of the war engines that fall into this category are huge armour-clad constructions that each wield enough firepower to destroy an entire army. Moving Super-heavy Vehicles are not affected in any way by Difficult Terrain or Dangerous Terrain, but may still neither pass through nor end their move in Impassable Terrain. In addition, a Super-heavy Vehicle is so large and strongly built that weapons which degrade the armour of smaller Vehicles will not affect it. Due to this, any attack which says that the target model is destroyed, Wrecked, Explodes or is otherwise removed from play inflicts D3 Hull Points of damage on a Super-heavy Vehicle instead. Any attacks or special abilities which permanently lower the Armour Values of a target Vehicle do not affect a Super-heavy Vehicle. Note that attacks or abilities that count the Armour Value as being lower, but do not actually change it, work normally. Catastrophic Damage Shooting When a Super-heavy Vehicle makes a Shooting Attack, it is always treated as if it had remained Stationary in the Movement phase (even if it actually moved), and it may fire each of its weapons at different targets if desired, as long as those targets are within both line of sight and Firing Arc for the weapon in question. Super-heavy Vehicles and Reactions The proud crews of these mighty engines of war care little for the antics of mere infantry and lesser vehicles. As such they may only make Reactions in response to actions undertaken by other Super-heavy Vehicles, Lumbering Flyers, Knights and Titans or any model with 8 or more Wounds. Immediately after a Super-heavy Vehicle loses its last Hull Point, it suffers Catastrophic Damage and Explodes. Instead of the usual procedure for an Explodes result on the Vehicle Damage table targeting a Super-heavy Vehicle, remove the model and resolve a Strength 7+D3 Hit with an AP of 4 against every model, friendly or enemy, within 6+D6", measured from the Vehicle’s hull before the model is removed as destroyed. Any unit that suffers one or more Hits from a Catastrophic Damage attack must also take an immediate Pinning test (no unit may take more than a single Pinning test from a single Catastrophic Damage attack). Super-heavy Transports Each time a Super-heavy Vehicle suffers an Explodes result on the Vehicle Damage table, instead of suffering the effects listed, it loses D3 additional Hull Points as well as the Hull Point it loses for the Penetrating Hit. If a Super-heavy Vehicle has a Transport Capacity, then it may transport any number of Infantry units (plus any Characters that have joined the units), so long as the number of models in the transported units do not exceed the Vehicle’s Transport Capacity. Some Super-heavy Transports may be able to transport other units in addition to Infantry. Where this is true, the Vehicle’s profile will note exactly which units may Embark on the Transport. Furthermore, a Super-heavy Vehicle is so large and has so many crew members that the effects of Crew Shaken, Crew Stunned, Immobilised or Weapon Destroyed results are ignored. However, Super-heavy Vehicles are still subject to losing Hull Points from Glancing Hits and Penetrating Hits as usual, just not the extra damage effects from the Vehicle Damage table. Each unit Embarked within a Super-heavy Vehicle that suffers Catastrophic Damage takes a number of Strength 10 AP 3 Hits equal to the number of models in that unit. These Wounds are allocated by the Transported unit’s controlling player. Surviving passengers are placed where the Vehicle used to be; any models that cannot be placed are removed as casualties. The units then each take Pinning tests. Vehicle Damage Knights and Titans Shooting with Knights and Titans Knights and Titans such as Warlord class Titans or the Cerastus pattern Knight Lancer are towering behemoths, clad in incredibly thick armour and armed with devastating weaponry. They loom above the battlefield, striking down anything in their path. A Knight or Titan that moved can still fire all of its weapons in the subsequent Shooting phase, and always counts as having remained Stationary for the purposes of which weapons can fire, regardless of any distance actually moved. In addition, a Knight or Titan may fire each of its weapons at different targets if the controlling player chooses. Additional Characteristics Unlike other Vehicles, Knights and Titans have Weapon Skill, Strength, Initiative and Attacks Characteristics. Knights and Titans and Reactions These towering war machines care little for the antics of mere infantry and lesser engines of war. As such they may only make Reactions in response to actions undertaken by other Knights and Titans, Super-heavy Vehicles, Lumbering Flyers or any model with 8 or more Wounds. To reflect the unique capabilities of these towering machines, Knights and Titans use two additional types of weapon mount: Arm Mounted – Arm Mounted weapons may fire at targets in any Firing Arc, except the Hull (Rear) arc. All Arm Mounted weapons count as Defensive weapons (but note the additional restrictions on Knight and Titan Reactions). Knights and Titans and Measuring If a Knight or Titan has a base, measure ranges and distances to and from its base, as for an Infantry model. If a Knight or Titan does not have a base (such as the Warhound Titan), measure to and from its hull (including any legs or other limbs), as normal for Vehicles. Moving Knights and Titans Knights and Titans move using the Movement rules for Infantry. They can move a number of inches in the Movement phase equal to their Movement Characteristic, but may not Run. They may Charge in the Assault phase, just as Infantry can. Knights and Titans may Declare Charges regardless of the type of any weapons that unit has used to make Shooting Attacks in the Shooting phase. Knights and Titans ignore all terrain effects, they are not slowed by terrain and do not take Dangerous Terrain tests – but may not pass through or end their move in Impassable Terrain. Knights and Titans may also move over units composed entirely of models of the Infantry or Cavalry types, whether friendly or enemy, but may not finish their movement within 1" of any model. Unlike Infantry, Knights and Titans have a Facing, which influences where they can make a Shooting Attack and their Armour Value when fired at. Carapace Mounted - Carapace Mounted weapons may fire at targets in any Firing Arc without restriction. However, they may not target any unit within 12" of the firing model. Knights and Titans and Damage Each time a Knight or Titan suffers an Explodes result on the Vehicle Damage table, instead of suffering the effects listed, it loses D3 additional Hull Points as well as the Hull Point it loses for the Penetrating Hit. Furthermore, Knights and Titans are so large and have so many crew members that the effects of Crew Shaken, Crew Stunned, Immobilised or Weapon Destroyed results are ignored. However, Knights and Titans are still subject to losing Hull Points from Glancing Hits and Penetrating Hits as usual, just not the extra damage effects from the Vehicle Damage table. In addition, Knights and Titans are so large and strongly built that weapons which degrade the armour of smaller vehicles will not affect them. Due to this, any attack which says that the target model is destroyed, Wrecked, Explodes or is otherwise removed from play inflicts D3 Hull Points of damage on a Knight or Titan instead. Any attacks or special abilities which permanently lower the Armour Values of a target Vehicle do not affect a Knight or Titan. Note that attacks or abilities that count the Armour Value as being lower, but do not actually change it, work normally. Catastrophic Damage Immediately after a Knight or Titan loses its last Hull Point, it suffers Catastrophic Damage and Explodes. Instead of the usual procedure for an Explodes result on the Vehicle Damage table targeting a Knight or Titan, remove the model and resolve a Strength 7+D3 Hit with an AP of 4 against every model, friendly or enemy, within 6+D6", measured from the Vehicle’s hull before it is removed as destroyed. Any unit that suffers one or more Hits from a Catastrophic Damage attack must also take an immediate Pinning test (no unit may take more than a single Pinning test from a single Catastrophic Damage attack). Knights and Titans and Assaults Knights and Titans assault, and are assaulted, like Infantry models, meaning that Knights and Titans make Charge Moves. However, they cannot be locked in combat. Those Vehicles or other units in contact with them outside of the Fight sub-phase may freely move or declare Charges, and may target the Knight or Titan as part of a Shooting Attack. Likewise, a Knight or Titan is never locked in combat and may simply move away from models it is in base contact with during the Movement phase, make Shooting Attacks in the Shooting phase freely and declare Charges without regard for models in base contact, save where they restrict line of sight. In close combat, Knights and Titans fight like Infantry models. However, any Hits scored against them must roll for armour penetration and damage as for a Vehicle. Models hitting a Knight or Titan in close combat always roll for armour penetration against its Front armour. If a Knight or Titan is armed with two or more Melee weapons, it gains +1 bonus Attack for each additional weapon after the first. Unlike other models, this is not limited to a single bonus Attack, so a Knight or Titan with three Melee weapons would have 2 bonus Attacks. In addition, Knights or Titans engaged in combat may make a special type of attack called a Stomp attack. The Stomp attacks are made in addition to the model’s normal attacks. Stomp attacks are resolved during the Fight sub-phase at the Initiative 1 step. A Knight or Titan makes a number of Stomp attacks equal to the roll of a D3 + the model’s unmodified Attacks Characteristic. All Stomp attacks are made at the Vehicle’s unmodified WS and resolved at the model’s unmodified Strength with an AP value of 2. Stomp attacks cannot be made against other Knights and Titans, Flyers, Super-heavy Vehicles or any model with 8 or more Wounds. Knights and Titans may not make Sweeping Advances, Pile-in Moves or Consolidations. Any unit that is forced to Fall Back from a Knight or Titan automatically succeeds without needing to roll. Ramming a Knight or Titan Knights and Titans may not make Ram Attacks. If a Knight or Titan is Rammed by a Vehicle (see page 204), the collision is resolved as normal for a Vehicle, except that the Strength of any Hits inflicted on the Ramming Vehicle is always 10, regardless of the Vehicle’s Armour Value, and inflicts D3 Hull Points of damage. If it survives, the Knight or Titan can then attack the Vehicle in the ensuing Assault phase without needing to conduct a Charge. It should be noted that, as Vehicles, Knights or Titans cannot be nominated to perform Death or Glory Reactions. Flyers The airspace above a battle is just as frantic as on the ground. Fighters and bomber craft hurtle through the skies, duelling with one another and providing fire support for the troops on the ground. Aerial Support Flyers must begin the game as Reserve (see page 309). Special rules that allow an owning player to move one or more of their units out of Reserve after deployment, but before the game begins, cannot be used to move a Flyer out of Reserve, unless they specifically state that Flyers can start the game deployed on the battlefield. Flyers and Measuring Flyers have flying bases that suspend them above the battlefield. However, distances are still measured to and from the Flyer’s hull, with the exception of the Vehicle’s weapons, which all work as normal. The base of a Flyer is effectively ignored, except for when: • The Flyer is in close combat, in which case models may move into contact with the Vehicle’s hull, its base or both. • Models are Embarking or Disembarking from the Flyer, in which case the base of the Flyer is used as an Access Point. Flyers and other Models Models that physically fit under a Flyer model can move beneath it. Likewise, a Flyer can end its move over such models. However, when moving this way, enemy models must still remain 1" away from the base of the Flyer, and the Flyer cannot end its move with its base within 1" of enemy models. Flyers and Reactions The pilots that keep the sophisticated aircraft that stalk the battlefields of the Horus Heresy aloft have little time for the scurrying of their prey. As such, Flyers may only use the Evade Reaction and may not React to any unit in any other fashion. Moves made by Zooming Flyers may not trigger Reactions, but Shooting Attacks made by Zooming Flyers may trigger Reactions as normal. Zoom Flyers can usually only make a special kind of move called a Zoom. Some can also Hover – see page 219. Zooming allows the Flyer to move at extreme speeds, making it very difficult to shoot down, but limits its manoeuvrability. If a Flyer Zooms, then it may move up to twice its Movement Characteristic. However, a Zooming Flyer can never voluntarily move less than its Movement Characteristic in its own Movement phase. If a Zooming Flyer is forced to move less than its Movement Characteristic in its own Movement phase, it is automatically Wrecked. To represent its limited manoeuvrability, a Zooming Flyer can only make a single pivot on the spot of up to 90° before it moves. Thereafter, it must move directly forwards in a straight line. In a turn in which a Flyer enters the battlefield from Reserves, it can do so facing any direction you wish, providing that the resulting move will not carry it off the battlefield again. A Zooming Flyer can move over intervening units and Impassable Terrain exactly as a Skimmer (see page 214). In addition, a Zooming Flyer does not have to take Dangerous Terrain tests even if it starts or stops over Difficult Terrain, Dangerous Terrain or Impassable Terrain. Finally, unless otherwise stated, models cannot Embark upon, or voluntarily Disembark from, a Zooming Flyer. Zoom and Ramming Zooming Flyers cannot Ram, nor can they be Rammed. If a Ramming Vehicle would end up beneath a Zooming Flyer, move the Ramming Vehicle by the shortest distance so that it is 1" away from the base of the Flyer. Zooming and Shooting Zooming Flyers can fire up to four of their weapons using their full Ballistic Skill regardless of the distance moved that turn. Zooming Flyers can choose whether or not to use the Skyfire special rule (see page 247) at the start of each Shooting phase. If they do, all weapons they fire that Phase are treated as having the Skyfire special rule. Shooting Attacks targeting a Zooming Flyer can only be resolved as Snap Shots (unless the model or weapon has the Skyfire special rule, see page 247). Template and Blast weapons, and any other attacks that do not roll To Hit, cannot hit Zooming Flyers. Charging Zooming Flyers Zooming Flyers cannot be Charged. Repairing Zooming Flyers Some models have the ability to repair Hull Points, Immobilised or Weapon Destroyed results on Vehicles. Such models can only use such abilities on a Zooming Flyer if that Flyer is a Transport and the model attempting to repair it is Embarked inside it. Leaving Combat Airspace It is likely that a Flyer making a Zoom Move will leave the battlefield, either deliberately or by accident. If this happens, the Flyer is said to have left combat airspace – it then enters Reserves (see page 309). A Flyer that leaves combat airspace must Zoom back on when it returns from Reserves, even if it has the Hover sub-type. A Flyer cannot leave combat airspace on the same turn that it entered play from Reserves – the owning player must deploy their model in such a way that it will not leave the battlefield on the same turn. Flyers and Immobilised Results If a Zooming Flyer suffers an Immobilised result, roll a D6. On a 1 or 2, the Flyer will immediately Crash and Burn (see page 208). On a 3+, the Immobilised result counts as a Crew Stunned result instead. The Hover Sub-type A Flyer that has the Hover sub-type can choose to Hover instead of Zooming. Hovering makes the Flyer slower, but considerably more agile, and in the case of Transports, it allows passengers to Embark or Disembark. A Flyer with the Hover sub-type must declare whether it is going to Zoom or Hover before it moves, and before any Embarked models Disembark, each Movement phase. This means that if the Flyer arrives from Reserves, you must declare which type of Movement it is using before placing it on the board. If a Flyer is in a Squadron, all Vehicles in the Squadron must choose the same type of Movement. A Flyer in Hover mode cannot switch to Zoom mode if it is Immobilised. If a Flyer is Hovering, it is treated exactly as a Skimmer (see page 214). The Lumbering Sub-type Flyers that have the Lumbering sub-type are much larger and heavier than the average aircraft – they are capable of absorbing terrible punishment, but are slower and less manoeuvrable. Lumbering Flyers have additional rules and exceptions as follows: Each time a Lumbering Flyer suffers an Explodes result on the Vehicle Damage table, instead of suffering the effects listed, it loses D3 additional Hull Points as well as the Hull Point it loses for the Penetrating Hit. Furthermore, a Lumbering Flyer is so large and has so many crew members that the effects of Crew Shaken, Crew Stunned, Immobilised or Weapon Destroyed results are ignored. However, Lumbering Flyers are still subject to losing Hull Points from Glancing Hits and Penetrating Hits as usual, just not the extra damage effects from the Vehicle Damage table. In addition, a Lumbering Flyer is so large and strongly built that weapons which degrade the armour of smaller Vehicles will not affect it. Due to this, any attack which says that the target model is destroyed, Wrecked, Explodes or is otherwise removed from play inflicts D3 Hull Points of damage on a Lumbering Flyer instead. Any attacks or special abilities which permanently lower the Armour Values of a target Vehicle do not affect a Lumbering Flyer. Note that attacks or abilities that count the Armour Value as being lower, but do not actually change it, work normally. Lumbering Flyers and Catastrophic Damage Immediately after a Lumbering Flyer loses its last Hull Point, it suffers Catastrophic Damage and Explodes. Instead of the usual procedure for an Explodes result on the Vehicle Damage table targeting a Lumbering Flyer, remove the model and resolve a Strength 10, AP3 Hit against every model, friendly or enemy, within 6+D6", measured from the Vehicle’s hull before the model is removed as destroyed. Lumbering Flyers and the Transport Sub-type If a Lumbering Flyer also has the Transport sub-type then it may transport any number of Infantry units (plus any characters that have joined the units), so long as the number of models in the transported units do not exceed the Vehicle’s Transport Capacity. Some Lumbering Flyers may be able to transport other units in addition to Infantry; where this is true, the Vehicle’s profile will note exactly which units may Embark on the Transport. Each unit embarked within a Lumbering Flyer that suffers Catastrophic Damage takes a number of Strength 10 AP 3 Hits equal to the number of models in that unit. These Wounds are allocated by the Transported unit’s controlling player. Surviving passengers are placed where the Vehicle used to be; any models that cannot be placed are removed as casualties. The units then each take Pinning tests. Battlefield Terrain Terrain Types The Horus Heresy – Age of Darkness rules feature several main types of battlefield terrain: Open Terrain, Terrain Pieces and Area Terrain. Open Terrain Open Terrain covers everything from dusty plains to rolling hills. Models in Open Terrain are often said to be ‘out in the open’. No additional rules are needed for Open Terrain and, unless otherwise specified, special rules and abilities that affect terrain do not affect Open Terrain. Terrain Pieces Individual items of terrain, such as barricades, statues and buildings, are all examples of Terrain Pieces. These items of terrain serve to shelter troops on the field of battle by means of their own bulk and design. When drawing line of sight to a model that is the target of a Shooting Attack, if it is at least 25% obscured by a Terrain Piece it is eligible for a Cover Save (see page 174). By default, most terrain pieces are termed Battlefield debris and unless otherwise stated, a model in cover behind battlefield debris has a 6+ cover save. Terrain pieces that are mounted on a base count the area of their base as Difficult Terrain. In addition, some Battlefield Debris has additional rules, which are either detailed as follows or can be found on its terrain profile. Some examples of additional types of Terrain Pieces are noted below: Barricades, Walls and Defence Lines Barricades and walls can be hastily assembled obstacles, or the remains of once-proud structures. A model in cover behind a Barricade or Wall has a 5+ Cover Save. For the purposes of Charge Moves, models that are both in base contact with a Barricade and within 2" of each other are treated as being in base contact. Despite the models on either side not literally being in base contact, they may fight in the Fight subphase as normal. Units Charging an enemy that is behind a Barricade or Wall count as Charging through Difficult Terrain. Buildings The rules for Buildings are extensive, and are covered in more detail in their own rules section (see page 224). Imposing Statuary Both those pieces of triumphal Great Crusade statuary and newer monuments to the dark glory of the Warmaster are common features found upon battlefields across the galaxy, inspiring those who fight beneath them to new heights of devotion. At the start of the game, all Terrain Pieces designated as Imposing Statuary must be noted as being dedicated to either the Loyalist or Traitor cause. Models of the same Allegiance as the Terrain Piece gain the Fearless special rule whilst within 2" of Imposing Statuary. A model of any Allegiance in cover behind Imposing Statuary has a 4+ Cover Save. Area Terrain A zone of closely packed terrain, be it dense jungle, tangled ruins or the rocky walls of craters and shell holes, is considered Area Terrain. Any Area Terrain on the battlefield must have a clearly delineated zone which it covers, whether definedby a base upon which the terrain is modelled or some other boundary agreed by and visible to all players. Any model that is within the boundary of a zone of Area Terrain is eligible for a Cover Save (see page 174). By default most Area Terrain confers a 6+ Cover Save, unless stated otherwise in the rules for a specific terrain type, either shown here or in other Age of Darkness publications. All zones of Area Terrain are also considered Difficult Terrain unless stated otherwise elsewhere. In addition, some Area Terrain has additional rules, which are either detailed as follows or can be found on its terrain profile. Some examples of additional types of Area Terrain are noted below: Ruins The shattered and useless shells of buildings and fortresses, strewn with the remains of those who once defended them. Areas of terrain designated as Ruins confer a 5+ Cover Save on models within their bounds – this includes models on upper levels of Ruins that are within the Area Terrain. Ruins are always counted as Difficult Terrain. Craters The aftermath of heavy shelling and orbital bombardments, impact craters provide protection for those sensible enough to seek it. Areas of terrain designated as Craters confer a 6+ Cover Save on models within their bounds. If a unit is Pinned while within a Crater then that area of terrain instead confers a 4+ Cover Save on all models in the Pinned unit that are within its bounds. Craters are always counted as DifficultTerrain. Jungles and Woods The dense shrouds of alien trees provide shelter for those brave enough to enter their confines, hiding them from sight and shielding them from the battle’s fury. Areas of terrain designated as Jungles or Woods confer a 6+ Cover Save on models within their bounds and are always counted as Difficult Terrain. Moving within DifficultTerrain Fortification Networks Some Terrain Pieces comprise several different Fortifications chosen as a single slot on the Force Organisation chart. When multiple Fortifications can be purchased in this manner, the profile entry will clearly list the components that can be taken, the points cost for each and any other options and restrictions that apply. The component Fortifications use all the normal rules for their type (refer to each Building’s individual profile for details of its special rules) and use all the normal rules for Fortifications, with the following exceptions: When you deploy Fortifications on the battlefield, Fortifications chosen as part of a Fortification Network can be placed in contact with each other. Furthermore, if one of the Fortifications in the network has an instruction saying that ‘each section must be placed in contact with at least one other section’, that section satisfies the instruction if it is placed in contact with any section or building from the same Fortification Network. Difficult Terrain Difficult Terrain slows down models wishing to move through it. This includes areas of rubble, woods, ruins, rocky outcrops, boggy ground, low walls, tanglewire, barricades, steep hills, streams and other shallow water, as well as Terrain Pieces and Area Terrain that specifies it counts as Difficult Terrain. Note that an area of Difficult Terrain does not grant a Cover Save unless it is also either a Terrain Piece or within a zone of Area Terrain. If any models in a unit start their move in Difficult Terrain, they are affected by the terrain and reduce their Movement by -2" during that Movement phase. Charging through DifficultTerrain Models are slowed when charging through Difficult Terrain. If, when charging, one or more models have to move through Difficult Terrain in order to reach the enemy by the shortest possible route, the entire unit applies a modifier of -2 to its Charge Distance. This modifier is applied in addition to any other modifiers that might apply to the unit’s Charge Distance. If at least one model in the Charging unit moved through Difficult Terrain as part of its Charge Move, all of the unit’s models must attack at Initiative step 1, regardless of other Initiative modifiers, even if the Charging unit is not slowed by Difficult Terrain. Note that Charging models must engage as many enemies in the target unit as possible, even when charging through terrain. Dangerous Terrain Dangerous Terrain poses a very real risk to the lives of those fighting in and around it; ruins littered with unexploded munitions, rivers of boiling water or alien flora that hungers for flesh. Dangerous Terrain follows all the rules for Difficult Terrain. In addition, each model must make a Dangerous Terrain test as soon as it enters, leaves or moves within Dangerous Terrain. Dangerous Terrain Tests To take Dangerous Terrain tests, roll a D6. On a 1, that model suffers a Wound. No Armour Save, Cover Save or Damage Mitigation roll may be made against this Wound, but Invulnerable Saves may still be made. Moving into DifficultTerrain If a unit starts its move outside Difficult Terrain, but has a high enough Movement Characteristic to enter Difficult Terrain during the current Movement phase, the player must declare if they want their unit to try to enter it as part of their move. If the controlling player chooses not to enter any area of Difficult Terrain the unit moves as normal, but may not enter any area of Difficult Terrain. If the controlling player chooses for a unit to enter any area of Difficult Terrain, the unit applies a modifier of -2 to its movement during that Phase. This modifier is applied to the unit’s Movement Characteristic before it begins its move and continues to apply as long as the unit remains in Difficult Terrain, or until the end of the current Movement phase if it leaves Difficult Terrain as part of its move. If the application of this modifier would leave the unit unable to reach an area of Difficult Terrain it is still applied, even if the controlling player alters the unit’s movement and no longer intends it to enter Difficult Terrain. Once a model has taken a Dangerous Terrain test for a particular scenery model, it does not test for that terrain again in the same Phase. However, if the model moves into a different area of Dangerous Terrain, this must be tested for as normal. Impassable Terrain Some terrain is simply so inhospitable, so dangerous that it cannot be traversed at all. Unless noted otherwise in their special rules, models cannot enter, cross, move into or move through Impassable Terrain – they must go around. The exceptions to this rule are typically units equipped with Jump Packs, or of the Skimmer or Flyer types (see page 214 and page 218, respectively) which may move over, but not end their move, in Impassable Terrain. Fortifications Unlike simple terrain features, Fortifications are Buildings or other Terrain Pieces that start the game under the control of one player, having been selected as a part of their army, and can both attack enemy units and be attacked by them in turn. In many respects, these terrain features function like any other unit in that player’s army; the major difference is that they can be captured by the enemy, and even swap hands several times over the course of the battle. To keep track of which side currently controls a Building, we use the concept of ‘Claiming’ Buildings. If a unit moves onto the battlements of an unoccupied, Unclaimed Building, they immediately Claim that Building and it becomes part of that unit’s side until the Building is either destroyed, or an enemy unit occupies it, thereby Claiming it. Fortifications that are selected as part of an army’s Force Organisation chart must be deployed onto the Battlefield in the same manner as any other unit, but may not be placed into Reserve or use the Deep Strike, Scout or Outflank special rules under any circumstances. Claimed Fortifications At the start of the game, all Fortifications that were bought as part of a player’s army are ‘Claimed’ by the owning player, whilst all other Buildings are ‘Unclaimed’. A Claimed Fortification is part of the controlling player’s side and will remain so, even if it later becomes unoccupied, until the Building is either destroyed or Claimed by an enemy unit. If a unit Embarks within an unoccupied Building, they immediately capture and Claim that Building, and it becomes part of that unit’s side until the Building is either destroyed, or an enemy unit re-occupies it, thereby reclaiming it. Fortifications that are not Buildings may also be Claimed – in this case a model that is in base contact with the Fortification Claims it. If more than one side has models in contact with a nonBuilding Fortification then no side may Claim it. A Claimed Fortification is counted for all purposes as a unit in the army that has Claimed it. It may fire any weapons on its profile, as long as at least a single friendly unit is Embarked within or another special rule allows it. In addition, enemy units can shoot at and Charge a Building with this special rule, even if it is unoccupied. Fortifications that are not Buildings may also be attacked if they have an Armour Value or Toughness Characteristic. However, Fortifications that do not have an Armour Value or Toughness Characteristic may not be Charged or targeted by Shooting Attacks Unclaimed Fortifications An Unclaimed Fortification follows all the normal rules for a Terrain Piece of its type and so cannot fire any weapons or be targeted by any player’s attacks. Buildings Repel the Enemy The bloody battles of the 31 st Millennium often envelop cities, towns, defence lines, army barracks, mining colonies, space ports, tribal outposts and countless other types of built-up structure. Buildings are constructed to allow their garrisons easy access to exit and engage enemy siege teams before they can breach their walls. Models Disembarking from Access Points on a Building can Charge on the turn they do so, even on a turn the Building was destroyed. Buildings of all types use aspects of the Transport Vehicle rules. The main difference between Buildings and actual Vehicles is that they cannot move, they can be controlled by either side and units from either side can Embark upon them. Building Armour Values All buildings have an Armour Value listed on their profile. If only a single Armour Value is listed, then it is used against all attacks, no matter which Facing is hit. Building Size and Hull Points In the same manner as a Transport Vehicle, Buildings have a Transport Capacity and a number of Hull Points. A Building’s or Fortification’s Hull Points and Transport Capacity will be listed on its profile. For those Buildings that are not bought as part of an army, the following table can be used to determine Hull Points and Transport Capacity based on size: Size Small Medium Large Hull Points 4 6 8 Transport Capacity 6 12 20 Firing from Buildings Weapons listed on a Fortification or Building’s profile are used to attack in the same manner as other ranged weapons. A side that has Claimed the Building or Fortification may attack with any weapons listed on its profile as long as the Building has at least one friendly unit Embarked within the Building or in base contact with it if it does not have a Transport Capacity. Weapons on Fortifications use the same Firing Arcs and mounts that Vehicle weapons do, as well as certain Fortification specific mounts, which have their own rules detailed below: Fire Points (Arc, X) A Fire Point is unique in that it is a mount that does not include any weapons, instead it allows models Embarked upon the Fortification to fire the weapons they are equipped with from the Building. A Fire Point will note both the arc into which it can fire as well as the number of embarked models that can fire from it. Embarked models firing from a Fire Point measure their range and line of sight from the openings on the model that denote the Fire Point and may fire any Ranged weapons they are equipped with as per the normal rules for Shooting. If not otherwise stated, two models may fire from a Fire Point. Entering and Exiting Buildings Models can enter or exit a Building through a doorway, or other opening that is listed on the Building’s profile as being an Access Point. Moving into, or out of, a Building works the same as Embarking or Disembarking from a Vehicle, including Emergency Disembarkations (see page 213 ). Infantry equipped with Jump Packs or Jet Packs can Embark inside Fortifications that are Buildings. All of the normal rules apply, so only one Infantry unit, plus any Independent Characters that have joined them, may occupy a Building at any one time. Models entering a Building are removed from the battlefield – in exactly the same manner as models Embarking upon a Transport Vehicle. Emplacement Mounted An Emplacement Mounted weapon may fire into any arc, but may only be fired if at least one model from the unit that currently Claims the Fortification is either in base contact with the weapon or Embarked in the building upon which it is mounted. When being used to make attacks, the BS of the model is used rather than the BS of the Fortification. Buildings and Force Organisation Charts When using Force Organisation charts, Buildings selected as part of a player’s army (instead of as neutral Terrain Pieces) are classed as a Fortification choice as will be noted on their profiles. Some especially large Fortifications may instead be classed as Lords of War choices – these do not also use up a Fortification choice. Battlements Massive &Multi-part Fortifications Massive Fortifications follow all the rules for Buildings as defined in this section, and reduce all rolls made for them on the Building Damage table by -1. The profile entry for the Fortification will list the actual Armour Values it has. The roof spaces of many Buildings are identified as battlements. Whilst all battlements are built on top of another Building, battlements are not themselves treated as Buildings. Battlements are treated as the upper levels of a Ruin and follow all the rules for Ruins as previously noted, with the following exceptions: Some particularly large Fortifications or units of Fortifications are composed of multiple Buildings in base contact with each other to form a larger complex. These multi-part Buildings will specify on their profiles the exact breakdown of their component parts and how they are linked. Battlements are treated as an Access Point for their Building, meaning a unit inside the Building can disembark onto the battlements, or vice versa. Note that Buildings without Transport Capacity that have battlements may still not be entered, although units can use their battlements. You can move a unit in one part of a multi-part Building into an adjacent and unoccupied part of the Building by declaring you are doing so. This will take up all of the unit’s Movement, and is still subject to all the rules for Transport Capacity (see page 211). In all other regards, the Buildings that make up a multi-part Building are treated as separate models. Units equipped with Jump Packs or Jet Packs, Cavalry units and Skimmers do not need to take Dangerous Terrain tests for starting or ending their move on battlements. Attacking Buildings When determining if a Building can be targeted by a Shooting Attack or Charged and fought in close combat, or affected by a special rule, treat the Building as a Vehicle unless it is specifically stated otherwise. When attacking a Building, roll To Hit and for armour penetration as if it were a Vehicle. In close combat, Buildings are hit automatically. For example, melta bombs can only be used to attack Vehicles in close combat – they can therefore also be used to attack Buildings in close combat. Similarly, a weapon with special rules that specifically affect Vehicles can also be used to attack Buildings. Note that this does not mean that a weapon or special rule which specifies that it can only be used against Buildings can also be used against Vehicles. If a Building suffers a Glancing Hit or Penetrating Hit, that Building immediately loses a single Hull Point. To resolve the effects of Penetrating Hits inflicted on a Building, roll on the Building Damage table (see page 226) instead of the Vehicle Damage table. If the Building’s Hull Points are reduced to 0, it immediately suffers a Total Collapse result. If a Template or Blast weapon hits a unit on top of a battlement, that battlement’s Building also suffers a single Hit. If a unit moves onto the battlements of an Unclaimed, non-destroyed Building, they immediately Claim that Building and it becomes part of that unit’s side until the Building is either destroyed or an enemy unit Claims it. Building Damage Table D6 Result 1-3 Building Shaken: The Building and any Embarked units or units on the Building’s battlements can only fire Snap Shots until the end of its next turn. 4 Structural Tremor: The Building and any Embarked units or units on the Building’s battlements can only fire Snap Shots until the end of its next turn. If the Building is occupied, the occupying unit suffers an additional D6 Strength 6 AP- Hits with the Ignores Cover special rule. 5 Weapon Destroyed: One of the Building’s weapons (chosen by the controlling player) is destroyed – including any combi- or built-in weapons. This can include Building upgrades that are weapons, such as Pintle Mounted weapons and missiles. Do not count single shot weapons that have already been used to attack. If a Building has no weapons left, treat this result as a Catastrophic Breach result instead. 6 Catastrophic Breach: The Building and any Embarked units or units on the Building’s battlements may not make Shooting Attacks until the end of its next turn. No units may Embark or Disembark from the Building until the end of the controlling player’s next turn. If the Building is occupied, the occupying unit suffers an additional 2D6 Strength 6 AP- Hits with the Ignores Cover special rule. 7+ Total Collapse: The Building is destroyed. All weapons and upgrades on the Building are destroyed. Each unit on the battlements suffers 2D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately make a 6" move in order to move off the battlements (this movement is not slowed by Difficult Terrain). Any models that cannot move off of the battlements are removed as casualties. If the Building is occupied, the occupying unit suffers 4D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately Disembark from the Building, performing an Emergency Disembarkation if necessary (survivors cannot Disembark to the battlements). Any models that cannot Disembark are removed as casualties. Assuming they were not destroyed, units that were on the battlements and those who have Disembarked must then take a Pinning test. The Building is then removed and replaced with an area of Ruins or a Crater roughly the same size, if possible. High AP Weapons Some weapons are so destructively powerful, they can inflict masses of damage in a single strike. If an AP 2 weapon scores a Penetrating Hit, add a +1 modifier to the roll on the Building Damage table. If an AP 1 weapon scores a Penetrating Hit, add a +2 modifier to the roll on the Building Damage table. Wound Allocation and Occupying Units If any Wounds are allocated to an occupying unit as a result of hits on the Building, these Wounds are allocated by the occupying unit’s controlling player. Victory Conditions Unless otherwise agreed by all players, do not include Fortifications for the purposes of awarding Victory points or determining when an opposing side is ‘wiped out’. Fortified Wall (Strongpoint)..................55 Points Fortified Wall M - BS - Armour Front Side 13 13 Rear 13 HP 4 Transport Capacity - Unit Composition • One Strongpoint Unit Type • Fortification (Building) Wargear • Fire Point (Front, 4) • Fire Point (Front, 4) Special Rules • Battlements • Multi-part Fortification(if additional Strongpoints are selected only) Options • A Fortified Wall may include up to two additional Strongpoints for +55 points each. Battlements: This Fortification has battlements. Multi-part Fortification: If more than one Strongpoint is selected as part of this Fortification choice then all of the Strongpoints must be deployed using the rules for Multi-part Fortifications. Kilometre upon kilometre of fortified walls encircle the many redoubts and fastnesses Lord Dorn and others have constructed upon hundreds of Imperial worlds, each studded with formidable strongpoints manned by stalwart defenders. Military theory states that one warrior ensconced in such a fortified position is the equal of many times more attackers, who must launch desperate assaults in order to breach the line. Imperial Bunker...........................................85 points Imperial bunkers are to be found across the length and breadth of the galaxy, often built to secure worlds brought to Compliance during the Great Crusade, or more recently in an attempt to hold at bay the inexorable advance of the Warmaster’s hosts. From Thranx to the Throneworld itself, towering Imperial bunkers bristling with heavy weapons make for a formidable obstacle to any assault. Imperial Bunker M - BS 3 Armour Front Side 14 14 Rear 14 HP 4 Unit Composition • One Imperial Bunker Unit Type • Fortification (Building) Wargear • Fire Point (One per hull arc, 2) • Hull Mounted (Front) Heavy Bolter • Hull Mounted (Left) Heavy Bolter • Hull Mounted (Right) Heavy Bolter • Hull Mounted (Rear) Heavy Bolter Special Rules • Battlements Transport Capacity - Options • An Imperial Bunker may take a single Emplacement Mounted Icarus Lascannon on its battlements for +25 points. Battlements: This Fortification has battlements. Heavy Bolter Icarus Lascannon Range 36" 48" Str 5 9 AP 4 2 Type Heavy 4 Heavy 1, Skyfire Defence Line..................................................35 points Defence Line M - BS - Armour Front Side - Unit Composition • Four double Blast-shields • Four single Blast-shields Rear - HP - Transport Capacity - Unit Type • Fortification (Barricade) Special Rules • Blast-shield • Multi-part Fortification Wargear • None Options • A Defence Line may take a single Emplacement Mounted Skyreaper battery for +25 points. Blast-shield: A Blast-shield is a Barricade and provides a 5+ Cover Save for models obscured by it. In addition, any Wounds inflicted by attacks with the Blast special rule targeting a model that claims a Cover Save due to a Blast-shield must be re-rolled. Multi-part Fortification: All component parts of a Defence Line must be deployed using the rules for Multi-part Fortifications. Skyreaper battery Range 48" Str 7 AP 4 Type Heavy 5, Skyfire, Twin-linked Defence lines are barricades built from crenellated armoured sections that link together into a solid shield wall. Their simple design means that they can be built and deployed at great speed. Such defences are ideally suited for holding ground in enemy territory or to establish defensive perimeters until such time when larger, more permanent fortifications can be constructed. Special Rules What Special Rules do I have? Armourbane (X) If a given model or unit has any special rules, they will be listed on its Army List entry or unit profile. It is also possible for a model or unit to acquire further special rules during the course of the game due to the weapon it is using, the result of Psychic Powers, mission special rules or other specific situations. Where this is the case, the rule that governs this situation will make this clear. This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles. Most of the more commonly used special rules in Horus Heresy – Age of Darkness are listed here, but this is by no means an exhaustive list. Many troops and weapons have their own unique special rules, which are detailed in their Army List entry, profile or Faction specific book. There’s also an index at the back of the book to help you locate particular special rules. Variable Special Rules Some special rules include a value in brackets as part of their description – for example, Furious Charge (3). This indicates a special rule the effects of which can vary from instance to instance, and in most cases in this compendium will be listed with an X as the value for reference purposes – for example, Furious Charge (X). This X is known as the variable value and each special rule will detail what effect this variable value has for the rule in question. In all cases, each instance of a variable special rule is considered a separate special rule and discrete from all other instances of that special rule. These separate special rules do not stack their effects, unless specifically noted in that special rule. Adamantium Will (X) So strong of mind is this warrior that the powers of the Warp have little grasp upon them. Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+). If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks. Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below: Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule (see page 234 ), measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule. Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat. Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks. Assault Vehicle This vehicle is specifically designed to disgorge troops into the thick of the action. Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn. Barrage Barrage weapons lob shells high into the air, landing them in the midst of the foe. All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions: Once all of the markers are in place, add up the number of Hits and roll To Wound for these Hits. To determine Cover Saves, always assume the shot is coming from the centre of the first Blast marker that was placed in the Multiple Barrage. Apocalyptic Barrage Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range. Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value. Multiple Barrages If a unit fires more than one shot with the Barrage special rule, they fire together, as follows: The Barrage weapon closest to the target unit fires first. Place the Blast marker over the target, then roll for scatter as described earlier. Once the first marker is placed, roll a Scatter dice for each other Barrage weapon shot fired by the unit. If an arrow is rolled, place the marker in the direction indicated so that it is next to and touching the edge of the first marker placed (see diagram below). If a Hit is rolled, the firing player places the marker so that it touches any part of any marker in the group that has already been placed. Note that it is perfectly fine if some markers are placed overlapping one another (including being directly over the top of a previous marker). An Apocalyptic Barrage follows all of the rules for a Barrage weapon, but uses the clover-shaped Apocalyptic Barrage marker. Before the marker is placed, the attacker is allowed to rotate the marker about its centre to maximise the number of models that could potentially be hit. Place the marker and roll for scatter in the same way you would for a Barrage. If the marker scatters, be careful to maintain the same orientation as you move it. Once the final position of the marker has been determined, roll a number of dice equal to the number of attacks on the weapon’s profile. So, for example, with a weapon with the type ‘Heavy 4, Apocalyptic Barrage’, you would roll four dice. Each dice roll corresponds to a ‘strike’ on one of the circles on the Apocalyptic Barrage marker. For example, each roll of a 2 indicates a strike on circle number 2. Resolve the strikes as for a Multiple Barrage, as if each were a Barrage attack that had landed on that circle and hit all the models underneath it. To determine Cover Saves, always assume the shot is coming from the centre of the entire Apocalyptic Barrage marker. Barrages and Scatter The original marker (A) scores a Hit and does not scatter, while arrows are rolled for the second (B), and third (C) markers, which are placed accordingly. The number of Hits scored is worked out separately for each marker, and in this case, the volley scores a total of nine Hits on the unit. If, for example, a Hit had been rolled for the third marker instead, the player could have placed it anywhere in contact with or over markers A and B. Apocalyptic Barrage Marker In this example, a Heavy 4 weapon with the Apocalyptic Barrage special rule has been used to attack an Imperial Fists unit. The centre of the Apocalyptic Barrage marker is placed over the target model and rotated by the attacking unit’s controlling player until that player is happy with the position. The marker then scatters 8" to the right maintaining its orientation as it is moved to the final location determined by the scatter result. Once in its final position, four dice are rolled (as the weapon is Heavy 4) to determine the location of each Hit. The results of these dice rolls are 2, 3, 3 and 6. Thus, circles 2 and 5-6 are hit once each and circle 3 is hit twice. As all models under each circle suffer a Hit each time the circle is hit, this attack results in a total of 11 Hits. Wounds are allocated by the target unit’s controlling player to any model in the target unit, including those that are out of the line of sight of the attacking unit. Battlesmith (X) Battle-hardened (X) Those versed in the secret arts and teachings of the Mechanicum, whether Techmarine, Forge Lord or Magos, have the skill and ability to reconstruct and effect field repairs to war machinery in the very heat of battle. Some warriors, by dint of raw talent, genetic manipulation or long experience of the battlefield’s terrors, are hardened against the rigours of war. Such warriors prove much harder for the foe to bring low. If a model with the Battlesmith (X) special rule is in base contact with, or Embarked upon, one or more damaged Vehicles, Dreadnoughts or Automata during the Shooting phase, they can attempt to repair one of them instead of firing a weapon. Roll a D6. If the result is equal to or more than the value listed in brackets as part of this rule then one of the following options may be applied to any one Vehicle, Dreadnought or Automata the model is in base contact with or Embarked upon: • Restore a lost Hull Point. • Restore a lost Wound. • Repair a Weapon Destroyed result. • Repair an Immobilised result. If a Weapon Destroyed result is repaired, that weapon may not be used to attack in the same phase as it is repaired, but may be used to attack as normal in any phase after that. The Battlesmith cannot use this ability if they are Pinned or Falling Back. For the purposes of whether or not attacks of a Strength twice this model’s Toughness value inflict Instant Death, this model’s Toughness is increased by X, where X is the value in brackets after the name of this special rule. If, for any reason, this special rule does not provide a value, then consider the value of X to be 1. This special rule does not alter the scores needed by To Wound rolls or any other Test or Check. Blast Blast Weapons and Re-rolls Blast weapons fire shells, missiles or packets of energy that explode on impact. If a model has the ability to re-roll its rolls To Hit and chooses to do so after firing a Blast weapon, the player must re-roll both the Scatter dice and the 2D6. Note that this applies only to models able to fully re-roll a To Hit roll, not to models that may re-roll To Hit rolls of a specific value – for example, models that can re-roll To Hit rolls of a ‘1’ cannot re-roll either the Scatter dice or 2D6 unless another rule allows them to do so. When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it. The large area affected by the blast means it is going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the Blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon’s Maximum or Minimum Range and line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, Hits are worked out as normal and can hit and Wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the battlefield’s edge, the shot is a complete miss and is discarded. Once the finalposition of the Blast marker has been determined, take a good look at it from above – each unit suffers one Hit for each of the models included in that unit that is fully or partially beneath the Blast marker, even if those models are not within the firer’s line of sight. Once the number of Hits inflicted on the unit has been worked out, roll To Wound and Save as normal. Note that, unlike other attacks, Wounds inflicted by an attack with the Blast special rule can be allocated to any models in the target unit, even if they are out of sight of any models from the attacking unit. Multiple Blasts If a unit is firing more than one shot with the Blast special rule, scatter each shot, one at a time, as described above and determine how many Hits are scored with each individual Blast marker. After the last shot, add up the total number of Hits scored and roll all of the To Wound rolls as normal. Blast Weapons and Snap Shots Blast weapons cannot be fired as Snap Shots. Large Blast Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons. Massive Blast Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons. Apocalyptic Blast Apocalyptic Blast weapons use the 10" Blast marker, but otherwise obey all the rules for Blast weapons. Apocalyptic Mega-blast (5"/7"/10") Apocalyptic Mega-blast weapons use the Apocalyptic Blast marker. They obey the rules for Blast weapons, with the following exceptions: Apocalyptic Mega-blast weapons have three Strength values and three AP values. Correspondingly, the Apocalyptic Blast marker is divided into three zones, as shown in the diagram on the next page, one for each Strength and AP value. The Strength and AP of any Hits depends on the zone in which the target model is located. The first Strength and AP value are used for the inner zone, the second Strength and AP value are used for the middle zone, and the third Strength and AP value are used for the outer zone. Always use the best Strength and AP if a model straddles two or more zones. If a unit has models in several zones, work out the Hits inflicted for each zone separately. Note that there will be a different Wound Pool for each zone. Hits from Apocalyptic Mega-blast weapons made against Vehicles are always resolved against their Side Armour Value. Blasts &Scatter A Sons of Horus Legionary (BS 4) makes a Shooting Attack with a missile launcher, placing the Blast (3") marker on the chosen target and rolling as shown. As an ‘arrow’ has been rolled, the template is scattered a number of inches equal to the total rolled, less the attacking model’s BS (7-4), or 3" in this case. The template is moved that many inches in the direction shown by the arrow. Once the template has been moved to its final position there are two Imperial Fists models under it, and so the Imperial Fists unit suffers two Hits from the missile launcher. Apocalyptic Blast Marker The 10" Apocalyptic Blast marker has bold rings marked on it (at 5" and 7"). The 5" ring is used for Large Blast attacks. The 7" ring is used for Massive Blast attacks. Both rings are used for Apocalyptic Mega-blast attacks: the area enclosed by the 5" ring is the inner zone, the area between the 5" and 7" rings is the middle zone and the area between the 7" ring and the edge of the marker is the outer zone. Blind This attack looses a brilliant flare of light, searing the sight of the victim and forcing them to fight blind for a few moments. of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1). Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current Phase. If the Test is passed, there is no further effect. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill 1 and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, they automatically pass the Test. Any model that does not have an Initiative Characteristic (for example, Vehicles, Buildings, etc) is unaffected by this special rule. No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative. Bulky (X) Counter-attack (X) This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters. Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy. Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat. For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit. Chosen Warriors Trusted lieutenants or paragons of martial virtue, these warriors let no challenge go unanswered in the heat of battle. A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type. If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counterattack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack. If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counterattack special rule has no effect. Crawling Fire Phosphex, sometimes known as the ‘crawling fire’, seeks out and extinguishes life with a terrifying hunger. After the Blast marker for a weapon with this special rule is placed, the attacking unit’s controlling player may move the marker up to 2" in any direction so long as this would cover more models than it previously would have. Concussive (X) Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay. A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part Crusader Bolstered by their ultimate faith in their goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends. A unit that contains at least one model with this special rule rolls an extra dice when making Sweeping Advances and discards the lowest scoring dice before determining the result. Cumbersome Duellist’s Edge (X) Whether due to its inherent weight, shape or because it was never meant for use in combat, this weapon proves difficult to wield even for the most accomplished of warriors. Some weapons have such a fine balance that they leap and spin in their wielder’s hands like living things, eager to spill the blood of the foe. A model using a close combat weapon with this special rule can only ever make a single attack at WS 1 in an Assault phase, regardless of their profile or any bonus or other special rule. Deadly Cargo When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model). Some payloads pose as much danger to the vehicle carrying them as they do to the enemy. Eternal Warrior If a Vehicle with this special rule takes Hull Point damage from any source, including both Penetrating Hits and Glancing Hits, but is not destroyed, roll a D6. On a 6, the Vehicle suffers an Explodes result on the Vehicle Damage table. Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors. If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0. Deflagrate The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles. Exoshock (X) 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 themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X). If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits. Deep Strike Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting. A unit made up entirely of models with this special rule may perform a Deep Strike Assault as described on page 310 . Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule. Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions. If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+. Fear (X) Some beings are so monstrous or alien that they can force their foes to recoil in horror. All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2. Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable. A model that causes Fear is not itself immune to Fear, and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule. Fearless Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so. Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule. However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save, Invulnerable Save or Damage Mitigation roll of any kind, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule (see page 188). If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled. Feel No Pain (X) Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds. For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it. This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound (see page 174). Fleet (X) Preternaturally agile, these warriors can cover ground more quickly than their plodding foes. A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made. If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule). Fleshbane Many are the weapons and creatures whose merest caress is fatal. If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat. Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+. In either case, this special rule has no effect against Vehicles or Buildings. Force When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered). Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule. Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal. Force weapons are charged by the psychic might of the wielder, turning them from mere physical tools to mystical weapons of incredible potency. Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal. Firing Protocols (X) Those warriors or war engines equipped with multiple weapons often incorporate sophisticated tracking systems, or have received advanced training to allow them to wield them all simultaneously on the battlefield. When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing Protocols (2) special rule may attack with up to two different weapons. Furious Charge (X) Some warriors use the impetus of the charge to fuel their own fury. In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model’s Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength. A model that has made a Disordered Charge that turn receives no benefit from Furious Charge (see page 182). Gets Hot and Re-rolls If a model has the ability to re-roll its rolls To Hit (including because of BS 6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit. Graviton Pulse Some weapons crush their targets, cracking bones and rupturing organs. Instead of rolling To Wound normally with this weapon, any non-Vehicle model that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the start of the next turn of the player that made the attack. Guided Fire Whether by advanced technology or arcane influence, some attacks are able to reach their target no matter what obstacles obscure them. Any attacks made using a weapon with this special rule do not require line of sight, but must still be within range. Gets Hot Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder. Hammer of Wrath (X) When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit. If a model with this special rule ends its Charge Move in base contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the model’s unmodified Strength with AP-. These attacks do not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). These attacks are resolved during the Fight subphase at Initiative step 10, but do not grant the model an additional Pile-in Move. Gets Hot and Weapons that do not Roll To Hit Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit. Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe. If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle. Hatred (X) Hit &Run In the far future, hatred is a powerful ally. Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next. This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit. For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat. The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred. Haywire Haywire weapons send out powerful electromagnetic pulses. When a weapon with this special rule Hits a model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll: D6 Result 1 No Effect. 2-5 Vehicles suffer a Glancing Hit, Dreadnoughts and Automata suffer 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result. 6 Vehicles suffer a Penetrating Hit, Dreadnoughts and Automata suffer 1 Wound. No Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result. A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test. If the Test is failed, nothing happens and the models remain locked in the fight. If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative. A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead. Independent Character Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory. Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multicharacter unit. Joining and Leaving a Unit An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by you informing your opponent which unit it has joined. In order to join a unit, an Independent Character simply has to move so that they are within unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within unit coherency of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to, or cannot, join a unit, it must, where possible, remain outside of unit coherency with that unit at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that after an Independent Character joins a unit, that unit can Move no further that Movement phase. An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. They cannot join or leave during any other Phase once shots are fired or Charges are declared. An Independent Character cannot leave a unit while either they or the unit are in Reserve, locked in combat, Falling Back or have been Pinned. They cannot join a unit that is in Reserve, locked in combat or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed, they again become a unit of one model at the start of the following Phase. While an Independent Character is part of a unit, they count as part of the unit for all rules purposes, though they still follow the rules for Characters. Special Rules When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them. Independent Characters and Infiltrate An Independent Character without the Infiltrate special rule cannot join a unit that is being deployed using the Infiltrate special rule. However, if a unit composed entirely of models with the Infiltrate special rule is deployed without making use of any of the benefits of the Infiltrate special rule, than an Independent Character without the Infiltrate special rule may join that unit during deployment. Independent Characters and Ongoing Effects Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the Independent Character leaves the unit, both the Independent Character and the unit continue to be affected by the effect, so you’ll need to mark the Independent Character accordingly. Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after they themselves have been the target of an ongoing effect), benefits and penalties from that effect are not shared. Infiltrate It Will Not Die (X) Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike. In the dark corners of the galaxy, there are creatures that heal at a terrifying speed. You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units. At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more. Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building (see page 224), as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight. If a unit with Infiltratedeploys inside a Dedicated Transport, the same rules apply when deploying their Transport. A unit that deploys using these rules cannot Charge in their first turn. Having Infiltratealso confers the Outflank special rule to units of Infiltratorsthat are kept as Reserves (see page 309). Infiltrate and Scout If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule. Independent Characters and Infiltrate An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa. Ignores Cover This weapon fires ammunition that cheats an enemy of their shelter. Lance The terror of tank commanders, a lance weapon fires a concentrated beam of energy that can bore through any armour, regardless of thickness. Weapons with the Lance special rule count Vehicle Armour Values that are higher than 12 as 12. Legiones Astartes (X) The Space Marines of the Emperor’s Legions are genetically engineered, psycho-indoctrinated warriors with superhuman abilities, and minds and souls tempered for war. Each of the Legions has its own idiosyncrasies and character – the product of their gene-seed and the unique warrior cultures fostered by their masters. Any unit with this special rule will have a number of additional special rules and abilities specific to their ‘named’ Legion, all of which will be defined in other Horus Heresy – Age of Darkness publications. A Space Marine unit may only have one such ‘named’ rule, e.g., Legiones Astartes (Sons of Horus). Space Marine units from a different Legion may only be included in an army using an Allied Detachment (see page 281) and in conjunction with the Allies in the Age of Darkness chart found on page 282. Lingering Death Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain. Instant Death Some blows can slay an enemy outright, no matter how hardy they may be. If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty. Many of the terrible weapons unleashed during the Horus Heresy tainted the very worlds they were used to conquer, poisoning the soil and burning the sky, leaving only calamity in their wake. 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 and mark it with a counter of some kind. This area is now treated as Dangerous Terrain for all models with a Toughness value. Master-crafted Murderous Strike (X) Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art. Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent. Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon. Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts. Monster Hunter The Great Crusade allowed many of the Emperor’s warriors to hone the skills needed to topple mighty monsters and towering automatons. Night Vision A unit that contains at least one model with this special rule re-rolls all failed To Wound rolls against Dreadnoughts, Automata and Primarch models as well as any unit with the Monstrous sub-type. A unit that contains at least one model with this special rule ignores the effects of Night Fighting (see page 308) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks. Move Through Cover One Use/One Shot Some warriors are skilled at moving over broken and tangled terrain. Certain items can only be used once, so a general must choose wisely when to do so. A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain. A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect. Some warriors can see almost as clearly in the darkness as they can in daylight. Outflank Poisoned (X) Some units make use of their inherent speed, stealth or other capabilities to launch a surprise assault on the foe from an unexpected direction. There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal. A unit made up entirely of models with this special rule may perform a Flanking Assault as described on page 311 . Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special rule. Pinning Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself. If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them: • The unit is locked in combat. • The unit is already Pinned (the unit remains Pinned, but takes no further Tests). • The unit is composed entirely of Vehicle models. • The unit is Embarked on a Transport Vehicle. • The target unit is affected by the Fearless special rule. A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain (see page 222 ), even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests. If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat. Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+). Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles. Power of the Machine Spirit The interface between this vehicle’s advanced machine spirit and its fire control mechanisms allows the crew to target foes with incredible accuracy. A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any Shooting Attack. Precision Shots (X) Many of the galaxy’s marksmen are able to single out enemy leaders or soldiers with particularly powerful weapons and snipe them with unerring accuracy. If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a Shooting Attack, that shot is a ‘Precision Shot’. For example, if a model with the Precision Shots (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Shot. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as the target model is in range and line of sight of the attacking model, rather than following the normal rules for Wound allocation. Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots. Precision Strikes (X) Rage (X) The galaxy is replete with swordsmen and blade-masters who can pick out an enemy from a crowd and land a blow on them, even amidst the swirling chaos of hand-tohand combat. Bloodlust is a powerful weapon on the battlefield, spurring a warrior to hack their foes apart in a flurry of mindless carnage. If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike. Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation. Preferred Enemy (X) Many of the galaxy’s warriors train hard to overcome a particular foe, allowing them to predict the enemy’s battlestances and thus land a blow or shot with greater ease. This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks. If a model with this rule makes an attack against a mixed unit which has one or more models to which their Preferred Enemy rule pertains, but is not entirely composed of such models, it may still benefit from the effects of Preferred Enemy for all attacks made against that unit. For example, a model with Preferred Enemy (Independent Characters) may re-roll failed To Hit and To Wound rolls of 1 against all of the models in a unit which has been joined by an Independent Character. Rad-phage One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck. A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1. In a turn in which a model with this special rule Charges into combat, it gains a number of Attacks equal to the value of X for Charging, rather than +1. A model that has made a Disordered Charge that turn receives no benefit from Rage (see page 182). Rampage (X) For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack. At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. If the value in brackets is randomly determined by rolling dice, then roll once for each such variant of the Rampage special rule present in the unit to determine the number of Attacks that may be made, applying the result to all models with that variant for the current phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase. A model that has made a Disordered Charge that turn receives no benefit from Rampage (see page 182). Relentless Relentless warriors are strong of arm – nothing can slow their implacable advance. Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons. Rending (X) Shred Some weapons can inflict critical strikes against which no armour can protect. Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes. If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value. If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat. Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls. Scout Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2. In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value. For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon. Shell Shock (X) Some weapons produce such a weight of fire that any target pummelled by their attack is left dazed and stunned. Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule. For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test. Shock Pulse Some weapons emit such a storm of radiation and electrical impulses that they can temporarily incapacitate even the most well-armoured fighting vehicles. Any model with the Vehicle, Dreadnought or Automata Unit Type that suffers a Penetrating Hit or unsaved Wound from an attack with this special rule may only make Snap Shots until the end of its controlling player’s next turn. Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force. After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment. If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves (see page 309). Infiltrate and Scout If a unit has both the Infiltrate and Scout special rules, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule. Shrouded (X) Sniper The source of the darkness around these warriors matters not – only a lucky shot has any chance of piercing the shroud that hides them from view. Sniper weapons are precision instruments, used to pick out a target’s weak points. When a model with this special rule suffers an unsaved Wound, it can make a special Shrouded roll to avoid being wounded (this is not a Saving Throw and so can be used against attacks that state that ‘no Saves of any kind are allowed’). Shrouded rolls may not be taken against Melee Attacks or against attacks with the Ignores Cover special rule. Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been Saved. On any other result, the Wound is taken as normal. For example, a unit with the special rule Shrouded (6+) would need to score a 6 in order to discount a Wound inflicted upon it. If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule. Specialist Weapon The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons. This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound (see page 174). A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons. Pathfinder Split Fire Some warriors are specially trained to bypass the most dangerous hazards of the battlefield, or adapted to ignore the dangers they present. The most disciplined squads can divide their fire, taking care to place their shots where they can do the most harm. If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+) A unit with at least one model with this special rule automatically passes Dangerous Terrain tests. Skyfire Skyfire weapons excel at shooting down enemy aircraft. A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets. When a unit that contains at least one model with this special rule makes a Shooting Attack, one model in the unit can shoot at a different target to the rest of their unit. Once this Shooting Attack has been resolved, resolve the Shooting Attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to Disembark as a result of the Split Firing unit’s initial Shooting Attack. Sunder Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells. Slow and Purposeful Many warriors are steady but sure, slow to advance but no less deadly for it. A unit that contains at least one model with this special rule cannot Run, perform Sweeping Advances or make Reactions. However, models with this special rule can make Shooting Attacks with Heavy and Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance or Rapid Fire weapons. Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept. Strafing Run (X) Template Weapons This vehicle is designed as a ground attack craft, the spread and convergence distance of its weapons keyed to maximise carnage on the foes below. Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets. They are excellent for killing enemy troops in cover, as the payload simply flows over intervening obstacles to assail the foe behind. When making a Shooting Attack at any unit without the Flyer sub-type, this Vehicle increases its Ballistic Skill by the value indicated as part of the special rule. For example, a Vehicle with the Strafing Run (2) special rule would increase the model’s Ballistic Skill by +2 when making Shooting Attacks targeting any unit without the Flyer sub-type. Stubborn Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger. When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead. Support Squad Though numerous, some formations are intended for specialised tasks on the battlefield and are rarely used for the more routine roles of military life. A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart. Swarm These creatures are so multitudinous that they cannot be picked out individually and must be fought as a group. If a model with the Swarm special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, unless that Wound has the Instant Death special rule, each unsaved Wound is multiplied to two unsaved Wounds. Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit (see page 207). A Template weapon never hits the model firing it. Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are allocated following the normal rules. Multiple Templates If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many Hits are scored by each template. Once the number of Hits from all templates has been determined, roll To Wound as normal. Wall of Death Template weapons can fire Snap Shots at any non-Flyer target. If a Template weapon fires as a Snap Shot, it automatically inflicts D3 Hits on the target unit, resolved at its normal Strength and AP value, as long as the target unit either has at least one model within 8" or if the target unit is resolving a Charge against the unit making the Shooting Attack. If the weapon is also a Hellstorm weapon then it instead inflicts D6 Hits. Hellstorm Weapons Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the Hellstorm template (see page 152), but otherwise obey the rules for other Template weapons. Firing Template Weapons The template is positioned so that it scores the maximum number of possible hits (in this case, three). Models can be hit multiple times from different template shots. In the example given above, nine hits are caused as two Sons of Horus are hit twice. Torrent (X) Twin-linked This weapon fires massive gouts of flame, gas or lethal fluids across the battlefield. These weapons are grafted to the same targeting system for greater accuracy. A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end. When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls. For example, a weapon with the Torrent (18) special rule must place the narrow end of the template at a point within 18" and the wide end no closer to the firing model than the narrow end. Twin-linked Blast Weapons If the Scatter dice does not roll a Hit, you can choose to re-roll the dice when making a Shooting Attack with a Twin-linked Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the Scatter dice. Twin-linked Template Weapons Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and Armour Penetration rolls. Two-handed This weapon is particularly heavy and requires both hands to wield. A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons (see page 177). Unwieldy This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve. A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type. Sons of Horus Arch-traitors and the personal Legion of the Warmaster himself, the Sons of Horus are experts in shock assault. On the battlefield the XVIth Legion favours precise assault, carving their way towards the foe’s heart and excelling in the close-ranged firefightsthat ensue. Gaming in the Age of Darkness Collecting an Army Modes of Play The Imperium of Mankind is being torn apart by brutal civil war. The Space Marine Legions and their Primarchs, once paragons of humanity, have turned upon one another; and Warmaster Horus, first amongst Primarchs, seeks his father’s title of Emperor over all Mankind. Allied to the Traitor Warmaster’s cause are foul Daemons, brought forth by heretics worshipping dark powers, which surge from the darkness between the stars intent upon the Emperor’s death for their own unknowable reasons. Standing resolute in the face of such horrors are the Emperor’s own Talons, though they are few; the golden and undaunted forces of the Legio Custodes and the soulless maidens of the Sisters of Silence. Every other faction at large in the Imperium, be it the innumerable ranks of the Imperial Army, the towering war machines of the Questoris Households, the disciplined and highly elite Solar Auxilia, or the byzantine organisation of the Mechanicum, is also at war, divided by factionalism, ambition and ancient hatred. Some side with Horus and his promise of freedom from tyranny and oppression, while those most dutiful cleave to their oaths of loyalty to the Emperor. Others still cast off loyalties to all masters and seek independence and personal glories. An entire galaxy burns with the fires of war, and Horus, responsible for it all, leads his forces against the Throneworld of Terra to meet the Emperor in a final confrontation which will determine the fate of millennia of humanity’s history. Over the following pages, you’ll find an array of different rules and guidelines to suit all hobbyists, from collectors who play occasional games, enthusiastic newcomers playing games with unknown opponents, groups of hobbyists who regularly meet up with their friends, to veteran gamers who’ve spent years honing their forces for competitive matches. This incredible setting, filled with tragedy and heroism, provides endless opportunities for collecting, building, painting and gaming. Perhaps you’re inspired to collect vast armies and fight out the epic battles described in the background. Maybe you find yourself drawn to the idea of painting beautiful display figures and building scenic snapshots of apocalyptic war zones within which to display them. Maybe it’s all about collecting and assembling the most amazing war machines you can conceive of, creating and painting incredible battlefields, the innards of void ships, or finding a good excuse to spend an afternoon with like-minded friends, painting or gaming together. In truth, there is no right or wrong way to go about engaging with the hobby – it’s best to find what you most enjoy and go for it. From playing in your local club or Warhammer store, or attending competitive and narrative events to world-class painting competitions, there are endless possibilities to have fun. The core rules are everybody’s starting point but, as everyone enjoys the Warhammer hobby in different ways, this section of the book introduces a variety of ways to approach your games such as Narrative Play and Campaign Play, as well as the various themes and narrative campaigns that are presented in other Horus Heresy publications. Each offers an alternative experience, but it’s important to note that elements of each can be mixed and matched to create whatever kind of gaming experience you want – they are a toolbox, providing inspiration and options to get the dice rolling and allow you to play with your collection of Citadel and Forge World miniatures on the tabletop. You will also find a guide to building battlefields, the rules for creating your army, and the core missions which make up Narrative Play. So, whether you are looking to wage war in one of the myriad deadly environments of the galaxy, play a team game, or fight battles as part of an escalating narrative campaign, there are numerous ways of playing to enable you to do so. A galaxy of war awaits you! The Community Tabletop wargaming is, by its very nature, a social hobby, and the community extends way beyond your immediate group of gaming friends to include Warhammer stores, events such as Warhammer Fest or any of the Horus Heresy events hosted at Warhammer World, and of course there’s a thriving Horus Heresy community on the internet. You should be able to find like-minded gamers by visiting your local gaming club or attending a narrative event, and if no such organisation exists near you, you can always create your own and encourage others to join in – if you build it, they will hopefully come! We also recommend engaging with the community on the Games Workshop and Forge World social media streams, through the Warhammer Community website, and the many fan-hosted podcasts and video series which enjoy discussing the rich lore of the setting and the wide variety of battles enabled by the rules. Solar Auxilia The Solar Auxilia march to war supported by vast armoured columns and the finest weaponry available to the Imperial Army. In the fiercest of war zones, the god-engines of the Collegia Titanica can be called on for support, the mighty Titans eradicating all with apocalyptic fury. Age of Darkness Modes of Play Age of Darkness Modes of Play Narrative Play At its heart, the Horus Heresy – Age of Darkness is a narrative game intended to recreate the myriad conflicts of a galaxy-spanning civil war. The aim of Narrative Play is to create a sense of verisimilitude of the Age of Darkness and give players an authentic Horus Heresy experience, even when playing a game which has no pre-definedor playercreated story. With this in mind, the core missions described later in this rulebook provide context and different objectives for players to pursue to add a narrative dimension to games which amounts to more than simply killing the enemy. The core rules as laid out in this book and those described in the next section, Preparing for Battle, make up the Narrative Play mode. Narrative Play is in many ways the default way of playing games which are set in the Age of Darkness, and exists to facilitate all standard one-off battles with a story inspired by the events set forth in the background and the Black Library novels. Such games can range from friendly matches between members of an existing gaming community to ‘pickup’ games in your local games store or gaming club, played between people who have never enjoyed a game against one another before. Making use of the rules as presented allows both players to begin their game on an even footing and to have a relatively balanced and fairly matched battle. With Narrative Play, remember to play to the spirit of the game – the Horus Heresy – Age of Darkness is about creating great stories and ensuring that everyone enjoys their gaming experience. To aid all players to experience the grandeur of the Age of Darkness as it is intended, players are encouraged to use Games Workshop’s and Forge World’s Horus Heresy models bedecked in era-appropriate armour and heraldry. These models should be clearly recognisable as the unit they are intended to represent in the rules and be fully painted whenever possible. Campaign Play The story of the Age of Darkness is told through campaign books, supplements and other publications which present exciting battle narratives and the epic deeds of legendary characters. Such publications present rules for recreating the battles of the Horus Heresy, translating them from the page to the tabletop. Campaign Play is a variant of Narrative Play concerned primarily with playing famous battles, and presents additional rules for an interconnected series of games with persistent characters and a driving narrative. Players are encouraged to use terrain which evokes the battles they are playing, as well as make use of the characters and armies which took part in those battles. Campaign Play uses missions in the same way as Narrative Play, however, each one is based around a key battle from the background of the Horus Heresy, and provides an interesting twist on the core mechanics of the game. It might tell the story of a desperate redoubt, for example, in which one side faces utterly overwhelming odds but must try to hold out for a time. Or maybe it will describe an ambush or a thrilling game of cat and mouse between two forces. Campaign Play is a fantastic way to add character to your armies and the battles they fight. The specific campaign missions included in Horus Heresy – Age of Darkness publications are, of course, only a small sample of what Campaign Play can achieve. Further inspiration for designing original missions can be found in Black Library novels and other Games Workshop publications, plus the background section of this book. Campaign Play rules also provide a framework of interesting alternative systems and scenarios with additional rules to adapt to your own games, allowing you to decide if you wish to play a different version of the events described while using different armies, or play in a completely different setting. You may also find it adds to your Campaign Play experience to create your own characters and objectives, using the campaign rules only as guidelines while allowing your own story to develop as your games unfold. While this may take more work, it will make the campaign unique to your gaming group and will ultimately be worth the extra effort put in by those involved. Expanding the Age of Darkness There are plenty of variations on the Narrative Play and Campaign Play modes. Further supplements will present a subset of rules which modify the core Horus Heresy – Age of Darkness game rules in unique ways to represent specific combat environments and circumstances, as well as escalations of hostility which are beyond those encompassed even by a standard Age of Darkness battle. Theatres of war, such as Zone Mortalis (desperate close-in tunnel fighting in the depths of hive cities or the guts of warships) and City Fight (warfare in the battle-torn ruins of once-great cities) for example, represent very different modes of warfare to the standard game, each with its own challenges and often calling for unique stratagems and army compositions. The rules for playing such games will be presented in future Horus Heresy – Age of Darkness publications. Open Play Open Play is a mode of gaming that places the emphasis on the models in your collection and your own imagination. While other modes place restrictions on which units to include in your army, either defined by a specific story or by the need to play a precisely balanced game, Open Play allows you to field any Horus Heresy models as you wish. All you need to do is set up a battlefield, decide on a mission (which could be as simple as ‘deploy within 12" each other and then fight until you destroy your opponent completely’) and start the first turn. If you’re just starting out and only have a handful of models, Open Play is a great way to start playing straight away. It allows you to experiment with tactics and combinations, and get a taste for what models you might add to your collection next. Open Play can also be useful for when an experienced player is considering a new force and wants to get a taste for how it works, substituting in their existing models to represent a new army. Of course, there’s nothing stopping you from modifying the rules as you see fit – this is where Open Play shines. You can add or remove rules, or create entirely new ‘house rules’ agreed between the members of your gaming group. These ‘house rules’ may add additional complexity to the standard Narrative Play rules and caution is advised if you add these to standard Narrative Play or Campaign Play missions. Open Play also allows you to field much greater army sizes by modifying the standard Crusade Force Organisation chart to include more choices, or even create bespoke game modes by limiting certain unit types (such as a game emphasising foot soldiers by excluding the use of units with the Vehicle type). With Open Play, the only restriction is your own imagination. With no formal restrictions on army composition or which rules are in use in Open Play, it is recommended that players take the time to agree what they both want from an upcoming battle before committing to a game. Therefore, a brief conversation beforehand will not only save disappointment, but can lead to a more memorable and satisfactory gaming experience. Matched Play Matched Play is ideal for those who wish to play in a competitive spirit, and is also more useful for those who wish to play against multiple opponents in succession that they do not regularly play, ensuring a fair fight using pre-agreed rules. This makes it ideal for leagues and tournaments and also for battles fought at gaming clubs. A battle fought using the Matched Play rules pits two players against each other, each taking command of an army using the core Age of Darkness rules which is constructed to the same points value. While this is similar to Narrative Play, Matched Play incorporates elements of Open Play to allow a gaming group or event organiser to modify rules to add or remove restrictions as they see fit. They can then ‘fix’ their customised ruleset and any players who wish to play as part of their tournament, ladder or campaign must use these rules. Matched Play is at its best when the organisers record the results of each one-off battle between competitors in order to determine an eventual winning player (or faction, if keeping to the standard Loyalist and Traitor divide). This mode is, perhaps, best suited for use by gaming tournaments in which players gather in one place to play a number of games in a single day or weekend. Team Play While the Age of Darkness rules are designed primarily to have two opponents match their skill and wits in the grand battles of the 31 st Millennium, using the Open Play mode allows the game to be easily adapted to team battles, allowing a larger number of players to share in a single apocalyptic battle. This can be achieved in a variety of ways; from having players share units within a single army; fielding multiple armies each controlled by their own player in larger games; or even having one player act as a general ordering another to move an army and execute their commands for them – a great inclusivity option for players unable to physically play themselves. In such games it may be helpful to assign a team leader (or Primarch!) who can determine an overall strategy for the team to avoid a disjointed battle experience with multiple players pursuing their own objectives, and it may also facilitate play to set a time limit per team or per player to avoid games becoming too long! Preparing for Battle Preparing for Battle T he great battles of the Horus Heresy were not fought between disorganised mobs of warriors, but between the marshalled strength of the Space Marine Legions, the Imperial Army and other forces loyal either to the Emperor or his treacherous son, Horus. Likewise, the collection of Forge World and Citadel miniatures you use to play games of the Horus Heresy – Age of Darkness will need to be organised into a cohesive force in order to properly represent the engagements of this devastating conflict. Army Selection In a game of the Horus Heresy – Age of Darkness, each player will control a single force, usually referred to as an ‘army’. The first step in assembling an army is to decide on its Allegiance, of which there are two to choose from: Loyalist or Traitor. This choice is mostly thematic and serves to help place the game within the confines of the Horus Heresy, although some special rules do target models based on their Allegiance and most of the campaigns presented as part of the Horus Heresy campaign books will have rules that affect armies of specific Allegiances. HQ (1 Choice) • Legion Praetor TROOPS (3 Choices) • Legion Tactical Squad • Legion Tactical Squad - Legion Rhino Transport (Dedicated Transport) • Legion Tactical Squad - Legion Rhino Transport (Dedicated Transport) ELITES (2 Choices) • Legion Terminator Cataphractii Squad • Legion Contemptor Dreadnought Talon FAST ATTACK (1 Choice) • Legion Sabre Strike Squadron HEAVY SUPPORT (1 Choice) • Legion Land Raider Spartan Any army must consist entirely of models with the same Allegiance. Most units available to the various Factions of the Age of Darkness do not have an Allegiance stated in their Army List entry, in these cases the Allegiance chosen for the army determines the Allegiance of these units. Some units’ Army List entries will specify an Allegiance for that unit, these units may only be used in armies of the appropriate Allegiance. The choice of Allegiance is not determined by a Detachment’s Faction (see page 282), but instead is a thematic choice. It is perfectly acceptable to have an army of Loyalist Sons of Horus or Traitor Ultramarines; the chaos of the Horus Heresy saw all manner of strange alliances and base betrayals during the destructive years of its reign. In situations where two players have both selected the same Allegiance, one army is still considered to be fighting for the opposing Allegiance for that game. Incidents of friendly fire, purposefully false intelligence and sabotaged communications were far from uncommon during the Horus Heresy, and tipped the balance of several campaigns. Both players should agree which one of them will represent the opposing force for that game. Similarly, an army representing a force that remains neutral in the grander scheme of Horus’ treachery must still select an Allegiance. Before beginning the army selection process, both players will need to agree on a points limit. The ideal range for a game of the Horus Heresy – Age of Darkness is around 2,000-3,000 points, with the rules written for games between forces of 3,000 points. For normal play, both players will use the same points limit, but this does not need to be the case if all players agree to the use of asymmetric (uneven) points values. Additionally, some missions and specific subsets of the Horus Heresy – Age of Darkness rules may specify a range of points values that must be used for games played using those rules. Army List Entries The rules for your Forge World and Citadel miniatures are found either in the relevant Liber Army List books, campaign books or as a download from the Games Workshop website. In any case where multiple versions of a unit’s rules are available, always use the most recently published version. Regardless of where this information is found, it is known as an ‘Army List entry’ or ‘Profile’. Each Army List entry describes a unit of Forge World or Citadel miniatures, and includes everything you will need to know in order to use that unit in a game of the Horus Heresy – Age of Darkness. Age of Darkness Force Organisation Once they have agreed on a points limit, the players can choose their forces. To do so, they will select a number of units from a single Age of Darkness Army List, counting the points cost of each unit as stated on its Army List entry until the agreed upon total is reached. The total points value of the army’s units must not exceed the agreed upon limit. As detailed in each of the Age of Darkness Army Lists, all of the units available to players are organised into broad categories which will inform you in regards to the role they play in an army – these categories are known as ‘Battlefield Roles’. These Battlefield Roles are: HQ, Elites, Troops, Fast Attack, Heavy Support, Lords of War, Primarch and Fortifications. Some Army Lists, Rites of War or other special rules may introduce new categories, assign alternative names to existing categories or switch the categories of certain units, but such exceptions will be clearly explained in the given Army List. HQ HQ stands for Headquarters unit. A Headquarters unit might be a determined Solar Auxilia lord marshal thrust into the heart of the Horus Heresy or a mighty Space Marine praetor at the head of a Legion task force. These models are amongst the most powerful in the game and, as leaders, they have access to more special equipment than anyone else. They are not invincible, but can provide a powerful spearhead for an attacking army and a strong core for a defensive one. Troops These represent the most commonly available soldiers in an army. This does not necessarily mean that they are poor fighters – the category includes warriors ranging from the post-human warriors of the Space Marine Legions to the humble auxiliary levies of the Imperialis Militia. Typically, these are the warriors who make up the bulk of an army. Their main tactical role is that of consolidating the gains of the army and defending the objectives that have been taken by more specialised units. Elites Elites units are, as the name suggests, the best soldiers an army has to offer, but there are rarely ever as many of them as a commander would like. In some cases, they will be specialists, while, at other times, they will be more experienced versions of regular soldiers. Fast Attack Fast Attack units are generally more mobile than their comrades, and are masters of manoeuvrability. Often, they are used for reconnaissance and scouting, while, at other times, they are ferocious assault troops who rely on speed to get their bloody work done. Heavy Support Heavy Support units are the big guns of the army and comprise the heaviest items of equipment and the toughest creatures. Assigned to the heaviest fighting, and to destroy the most dangerous foes, these units are vital for any army to claim victory. Fortifications Fortifications are battlefield defences, and include everything from barricades to towering fortresses. They are typically Buildings and/or battlefield debris that your army has either constructed or captured just before the start of the battle. Lords of War Lords of War are among the most destructive weapons deployed during the wars of the Horus Heresy, outmatched only by the awe-inspiring firepower of an orbital bombardment. They include towering battle Titans, Super-heavy Vehicles and the largest and most imposing Fortifications. Primarch The Primarchs are the sons of the Emperor; the most powerful warriors and cunning generals of their age, there were only a handful of other warriors that could compare to these icons. Other Battlefield Roles Some Horus Heresy supplements may introduce other types of Battlefield Role and they will include all of the rules you need to include them as part of your army. Lords of War and Primarch Restrictions The dominating presence of Lords of War and Primarch units can unbalance even the largest games, and so additional restrictions are applied to these Unit Types in order to ensure the most enjoyable game experience for all players. Lords of War and Primarch choices may only be included in an army whose total points value is at least 2,000 points, as long as the Force Organisation chart in use has the appropriate slots. In addition, the combined points value of all Lords of War and Primarch choices present in an army may not exceed 25% of the army’s total points cost, unless specified otherwise by the mission or Force Organisation chart being used. This means that the maximum combined points value for any Lords of War and Primarch choices included in the more common army sizes in the Horus Heresy – Age of Darkness is as follows: Total Army Size 2,000 points 2,250 points 2,500 points 2,750 points 3,000 points 3,250 points 3,500 points Maximum combined Lords of War/ Primarch Value 500 points 563 points 625 points 688 points 750 points 813 points 875 points Force Organisation Charts The maximum and minimum number of units from each Battlefield Role required for a given army is defined by a Force Organisation chart, of which there is one basic chart available for an army fighting in the Age of Darkness. Where additional Force Organisation charts are available, each army should select a single Force Organisation chart to use as the basis of their force. The standard Force Organisation chart for games set in the Age of Darkness is the Crusade Force Organisation chart. Other Force Organisation charts are available for players to use in other supplements, and some Army Lists may present specific variants for use with that list. In all cases, these charts will adhere to the same set of basic principles. One box on a Force Organisation chart allows you to make one selection from that part of your army list. Dark boxes indicate compulsory selections, which must be included as part of the army, while the lighter boxes indicate optional choices, which are only included as part of the army if the player in question chooses to do so. If constructing an army using the Crusade Force Organisation chart, this would mean that an army would be required to take at least one HQ choice and two Troops choices. These compulsory choices are intended to ensure that the core of each army is illustrative of the force represented by the Army List in use, and that all armies are capable of properly participating in the varied missions available to players in the Horus Heresy – Age of Darkness. Sometimes, a single choice in a Force Organisation chart may allow you to select more than one unit, or to vary the Battlefield Role of the unit selected. In all cases, such deviations from the normal procedure will be fully explained in the Army List or publication that presents such a Force Organisation chart. Dedicated Transports Dedicated Transport Vehicles sit outside of the normal Force Organisation structure and do not use up any choices on the Force Organisation chart, as they are attached to the unit whose Army List entry allows them to be selected. Where the distinction becomes important (for example, as part of a mission objective or deployment rules), Dedicated Transport Vehicles are considered to be of the same Battlefield Role as the unit that they are attached to. For example, a Rhino chosen as a Dedicated Transport for a Legion Tactical squad (Troops) counts as a unit of Troops, while a Rhino selected as a Dedicated Transport for a Legion Veteran squad (Elites) would count as a unit of Elites. Detachments Most Force Organisation charts, including the Crusade chart illustrated opposite, comprise several Detachments. Each Detachment within a Force Organisation chart is a discrete set of units, effectively a sub-Force Organisation chart, that allows players to customise their army further or to include additional forces when playing larger games. All Force Organisation charts in the Age of Darkness rules include a Primary Detachment – this Detachment is compulsory and must be taken as part of the army. The army’s Warlord (see page 284) must also be selected from the Primary Detachment of its Force Organisation chart and all compulsory slots must be filled before other optional Detachments may be taken. Any other Detachments listed as part of a Force Organisation chart are considered optional – a player may choose to incorporate them into their army or not, at their own discretion. However, if a player decides to include an optional Detachment then all compulsory slots from that optional Detachment must also be filled. Regardless of its type, either Primary or optional, all models in a single Detachment must be of the same Faction (see page 282) and all models in the army must be of the same Allegiance. As an example, the Crusade Force Organisation chart consists of three separate Detachments: the Primary Detachment, a Lords of War Detachment and an optional Allied Detachment. A player using this Force Organisation chart to build an army would be required to fill all compulsory slots in the Primary Detachment, in this case, one HQ slot and two Troops slots, before selecting any other units, and all of the units selected would have to be of the same Faction. Once these compulsory slots are filled, the player is free to select additional optional units for the Primary Detachment as allowed by the agreed points total, or to select units from the optional Allied or Lords of War Detachments. If any units from the Allied Detachment are selected then any compulsory slots present in that optional Detachment would have to be filled as well. Allied Detachments Allied Detachments are the most common type of optional Detachment, representing small contingents of allied forces attached to the core of the player’s chosen force. Unlike other Detachments, an Allied Detachment must always be of a different Faction than the player’s Primary Detachment. Allies in the Age of Darkness Factions in the Age of Darkness During the Age of Darkness, the forces of the Imperium and the Traitors alike were torn apart by war and suspicion. Any Force Organisation chart which includes more than just a Primary Detachment may be composed of units of two or more of the Factions that make up the various armies fighting in the Horus Heresy, as long as each individual Detachment is entirely comprised of models of a single Faction. When your army incorporates units from more than one Faction, this section tells you how those models will interact with each other. The wars of the Horus Heresy were fought between a number of Factions, most of which were present to some degree among both the Loyalist and Traitor armies. Each of the eighteen Space Marine Legions forms a single Faction, each differentiated by the version of the Legiones Astartes special rule that units of that Faction possess, with examples of other Factions being the Mechanicum and the Imperial Army. In all cases, units of these Factions may be from either the Traitor or Loyalist Allegiance. There also exists an Agents of the Emperor and Agents of the Warmaster Faction – models of these Factions are always either Loyalist (Agents of the Emperor) or Traitor (Agents of the Warmaster) and may not be selected in an army of the opposing Allegiance. Factions and Army Lists While the various Space Marine Factions are represented by any army that is composed of the appropriate version of the Legiones Astartes special rule and the Legiones Astartes Army List, the other Factions are represented by several Army Lists. The Mechanicum Faction represents all armies using the Taghmata Omnissiah Army List, or any variation of it, as well as the Questoris Knights Army List. The Imperial Army Faction represents all armies using the Solar Auxilia or Imperialis Militia and Warp Cults Army Lists or any variation of them. In some cases, as more Army Lists are released in future publications, it may be initially unclear which Faction a certain army should operate under. In such cases, the players should agree on a Faction for that Detachment before the game begins. The Age of Darkness Allies chart shows the relationship between these various Factions which, in turn, dictates how units of those Factions behave in battle when included as part of the same army. Age of Darkness Levels of Alliance To represent the long history of grudges, sworn compacts and battle-tested oaths that exist between the various Factions of the early Imperium, the Age of Darkness Allies chart is used. When an army features two or more Factions amongst its Detachments then the controlling player should check the chart to establish the level of alliance that exists between them, and how that will affect the various units of those Factions in play. Each of the various levels of alliance is described here, as well as the rules associated with them. Some entries may refer to ‘allied’ units, in these cases all units not part of the same Faction as the Primary Detachment are considered ‘allied’ units. Sworn Brothers The closest of allies who have fought beside each other many times. The two forces are considered ‘friendly units’ in all regards. This means, for example, that Sworn Brothers may be joined by allied Independent Characters, are treated as friendly units for the targeting of special abilities, Warlord Traits and so on. Note: Not even Sworn Brothers can embark in allied Transport Vehicles, and rules that affect a particular force owing to its Legiones Astartes special rule do not carry over to Sworn Brother allied units. Fellow Warriors The two forces are willing to fight together for common cause against their foes. Units in your army treat other units at the Fellow Warriors level of Alliance as not being part of the army with the exception that they may not be deliberately targeted, attacked, targeted with special abilities, etc, (note that Blasts and the like may still scatter over allied forces and adversely affect them). Distrusted Allies The two forces can make common cause against an enemy, but never fully trust each other due to a long-standing feud or inherent antipathy. Models in the allied detachment are treated exactly like Fellow Warriors except that units in this allied detachment are never counted as Scoring units and may not hold Objectives (see page 306). By the Emperor’s (or the Warmaster’s) Command The two forces will only ever fight beside each other in the direst of circumstances or by the direct command of their overlord, be they the Emperor or the Warmaster. The two forces are dealt with as Distrusted Allies but, in addition, whenever a unit is within 6" of a unit that is part of a Faction that falls under this level of alliance then both units reduce their Leadership by -1 until they are no longer within 6" of any unit from that Faction that is part of the same army. Agents of the Emperor (or Warmaster) Fellow Warriors cannot benefit from the effects of allied Warlord Traits or be joined by allied Independent Characters, and are not counted as friendly units for the purposes of special abilities. In essence, the two forces fight alongside each other without any additional positive or negative effect. Some units are described as Agents of the Emperor (notably the Talons of the Emperor – the Legio Custodes and the Silent Sisterhood), or Agents of the Warmaster. These are always treated as Sworn Brothers to either all Loyalist or all Traitor forces respectively. Warlord Traits Warlord Traits The Warlord When choosing your army, you must nominate one model to be your Warlord. Unless specified otherwise, this must be a Character model and a HQ choice from the Primary Detachment of the army. If you do not have any appropriate Character models in your army, then select any other model in your army to be the Warlord. The model you choose as your Warlord must be from the Primary Detachment of the Force Organisation chart in use, unless another rule specifically states otherwise. In some cases, a model will have a special rule that dictates that the model in question must be selected as the Warlord, such as a Primarch. When this is the case, that model is always the Warlord regardless of any other factors. An army may not include more than one model that must be selected as the Warlord, unless another special rule contains an exception to this rule. Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected. Armies without Characters If, for any reason, a player selects a valid army that does not include any HQ choices in its Primary Detachment, then a Character model from any other choice in the Primary Detachment may be selected as the Warlord. If, for any reason, the Primary Detachment includes no Character models, then any non-Vehicle model in the Primary Detachment may be selected as the Warlord. If any player has been required to select a non-Character model as their Warlord, or a model that is not part of a HQ choice, then that model does not receive a Warlord Trait, but counts as a Warlord for all other rules purposes. Warlord Traits Your Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which we refer to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Characters with Set Warlord Traits Some Character models will have a special rule that specifies a Warlord Trait that must be used if that model is selected as the army’s Warlord. If such a unit is your Warlord, do not select a Warlord Trait – instead, that unit automatically has the listed Warlord Trait. Note that the unit will only gain that Warlord Trait if it is your Warlord. If another model is selected as your Warlord, then that Character will not have any Warlord Trait, even if there is a Trait listed in its entry. Death of the Warlord If your Warlord is removed as a casualty during a game, any abilities or special rules granted by their Warlord Trait are immediately lost. If the Warlord Trait in question conferred a special rule that allows an unusual method of deployment from Reserves (such as conferring the Outflank ability on certain units), that special rule is immediately lost and the affected units must instead deploy from Reserves in the normal fashion. Core Warlord Traits These traits are available to any Character model selected as an army’s Warlord, regardless of Faction or Allegiance. Bloody-handed Some warlords are only satisfied by the clash of blades and the screams of the enemy as they fall before them. For such warriors, strategy is but a means to an end, a tool by which they can bring their forces into the brutal crucible of the melee as soon as possible. There, in the heart of the battlefield, they seek victory at any cost. Any combat with at least one friendly model within 12" of this Warlord, or a combat which includes this Warlord, gains a bonus of +1 to the number of Wounds caused for the purposes of combat resolution. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty. Stoic Defender This warlord is a rock, the hard place against which their foes are dashed and broken. When the enemy surges forth, they do not foolishly go to meet them, but dig in so that the foe may exhaust themselves against the defences prepared for them. When this Warlord or any friendly unit joined by a Warlord with this Trait makes a Shooting attack, the target unit must make a Pinning test if it suffers any unsaved Wounds. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Shooting phase as long as the Warlord has not been removed as a casualty. Ever-vigilant Always ready to take advantage of the foe’s weakness, this warlord is a master of predicting and exploiting the flow of battle. Where the foe advances, this warlord falls back to better ground, where the foe retreats, this warlord advances, for victory is fickle and only falls into the grasp of those prepared for any eventuality. When this Warlord, and any unit it has joined, Runs during the Movement phase, it adds the value of the Warlord’s Initiative Characteristic, increased by 1, to the distance moved, rather than the lowest Initiative Characteristic in the unit. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty. Mechanicum The Taghmata of the Mechanicum have access to all manner of esoteric and deadly weapons, their Tech-Priests marching to battle supported by their combat-automata legions and the gallant Knight Scions of the Questoris Familia. D uring the long, dark years before the Emperor’s Great Crusade, the Mechanicum seeded many distant worlds with enclaves of its adepts. These explorators, dispatched blindly into the turmoil of the Warp to unknown destinations, would found many Forge Worlds and outposts of the Mechanicum, and though they might differ in creed they were all strongholds of technology and industry. As such, they were prime targets for the armies of the Horus Heresy. One such manufactorum is shown here, its infrastructure reduced to ruins by the battles waged to claim its resources. These Ruins offer both superior lines of sight and Cover Saves to models within their bounds. This battlefieldmakes full use of the Citadel Sector Mechanicus range. Snaking chains of promethium pipes and clusters of industrial equipment are Terrain Pieces known as BattlefieldDebris and allow models to shelter behind them, blocking enemy line of sight and providing vital cover. The broken structures are zones of Ruins Area Terrain, as described on page 221, and both limit the mobility of units that pass through them and provide superior cover to those sheltering within. Large rock outcroppings and large cargo containers are Impassable Terrain, forming a barrier to movement, while large zones of Open Terrain allow the Sons of Horus and the Imperial Fists to engage in battle freely and without penalty or special benefit.Given the wide diaspora of the Mechanicum during the long, dark years before the Great Crusade, a battlefieldrepresenting one of their far-flung enclaves can incorporate many other terrain features depending on where in the galaxy it stands. This battlefieldis dominated by rocks and barren wasteland, but other Mechanicum strongholds are found in dense jungle or shallow, stagnant seas – and can represent forge-fanes from grim Xana II to the great spires of Anvillus. Traversable gantries and walkways, such as these, are counted as areas of Difficult Terrain, and some might be designated as Ruins instead. A Talon of Imperial Fists Dreadnoughts moves through Open Terrain towards the Sons of Horus lines, skirting the Battlefield Debris around them. M ankind has built many cities across the galaxy. Some are ancient bastions of civilisation, dating back to the Dark Age of Technology, while others have sprung up in the wake of the Great Crusade and lack the grandeur of those ancient cities. All would feel the brutal grasp of the Horus Heresy, some broken for the crime of harbouring armies loyal to the Emperor or pledging allegiance to Horus, and others simply collateral damage in the vast conflict that had enveloped the galaxy. Ruins can offer multiple levels of elevation and allow for greater visibility of enemy targets. Ruined cityscape battlefields use the full range of Citadel buildings and ruins to represent this most iconic of battlefields. Larger, intact Buildings offer shelter to Infantry units that Embark within, and superior vantage points to models on their battlements. Areas of Ruins grant cover to units within, even as they limit their ability to pass unimpeded, while piles of rubble and other Battlefield Debris further limit mobility and lines of sight. The oldest and greatest of Mankind’s domains can be represented by tangled battlefields with many areas of Ruins and larger Unclaimed Buildings scattered across it, while newer, or less important, strongholds might be shown by placing fewer, and smaller, pieces of terrain. Considered placement of the most imposing Buildings or Ruins with elevated levels can create key strategic advantages for those able to capture them. Ruined cityscapes can serve as an ideal battlefield to recreate the most iconic battles of the Horus Heresy, a tangled and deadly space where weapons such as flamers and demolisher cannon grant a key advantage. From isolated worlds, such as Isstvan III and Sheol, to vital strongholds, like Paramar and Beta-Garmon, it was cityscapes that would see the most decisive battles of the Horus Heresy. Ruins can also offer protection to Infantry, providing cover from the onslaught of the enemy. Battlefield Debris offers vital cover for Infantry units and can obscure even the largest Vehicles. S paceports were often the first to feel the wrath of invaders during the Horus Heresy, for many planets relied on these thriving nexuses to survive. Along with dedicated areas to land dropships and trade vessels, they also boasted vast warehouses that were filled with stockpiles of food, munitions and industrial goods. Such battlefields were often a mix of Open Terrain, Ruins and industrial Buildings. Spaceport battlefields often feature large areas of Open Terrain, landing fields and cargo pads, broken up by areas of Impassable Terrain such as stacks of cargo containers and large Buildings or areas of Ruins where bombardments have shattered the port’s infrastructure. Such isolated areas of cover and concealment are vital strategic points amid the deadly open spaces of the spaceport battlefield. In addition to more normal Terrain Pieces, Zone Mortalis floor tiles are perfect for representing the industrial zones of a spaceport battlefield. Such tiles can be classed as Open Terrain or Difficult Terrain, or split between both as long as these areas are clear to all players before the beginning of the game. A unit of the Custodian Guard engages the traitorous Night Lords to secure a vital vantage point. Spaceport battlefields are well suited for representing the events of many key battles from the darkest years of the Horus Heresy, such as the Word Bearers’ bitter betrayal among the dockyards of Calth, the Traitor landings on Baal, and even the heroic defence of the Lion’s Gate spaceport on Terra. Towering stacks of armoured containers are a common Impassable Terrain piece for spaceport battlefields. The Night Lords make use of artillery to turn the open ground into a killing zone. T he Zone Mortalis range of terrain can be used to create battlefields where close-quarters warfare of the deadliest kind will take place, recreating such locations as labyrinthine sewer systems, catacombs, the decks of a void warship or the depths of hive cities. Passageways and chambers can easily be represented through the use of the Citadel Zone Mortalis terrain range, using its modular walls to build chambers and tunnels to fight over. Constructing such a battlefield allows players’ imaginations to run wild, leading them to build extensive tunnel complexes, multiple hive floors or anything in between, with each location presenting its own unique challenges. Such battlefields will need careful definitions of the terrain in use, with walls that rise to an unseen ceiling being designated as Impassable and appropriate areas for the arrival of Reserves. Certain rules or units, such as Deep Strike Assaults and Vehicles with the Flyer sub-type, may be inappropriate depending on the nature of the battlefield created. Battles fought in such locations often rely on Infantry, and heavier units such as Dreadnoughts or Automata, with the battlefield’s confines often making it impossible to field Vehicles. These battlefields are perfect for games of massed infantry warfare, encouraging players to tailor their armies to the unique setting. Events such as the Treachery at Port Maw and the Primarch Leman Russ’ assault upon the Vengeful Spirit can be recreated using the Zone Mortalis range of terrain. Mechanicum reinforcements pour into an area walled off by Impassable Terrain, seeking to stop the Sons of Horus’ advance. Forge stacks offer a perfect vantage point, but nearby Impassable Terrain that reaches to an unseen ceiling will limit the line of sight of units atop them. Doorways can be freely traversed in the same manner as Open Terrain, funnelling units into deadly close-quarters combat. Talons of the Emperor Sanctioned by the Emperor himself, the Legio Custodes and the Sisters of Silence wielded the best armaments the Imperium could offer – though few in number, the superior skill and weaponry of these elite forces can overcome almost any foe. Battles in the Age of Darkness Battles in the Age of Darkness T his section will guide you through the process of selecting, preparing for and playing an Age of Darkness mission – a specific format of game intended to replicate the savage battles of the Horus Heresy. These missions are for games with two players, using armies of between 1,750 and 3,500 points in size selected using the Crusade Force Organisation chart presented on page 281. These missions are the standard format for games of Horus Heresy – Age of Darkness, and are perfect for use as one-off games as well as part of a longer campaign. Other publications will present both additional missions (following this same format), as well as variant styles of play that incorporate additional rules. Players may also choose to modify these missions to accommodate more players, larger armies or other conditions of their choice, but if any modifications are made, they should be agreed by all players involved before beginning play. Age of Darkness Mission Format The Age of Darkness Missions All Horus Heresy – Age of Darkness missions follow a standard format and are divided into the following sections. If a given mission does not offer any advice in one or more of these sections, simply use the standard rules presented in this rulebook. To begin with, an Age of Darkness mission will need to be selected for the game. Players can either select a mission from the list of those available that is agreeable to all involved or roll randomly on the table. In the case of some campaigns or variant forms of play, the list of available missions may be different, or set missions may be specified by the campaign. In these cases, the publication in which the campaign or game variant is found will explain how to select a mission. The Armies: Any restrictions on the selection of the armies involved, be they limits on total points values, Factions allowed or other restrictions will be described here. Age of Darkness Mission Table Setting up the Game: Any restrictions or requirements regarding the arrangement of the playing surface or the scenery to be used in the game will be described here. Deployment: Any variations in the manner in which armies are placed on the table, or in the deployment maps to be used, will be described here. First Turn: This section describes how to select which of the players will take the first turn of the game. Game Length: The number of turns of which the game will be composed is described here. Victory Conditions: The manner in which the game is won is described here. If any of the standard Primary or Secondary Objectives are used, they will be listed here. Mission Special Rules: Any special rules to be used in the mission will be listed here – those that are unique to that mission will also be fully detailed. D6 1 2 3 4 5 6 Mission Blood Feud Onslaught Shatter Strike Dominion Tide of Carnage War of Lies The Battlefield For most games of Horus Heresy – Age of Darkness, the battlefield will take the form of a flat, stable surface of any size or shape acceptable to the players; although a rectangular area measuring 6' x 4' is considered the standard size. The battlefield is considered to be Open Terrain for all rules purposes (see page 221). A unit cannot voluntarily move or be placed beyond the edge of the established playing area, unless that unit or the mission being played has a special rule that specifically allows the unit to leave the battlefield. Placing Terrain After you have determined what mission you are playing and arranged a space in which to play, you must then place terrain from your collection to set up the battlefield. Terrain may be placed by the simple expedient of each player taking turns to place an individual piece or so that they form an attractive battlefield, and can be themed in ‘sets’ (a power generator and industrial buildings, etc) or simply placed roughly evenly across the table and then randomised via the use of a Scatter dice and 2D6. For ease of play, try to leave a gap of at least 2" between each discreet area of terrain to allow for the clear passage of Infantry models. Depending on which mission you are fighting, it may also have specific instructions on the terrain and its set-up. In addition, if you are playing through a particular campaign, you may have a particular style of terrain or special rules that you can use to further theme your battlefield. The Horus Heresy-era Battlefield Remember that, for an enjoyable game, where neither close combat nor ranged units will dominate, it is recommended that a mixture of terrain is used. For example, some Terrain Pieces able to block line of sight for large Vehicles (such as rocky crags, industrial machinery, and buildings, etc) and some Area Terrain providing cover for infantry (such as craters, woods, jungle, swamps, debris fields, hills and ruins, etc). When put together, this terrain should have a sufficient footprint to cover between a quarter and a third of the surface of the playing area. A good rule of thumb here is five or six larger pieces of scenery (roughly 12" x 12" each) as well as three to six pieces of smaller ‘scatter terrain’, which can comprise a mixture of pieces roughly 6" x 6" or of larger miniatures bases made up as terrain, such as stacks of barrels, containers, sinkholes, small craters, small vehicles, scrap piles, etc. Fortifications Some pieces of scenery, referred to as Fortifications, are selected as part of a player’s army rather than as ‘neutral’ pieces of terrain controlled by neither player. If a Fortification is taken as part of an army, its cost in points is paid by the controlling player, then it is set up with the rest of the army using the same rules as other models (as set by the rules found in this section and in the mission in use). Any Buildings set up as ‘neutral’ pieces of terrain are part of neither players’ army. Determine Deployment Map After the terrain has been set up, you must determine each player’s Deployment Zone. This will define the area in which a player may set up their army, before the first turn of the game. The use of a deployment map stops armies from starting too close to each other, stops the granting of advantages to either of the players, and allows for a certain amount of manoeuvring before the chaos of battle sets in. Each of the deployment maps presented here as part of Horus Heresy – Age of Darkness missions divides the battlefield into two distinct Deployment Zones, one for each player. At the start of the game, each player will deploy their entire army, save where the mission’s rules or a unit’s special rules dictate otherwise. Units that cannot fit into a player’s Deployment Zone are placed into Reserve, unless the mission’s rules or deployment instructions state otherwise. Some missions may specify which Deployment Zone to use, or provide a custom deployment map. For those missions that do not, or where players wish to utilise a different deployment map, one of the following can be used. In order to determine which map to use, when the mission does not dictate one, players can select one either by mutual agreement or by randomly rolling on the Deployment Map table that follows. Once the deployment map has been decided on, the players should roll off. The winner of the roll-off selects one of the Deployment Zones to be theirs, and their opponent then takes the remaining Deployment Zone. Player’s BattlefieldEdge In addition to defining a Deployment Zone for each player, a battlefield edge will need to be assigned to each player. When models Fall Back, they will head towards a player’s battlefield edge and it is also where Reserve units will enter play. Most deployment maps will specify a battlefield edge for each player. If the mission being used does not, then the players can either agree between them which battlefield edges they will use or randomly select one for each player. When selecting battlefield edges, it is generally most effective to have each player’s battlefield edge on opposite sides of the battlefield. Age of Darkness Deployment Map Table D6 1 2 3 4 5 6 Deployment Map Type Clash of the Line Dawn of War Search and Destroy Hammer and Anvil Ambush Vanguard Strike Deployment Maps Deployment Maps 1. Clash of the Line Clash of the Line has two opposing arrowhead-shaped Deployment Zones. When deploying in either of these zones, no unit can be deployed within 12" of the centre of the battlefield during standard deployment. The player’s own battlefield edge is the narrow edge that forms the rear of their ‘arrowhead’. 2. Dawn of War If players are using the Dawn of War deployment map, the battlefield is divided into two equal halves across its length. For Dawn of War battles, a player’s battlefield edge is the long battlefield edge touching their own Deployment Zone. 3. Search and Destroy The Search and Destroy deployment map divides the battlefield into four equal quarters. Each quarter constitutes a Deployment Zone. Units may not be deployed into the circular 18" diameter area at the centre of the battlefield. A player’s battlefield edges are any that form part of their Deployment Zone. 4. Hammer and Anvil If players are using the Hammer and Anvil deployment map, the battlefield is divided into two equal halves across its width. For Hammer and Anvil battles, a player’s battlefield edge is the short battlefield edge touching their own Deployment Zone. 5. Ambush The Ambush deployment map divides the battlefield into three areas: a central Defender’s area (representing the force being ambushed) and two deployment areas on the narrow battlefield edges which are both available to the opposing player, representing the Attacking forces that have set up the ambush. The player winning the roll-off may opt to take the part of the Attacker or the Defender, and their opponent then takes the opposing deployment type. The narrow battlefield edges are the Attacking player’s, while the long battlefield edges are the Defending player’s (with any of the Defender’s Reserves entering by the long edges, representing reinforcements rushing to relieve the ambushed force). 6. Vanguard Strike If using the Vanguard Strike deployment map, the battlefield is divided into two equal halves across its diagonal. The players then agree which diagonal Deployment Zone each will play or can instead randomise to decide. For Vanguard Strike battles, a player’s battlefield edge is the long battlefield edge that touches their own Deployment Zone. Deployment The First Turn The last step of pre-game preparation is to deploy the two armies onto the battlefield. If you are using a Horus Heresy – Age of Darkness mission, it will tell you how to deploy the armies taking part in the battle. For missions of the players’ own devising, or where no other method of deployment is provided, a standard deployment procedure is given as follows. You should feel free to devise other methods for your own games if you prefer. For example, some players like to place a screen across the centre of the battlefield so that their armies can deploy in secret; others draw a map showing where they plan to deploy their units, and so on. Once both armies have been set up on the battlefield, the players must determine which of them will take the first turn. If using a Horus Heresy – Age of Darkness mission, then this information will be included with it, otherwise the players must decide the starting player for themselves. Whichever method you use, models must either deploy within their Deployment Zone, or be held back in Reserve (see page 309). Models can be deployed ‘inside’ Buildings, Fortifications, or Transport Vehicles in their Deployment Zone, subject to their Transport Capacity. Units may not be deployed in Impassable Terrain. Note that models must be deployed fully within their Deployment Zone. Standard Deployment Method The following sequence is used in most Horus Heresy – Age of Darkness missions where another method is not provided: • The players roll off. The winner of the roll-off decides who will deploy first and who will deploy second. • The side deploying first must set up all the units in their army. • Then the other side sets up all the units in their army. • The player who deployed first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. Not enough Room Sometimes when deploying, some of the models in a player’s army will not fit within the bounds of their Deployment Zone. When this happens, any units that can’t fit into the Deployment Zone must be held back as Reserve (see page 309). It may also be useful to reduce the amount of scenery in a Deployment Zone, or shuffle it around slightly in order to give models the space they need to deploy. In most games, it will be the player who deployed their army first who takes the first turn, however, some missions may specify otherwise. If, for any reason, there is no obvious way to decide which player will take the first turn, the players should either agree on which of them will do so or roll off, with the winner choosing to go first or second. Most Horus Heresy – Age of Darkness missions also make use of the following rule, allowing the player designated to take the second turn a chance to seize the initiative and add a sense of unpredictability to the Turn sequence. Unless a mission specifies otherwise, or both players agree not to, the Seize the Initiative rule should be used. Seize the Initiative: If the player who is due to go second wishes to Seize the Initiative, that player can roll a D6 before beginning the first game turn. On a roll of 6, they successfully Seize the Initiative and go first instead. Game Length For most games, the length of the game will be measured as a number of Game Turns. When using a Horus Heresy – Age of Darkness mission, it will indicate the total number of Game Turns that should be played. If, for whatever reason, a maximum number of turns is not indicated, the players will need to decide on a length for the game. If using a turn limit, then five or six turns should be considered a standard game length – remember that the larger the game is, the more time you’ll need. Alternatively, you can play to a time limit, in which case an hour or two is long enough for a small game with a few dozen models, and two or three hours is long enough for a larger game with a hundred or so models. Some Horus Heresy – Age of Darkness missions use the following rule for Variable Game Length to determine how long a battle lasts: Variable Game Length: At the end of Game Turn 5, one of the players must roll a D6. On a 3+ the game continues, otherwise the game is over. If another turn is played, another D6 must be rolled at the end of Game Turn 6, and this time, the game only continues on a roll of 4+. The battle automatically ends at the close of Game Turn 7. Victory Conditions Secondary Objectives Although fighting until one player concedes or their army is destroyed is a perfectly viable method of determining who has won a battle, more commonly ‘Victory points’ (as follows) are used to decide the winner. Alternatively, the players might wish to say that one side or the other must achieve a specific objective; if they have achieved this when the game ends, they win the battle, and if not then the other side wins. Victory conditions like this are most appropriate when you are refighting a battle based on the background for the Horus Heresy, where each side will have certain very specific goals. Secondary Objectives are less important than Primary Objectives, but can still mean the difference between victory and defeat. Most Victory Point games will have several Secondary Objectives, as specified by the mission, and some of the most common are detailed below: Slay the Warlord If the enemy army has a Warlord, and at the end of the game their Warlord has been removed as a casualty, you score 1 Victory point. If that Warlord was also a Primarch choice then an additional 1 Victory point is scored. Victory Points Most of the Horus Heresy – Age of Darkness missions published in this and other supplements use Victory points. Such games are referred to as ‘Victory Point games’. Victory points are acquired by securing Primary and Secondary Objectives, and the winner is the army with the most Victory points at the end of the game. If the winner has twice the number of Victory points as their opponent, it can be considered a crushing victory! If both armies have the same number of Victory points, the game is a tactical draw. Sudden Death Victory Generally, a Victory Point game will not finish before the agreed turn limit. However, it is possible to achieve a ‘sudden death victory’ in a Victory Point game in the following circumstances: If one player concedes the battle, the game ends and a crushing victory goes to their opponent. If, at the end of any Game Turn, one player has no models left on the battlefield, their opponent automatically wins. Units occupying a Building or Embarked on a Vehicle still count as being on the battlefield, but units that are in Reserve do not. Primary Objectives Primary Objectives define an army’s main goal on the battlefield. This goal usually involves achieving the objectives in question – by controlling one or more vital sites or simply destroying parts of the enemy’s force. Unless otherwise stated, both sides share a mission’s Primary Objectives. If you are playing one of the Age of Darkness missions presented in this book, it will tell you how to determine your game’s Primary Objective. Other mission types may use different methods, which will be explained as part of those missions. First Blood The first unit, of any kind, to be completely destroyed during the game is worth 1 Victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously (for example, at the same Initiative step in an Assault phase) then both players get 1 Victory point (in addition to any Victory points from the mission). Last Man Standing The side with the greatest number of surviving units at the end of the game gains an extra Victory point. Attrition The army which has destroyed the highest number of enemy units at the end of the game gains an additional Victory point. Linebreaker If, at the end of the game, a player has at least one model from one or more Scoring units completely within 12" of the enemy’s table edge, they score 1 Victory point. The Price of Failure If one army has a Lords of War unit and at the end of the game all models in that unit have been removed as Casualties, the opposing player scores 1 Victory point. Terrain & Victory Conditions Do not include any scenery models that were not purchased as part of an army when awarding Victory points or determining if a player has any units ‘on the battlefield’. Objective Markers Some Horus Heresy – Age of Darkness missions require the use of Objective markers. An Objective marker is usually a point on the battlefield of particular importance to one or both of the armies. These points are designated by using specially modelled markers, coins or counters around 1"-2" in diameter. These restrictions aside, you can place Objective markers anywhere on the battlefield. If there are a lot of Objective markers, or a lot of terrain, you may sometimes find that the last few are impossible to place using the established rules. When this occurs, simply nudge the other Objective markers by the smallest distance necessary to allow the last ones to be placed. Placing Objective Markers Controlling Objective Markers Missions that use Objective markers will contain details of how many need to be placed and any special instructions for how to place them on the battlefield. Unless instructed otherwise in the mission, take it in turns to set up Objective markers according to the following rules: An Objective marker is considered under a player’s control if there is at least one model from one of that player’s Scoring units, and no models from enemy Scoring or Denial units, within 3" of it. As different Objective markers vary in shape and size, it is important to agree at the beginning of the game exactly from where this distance will be measured. Any unit that is in a Building or Fortification is considered to be within 3" of any Objective markers that are on or within 3" of the Building or Fortification. • Roll off to see who places the first marker. • No Objective marker can be placed within 6" of any battlefield edge or within 12" of another Objective marker. • No Objective marker can be placed on Impassable Terrain. • No Objective marker may be placed inside a Building, though it can be placed upon it – should a Building with an Objective upon it be removed, place the Objective marker on the ground below the point it occupied. A unit can only control one Objective marker at a time. If a unit moves into a position where it could control two Objective markers, the controlling player must make it clear to their opponent which Objective the unit is controlling. For some missions, an Objective is defined as a certain area of the battlefield rather than an Objective marker. In these situations, the Objective is considered to be controlled by a player if there is at least one of that player’s Scoring units wholly within the defined zone, and no models from enemy Scoring units wholly within the defined zone. Any unit that is in a Building or Fortification is considered to be wholly within an Objective zone if the Fortification or Building they are embarked in is wholly within that zone. Note that, for controlling Objective zones, enemy Denial units are not counted, only Scoring units can control or contest an enemy’s control of a scoring zone. Scoring Units Any unit with the Line sub-type, and other units whose Army List entries specifically note it, are a Scoring unit, unless: • It is Embarked upon a Transport Vehicle of any kind (once Disembarked it may count as a Scoring unit as normal). • It is a Zooming Flyer. • It has a special rule specifying that it never counts as a Scoring unit. • It is currently Falling Back or Pinned (if the unit Regroups or recovers from Pinning, it immediately reverts to being a Scoring unit again). • It is a Building or Fortification. Denial Units Any other units in the game are considered Denial units, unless: • It is Embarked upon a Transport Vehicle of any kind (once Disembarked it may count as a Denial unit as normal). • It is a Vehicle of any type. • It has a special rule specifying that it never counts as a Denial unit. • It is currently Falling Back or Pinned (if the unit Regroups or recovers from Pinning, it immediately reverts to being a Denial unit again). • It is a Building or Fortification. Mission Special Rules Night Fighting Special rules can be added to a game to cover unique situations, tactics or abilities that you feel need to be represented in your battle. For example, if you were fighting a battle set on a frozen ice world, you might include special rules for snow drifts or the occasional blizzard sweeping across the table. It is for you and your opponent to decide if any special rules apply in your games. One of the strengths of Horus Heresy – Age of Darkness is that it is both easy and fun to devise your own special rules. They are especially useful when fighting a battle based on a story from the Horus Heresy background, or which has a strong theme for another reason. Just take care not to get carried away – a couple of mission special rules can add much to a game, but having too many special rules may bog the game down. If a mission has the Night Fighting special rule, either player can declare that they wish to fight the battle at night. If either player does so, roll a D6 before deployment: on a 2+, the Night Fighting special rule is in effect during Game Turn 1. At the beginning of Game Turn 2, roll a D6, on the score of a 4+ the Night Fighting special rule is in effect during Game Turn 2 as well. At the end of Game Turn 2, all effects of the Night Fighting special rule cease, and the special rule no longer has any effect, unless another special rule states otherwise. Some of the Horus Heresy – Age of Darkness missions available use unique special rules which confer extra abilities, restrictions or effects onto your games. The Age of Darkness missions included in this book make use of the more common mission special rules presented here; many other missions will use these alongside their own special rules and these will be detailed as a part of that mission. While the Night Fighting special rule is in effect, all units on the battlefield are affected by the following conditions: • All units suffer a -1 penalty to their Leadership and Ballistic Skill. • No unit may draw line of sight to any unit that is more than 24" away. Barrage weapons targeting units more than 24" away must re-roll all results of ‘Hit’ on the Scatter dice. The penalty to Leadership is ignored by any unit with the Fearless or Stubborn special rules. A Primarch unit, or any unit with the Night Vision special rule ignores both the penalties to Leadership and Ballistic Skill and the restrictions on drawing line of sight to other units. Reserve Reserves are forces that can be called upon to reinforce a battle at short notice, or to conceal an army’s true strength from the foe. Preparing Reserves When deploying their armies, players can choose not to deploy some of their units, keeping them in Reserve to arrive later. In addition, if it is impossible to deploy a unit for any reason, it must be placed in Reserve. The only exceptions to this are units that cannot move after they have been deployed, such as Fortifications or any model with a Movement Characteristic of 0. Such units are removed as casualties if it is impossible to deploy them during the Deployment step of Preparing for Battle (see page 304). Combined Reserve Units During deployment, when deciding which units are kept in Reserve, the controlling player must specify if any of the Independent Characters in Reserve are joining a unit, in which case they must arrive together. Similarly, the controlling player must specify if any units in Reserve are embarked upon any Transport Vehicles in Reserve, in which case they will arrive together. In either case, when making a Reserve roll (as follows) for a combined unit, roll a single D6 for the unit and/or its Independent Character/ Transport Vehicle. Arriving from Reserve At the start of the Active player’s second turn, roll a D6 for each unit in that player’s army that is being held in Reserve – these are known as ‘Reserve rolls’. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3, it remains in Reserve and is rolled for again next turn. If a successful Reserve roll is made for a unit, that unit must be moved onto the battlefield this turn. From the start of Game Turn 4 all Reserve rolls are considered to automatically succeed, unless another special rule states otherwise, and all of the Active player’s units that are in Reserve must be moved onto the battlefield or they are considered destroyed. Some special rules can modify the roll required for a unit to arrive from Reserve. Regardless of the modifier(s), a natural roll of a 1 always means that the unit in question remains in Reserve, and a natural roll of a 6 always means that the unit in question arrives from Reserve. Any unit for which a successful Reserve roll has been made must move onto the Battlefield at the start of the Controlling player’s Movement phase, before any other models are moved. Select one of the Active player’s arriving units and deploy it, moving it onto the table in the manner described as follows. Then pick another arriving unit and deploy it, and so on until all arriving units are on the table. The Active player can then proceed to move their other units as normal. Moving on from Reserve When a Reserve unit arrives, it must move onto the battlefield from the controlling player’s battlefield edge (see page 301 ). Measure the model’s move from the edge of the battlefield, as if they had been positioned just off the battlefield in the previous turn. A unit cannot Charge, or use any abilities or special rules that must be used at the start of the turn, in the turn it arrives from Reserve. If the Reactive player chooses to declare a Reaction in response to the movement of a unit that has entered play from Reserve that turn, then they may only use the Interceptor Reaction (see below). If, for some reason, a model’s maximum Move is insufficient to fit the entire model onto the battlefield, or it becomes Immobilised whilst moving onto the battlefield, place the model as far onto the battlefield as you can. If this leaves the model in a position where it may fall off the battlefield, then mark the position the model is meant to be occupying in some manner, and then position it more safely. Advanced Reaction: Interceptor Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description. Interceptor - This Advanced Reaction may be made whenever an enemy unit enters play from Reserve within line of sight of a friendly unit, and within the maximum range of at least one weapon in that unit. The Reacting unit may make a Shooting Attack, targeting a unit deployed onto the battlefield in this Phase and following all the usual rules for Shooting Attacks. Vehicles may only fire Defensive weapons, unless another rule specifically states otherwise. Shooting Attacks made as part of the Interceptor Reaction do not cause Morale checks, regardless of the number of casualties inflicted. Unless otherwise specified by another rule, making this Reaction expends a point from the Reactive player’s Reaction Allotment for the Phase in which the Reaction is made. Leaving the Battlefield If a unit goes into Reserve part of the way through the game, such as a Flyer leaving the battlefield, then it reenters Reserve. Units that re-enter Reserve are treated exactly like any other unit in Reserve, and must roll to see if they may re-enter play as per the normal rules. Any unit that re-enters Reserve on Turn 3 or later must re-enter play at the start of the Controlling player’s next turn; if it does not then it is considered destroyed. Note that only models with a special rule that indicates they may leave play and re-enter Reserve may do so; if a unit without such a special rule leaves the battlefield, for any reason, then it is considered destroyed and does not re-enter Reserve. Reserves: Deep Strike Assault A Deep Strike is a coordinated drop from high altitude, or, in some cases, from low orbit voidcraft. Only the most elite armies can hope to undertake such a risky strategy, for should the troops assigned to the drop waver, then it is likely the entire strike will fail. However, a successful Deep Strike can see the enemy’s formation broken apart and their troops scattered. Before the start of Game Turn 1, when placing units into Reserve, a player may choose to assign one or more of their units in Reserve to perform a Deep Strike Assault. All models in a unit assigned to Deep Strike Assault must have the Deep Strike special rule, unless Embarked on a Transport Vehicle that has the Deep Strike special rule itself. Unless stated otherwise by a specific rule, a player may only make a single Deep Strike Assault, and any units with the Deep Strike special rule not assigned to the Deep Strike Assault (or another Reserve action) must either deploy normally or enter play from Reserve as normal. However, this does not limit the player’s ability to undertake any other Reserve action, such as a Flanking Assault or other actions described in specific army lists or special rules. When rolling for Reserve, roll a single D6 for all of the units assigned to the Deep Strike Assault rather than rolling separately for each unit. If the roll is successful, and the controlling player chooses to bring them into play, then all of the Deep Striking units must enter play in that turn and follow the Deep Strike Assault procedure described below: Performing a Deep Strike Assault Once a Reserve roll for the units assigned to the Deep Strike Assault has succeeded and the units are to be brought into play, the controlling player selects one of the available units to deploy first. Place a single model from that unit anywhere on the battlefield that is at least 1" from any enemy model, table edge or piece of Impassable Terrain and then scatter that model (see the Scatter rules on page 152). If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, then the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If possible, the model must be placed in a position that will allow the remainder of the squad to deploy (as follows), and may only be placed in a position that denies the remainder of the squad a place within unit coherency if no other position is available. Once the model’s final position has been decided, the remainder of the unit may be deployed anywhere that is within unit coherency and more than 1" from any enemy model or piece of Impassable Terrain. Any models that cannot be placed are removed as casualties. Once this first unit has been deployed, roll a D6. On the roll of a ‘1’, the Deep Strike Assault is Disordered, and the opposing player may deploy each other unit in the Deep Strike Assault anywhere within 24" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, then the controlling player deploys each other unit anywhere within 12" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. Once all units are deployed, any enemy units that have one or more models within 6" of any unit deployed as part of the Deep Strike Assault must make an immediate Pinning test. Once all Pinning tests are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight and range may choose to make the Interceptor Reaction (see page 309) targeting any one of the units deployed as part of the Deep Strike Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Deep Strike Assault. Once all units from the Deep Strike Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Deep Strike Assault may not Move or Run in the same Movement phase as they are deployed, but may Shoot and Assault as normal. Once all units have been assigned to the Flanking Assault, and all units in both armies have been deployed, but before any Infiltrators deploy or Scout moves are made, place a Flanking marker at any point along the edge of the battlefield (including within the enemy player’s Deployment Zone). This marker represents the intended arrival point of the Flanking Assault. When rolling for Reserve, roll a single D6 for all of the units assigned to the Flanking Assault rather than rolling separately for each unit. If the roll is successful, and the controlling player chooses to bring them into play, then all of the Flanking Assault units must enter play in that turn and follow the Flanking Assault procedure described below. Performing a Flanking Assault Once a Reserve roll for the units assigned to the Flanking Assault has succeeded and the units are to be brought into play, the controlling player must roll a D6. On the roll of a ‘1’, the Flanking Assault is Disordered and the enemy player may move the Flanking marker up to 24" in either direction along the edge of the battlefield. If the roll is a ‘2’ or higher then the player making the Flanking Assault may move the Flanking marker up to 6" in either direction along the edge of the battlefield. Once the Flanking marker’s final position has been determined, the Flanking Assault unit’s controlling player may move the Flanking Assault units onto the battlefield, measuring from the point marked by the Flanking marker, one at a time in an order of their choice. These units may move up to their Movement Characteristic, follow all the normal rules for Movement and may choose to Run. If there is not enough room for all the units taking part in the Flanking Assault to move onto the battlefield, then those that cannot fit must remain in Reserve and move onto the battlefield in their controlling player’s next turn. Reserves: Flanking Assault A flanking assault commits a portion of the army’s strength to a hidden attack on the enemy’s rear. While the flanking elements seek a path to the enemy’s weakest point, the main elements must stand their ground alone and unsupported. It is a risky strategy, but one likely to bring about the defeat of even the strongest foe. Before the start of Game Turn 1, when placing units into Reserve, a player may choose to assign one or more of their units in Reserve to perform a Flanking Assault. All models in a unit assigned to Flanking Assault must have the Outflank special rule, unless embarked on a Transport Vehicle that has the Outflank special rule itself. Unless stated otherwise by a specific rule, a player may only make a single Flanking Assault. However, this does not limit the player’s ability to undertake any other Reserve action, such as a Deep Strike Assault or other actions described in specific army lists or special rules. Once all Flanking Assault units have moved onto the battlefield, any enemy units that have one or more models within 6" of any unit deployed as part of the Flanking Assault must make an immediate Pinning test. Once all Pinning tests are resolved, any enemy units that are neither Pinned nor Falling Back and are within line of sight may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Flanking Assault. Units that were unable to deploy in the initial Flanking deployment and were forced to remain in Reserve do not generate Pinning tests when they move onto the battlefield, but may be targeted by Interceptor Reactions (see page 309). Once all units from the Flanking Assault have moved onto the battlefield and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have moved onto the battlefield as part of a Flanking Assault may not move or Run again in the current Movement phase, but may Shoot and Assault as normal. Missions Mission 1 Blood Feud ‘Blood will have Blood, Sorrow piles upon Sorrow, Vengeance breeds Vengeance.’ Ancient Terran Proverb The Armies Primary Objectives For this mission, all players select armies using the standard Horus Heresy – Age of Darkness rules and any one Force Organisation chart of each player’s choice, to an agreed points limit. Blood Feud: After setting up and deploying the armies, but before play begins, each player should secretly note down a particular Blood Feud from the list below. At the end of the game, the player’s chosen Blood Feud is revealed. Each player gains additional Victory points for each enemy unit which has either been destroyed or is Falling Back at the end of the game, and is of the type(s) listed for their selected Blood Feud. Setting up the Game Before any models are deployed, deployment maps must be determined and all scenery set up, except Fortifications included as part of any army. Deployment To determine deployment order, the players roll off. The winner may choose to deploy first or second. The player who deploys first selects their Deployment Zone and then deploys their entire force, including any Fortifications they possess, except for any units held in Reserve, into their Deployment Zone. The player who is deploying second then deploys their entire force, including any Fortifications they possess, except for any units placed in Reserve, into their Deployment Zone. Each player should determine their Blood Feud target (see the Victory Conditions section). Blood Feud • Infantry: +1 Victory point per unit • Daemon: +1 Victory point per unit • Dreadnought & Automata: +2 Victory points per unit • Cavalry & Flyers: +2 Victory points per unit • Non-flyer Vehicles: +2 Victory points per unit • Primarch: +6 Victory Points per unit Secondary Objectives Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was also a Primarch choice, then an additional Victory point is scored. Note that this is in addition to any points gained via Blood Feud, etc. Last Man Standing: The side with the greatest number of surviving units at the end of the game gains +1 Victory point. First Turn The player who deploys first also has the first turn, unless their opponent can Seize the Initiative. The Price of Failure: (If Lords of War units are used). Mission Special Rules Game Length This mission lasts for six turns. Victory Conditions This mission’s victory conditions are achieved by the destruction of the enemy’s fighting strength, with a particular strategic target in mind whose loss will cripple their foe. At the end of the game, the player who has scored the most Victory points has won the game. If the players have the same number of Victory points, the game ends in a draw. • Reserves • Night Fighting Mission 2 Onslaught ‘Victory is won by the precise application of superior force at the point of maximum vulnerability. All else —deft manoeuvre, honour, glory, skill-at-arms— all are worthless trivia in comparison, no matter what pretty lies my brothers may spout to the contrary.’ Perturabo, Primarch of the Iron Warriors The Armies Secondary Objectives For this mission, all players select armies using the standard Horus Heresy – Age of Darkness rules and any one Force Organisation chart of each player’s choice, to an agreed points limit. Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was also a Primarch choice, then an additional Victory point is scored. Setting up the Game Attrition: The army which has destroyed the highest number of enemy units at the end of the game gains +1 Victory point. Before any models are deployed, deployment maps must be determined and all scenery set up, except Fortifications included as part of any army. The Price of Failure: (If Lords of War units are used). Deployment To determine deployment order, the players roll off. The winner may choose to deploy first or second. The player who deploys firstselects their deployment zone and then deploys firstusing the Staged Deployment special rule (see Mission Special Rules), followed by the second player. Mission Special Rules • Reserves • Night Fighting • Staged Deployment Staged Deployment After both sides have deployed, including Infiltrators and after Scout redeployments have been made, each player places a single Onslaught Objective marker in their opponent’s Deployment Zone and further than 6" away from any battlefield edge, with the player that deployed first placing the first Objective. First Turn The player who deploys first also has the first turn, unless their opponent can Seize the Initiative. Game Length This mission lasts for six turns. Victory Conditions The Onslaught mission represents an attempt to break the enemy line through shock and brute force. At the end of the game, the player who has scored the most Victory points has won the game. If the players have the same number of Victory points, the game ends in a draw. Primary Objectives Onslaught Attack: Any enemy unit destroyed in the first Game Turn is worth 1 Victory point. Seize the Onslaught Objectives: If a player has control of the Onslaught Objective in their opponent’s Deployment Zone at the end of the game, that player gains 5 Victory points. Rather than deploy their entire army at once, the player who deploys first deploys a single unit on to the table, then their opponent deploys a unit, in the Staged Deployment order shown below. After this has been done, the two players continue to alternate deployment of their units until they have both fully deployed (except any units held in Reserve, etc). It is entirely possible that one side will run out of units to deploy before the other. If this is the case, then the player with the larger number of units may deploy their remainder as they wish after their opponent has run out. Staged Deployment Order • • • • • • • First: Fortifications Second: Lords of War & Primarch units Third: Heavy Support units Fourth: Troops units Fifth: Elites units Sixth: HQ units Seventh: Fast Attack units Mission 3 Shatter Strike ‘It is not enough to take from an enemy their life—rather take from them also their places of safety, their allies, their homes and their loved ones. Crush all those in their care, lay their chattels to waste and then drive them alone and naked into the darkness. Take everything they have and burn it for the mere pleasure of seeing the ash crackle between your fingers, and call it nothing more than a beginning.’ Jaghatai Khan, Primarch of the White Scars The Armies Primary Objectives For this mission, all players select armies using the standard Horus Heresy – Age of Darkness rules and any one Force Organisation chart of each player’s choice, to an agreed points limit. Shatter Strike: At the end of the game, each player scores 2 Victory points for every friendly Scoring unit in their opponent’s Deployment Zone, and 1 Victory point for every friendly Denial unit in their opponent’s Deployment Zone. Scoring and Denial units are defined on page 307, under Controlling Objectives. Setting up the Game Before any models are deployed, deployment maps must be determined and all scenery set up, except Fortifications included as part of any army. Deployment To determine deployment order, the players roll off. The winner may choose to deploy first or second. The player who deploys first selects their Deployment Zone and then deploys their entire force, including any Fortifications they possess, except for any units held in Reserve, into their Deployment Zone. The player who is deploying second then deploys their entire force, including any Fortifications they possess, except for any units placed in Reserve, into their Deployment Zone. First Turn The player who deploys first also has the first turn, unless their opponent can Seize the Initiative. Game Length After five turns, roll a D6. On the roll of a 4+, a sixth and final turn is played. Victory Conditions The victory conditions of this mission are tied to taking ground from the enemy. At the end of the game, the player who has scored the most Victory points has won the game. If the players have the same number of Victory points, the game ends in a draw. Secondary Objectives Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was also a Primarch choice, then an additional Victory point is scored. Attrition: The army which has destroyed the highest number of enemy units at the end of the game gains +1 Victory point. The Price of Failure: (If Lords of War units are used). Mission Special Rules • Reserves • Night Fighting Mission 4 Dominion ‘And where my hand shall strike, the foes of Mankind shall be laid waste; so shall I be the hammer of the Emperor, and I shall never tire.’ Atrbt. Ferrus Manus, before the Battle of Ke’ar Madoc The Armies Secondary Objectives For this mission, all players select armies using the standard Horus Heresy – Age of Darkness rules and any one Force Organisation chart of each player’s choice, to an agreed points limit. Slay the Warlord*: If a side destroyed the enemy Warlord, they gain D3 extra Victory points. If that Warlord was also a Primarch choice, then an additional +3 Victory points are scored. Setting up the Game Attrition*: The army which has destroyed the highest number of enemy units at the end of the game gains D3 additional Victory points. Before any models are deployed, deployment maps must be determined and all scenery set up, except Fortifications included as part of any army. Finally, place mission Objectives in accordance with the Mission Special Rules section. The Price of Failure (If Lords of War units are used). *Note that the rewards for these Secondary Objectives are intentionally greater than normal. Deployment To determine deployment order, the players roll off. The winner may choose to deploy first or second. The player who deploys first selects their Deployment Zone and then deploys their entire force, including any Fortifications they possess, except for any units held in Reserve, into their Deployment Zone. The player who is deploying second then deploys their entire force, including any Fortifications they possess, except for any units placed in Reserve, into their Deployment Zone. First Turn The player who deployed first also has the first turn, unless their opponent can Seize the Initiative. Mission Special Rules • Reserves • Night Fighting • Dominion Objectives Dominion Objectives This mission uses five Objective markers. During the game’s set-up, but before deployment has been determined, the players take turns in placing one Objective each in the area of the table outside of the players’ Deployment Zones until all of the Objectives have been placed. These markers may not be placed within 6" of each other or a battlefield edge. Alternative – Objective Terrain Game Length After five turns, roll a D6. On a 4+, a sixth and final turn is played. Victory Conditions The victory conditions of this mission are achieved by first taking objectives in the heart of the war zone and then retaining control of them through the course of the battle. At the end of the game, the player who has scored the most Victory points has won the game. If the players have the same number of Victory points, the game ends in a draw. Primary Objectives Dominion Objectives: At the start of each Active player’s turn, the current Active player gains 1 Victory point for each Objective marker they control. These Victory points are kept even if that Objective is lost later in the game, and contribute to the player’s Victory points total at the end of the game. Rather than use Objective markers, if both sides agree, individual pieces of terrain may instead be specified as the mission’s Objectives. It is suggested in this case that three terrain pieces be used, which must be fully located outside of either players’ Deployment Zones and suitably marked to identify them. Each should be distinct and easily identifiable, and have a suggested total size of no less than 6" on each side and no more than 12" on each side, and be substantial enough to provide cover to Infantry models inside them. Suitable types of terrain include ruins, large shell craters, redoubts, derelict buildings, vehicle wrecks, etc. In order to claim or deny a piece of Objective Terrain, a valid Scoring or Denial unit (as appropriate) must have at least one model within 6" of the centre of the terrain’s ground level. A unit may never claim or deny more than a single piece of Objective Terrain at once. Mission 5 Tide of Carnage ‘All I wish to hear from your imperfect world is the silence of its dead.’ Lord Commander Lothreal Sabine of the Emperor’s Children, Communiqué to the Judicator of Nalislarr The Armies Primary Objectives For this mission, all players select armies using the standard Horus Heresy – Age of Darkness rules and any one Force Organisation chart of each player’s choice, to an agreed points limit. Tide of Carnage: Each sector of the battlefield is worth a certain amount of Victory points for the side who controls it at the end of the game. In order to claim a sector, a side must have one or more Scoring units in the sector and the enemy must have no Scoring units left in that sector. Setting up the Game Before any models are deployed, deployment maps must be determined and all scenery set up, except Fortifications included as part of any army. Deployment To determine deployment order, the players roll off. The winner may choose to deploy first or second. The player who deploys first selects their Deployment Zone and then deploys their entire force, including any Fortifications they possess, except for any units held in Reserve, into their Deployment Zone. The sectors of the battlefield are defined as follows: • Player’s own Deployment Zone: 3 Victory points • No Man’s Land (the area of the battlefieldwhich is not covered by either Deployment Zone): 5 Victory points • Opposing player’s Deployment Zone: 7 Victory points Secondary Objectives Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was also a Primarch choice, then an additional Victory point is scored. The player who is deploying second then deploys their entire force, including any Fortifications they possess, except for any units placed in Reserve, into their Deployment Zone. Last Man Standing: The side with the greatest number of surviving units at the end of the game gains +1 Victory point. First Turn The Price of Failure: (If Lords of War units are used). The player who deploys first also has the first turn, unless their opponent can Seize the Initiative. Mission Special Rules Game Length This mission lasts for five turns. Victory Conditions The victory conditions of this mission are achieved by forcing the enemy back from the battlefield. At the end of the game, the player who has scored the most Victory points has won the game. If the players have the same number of Victory points, the game ends in a draw. • Reserves • Night Fighting • Heavy Armour Heavy Armour In addition to the usual Scoring units, all Vehicles that are not Flyers, are also classed as Scoring units in this mission. Mission 6 War of Lies ‘In any battle, great or small, the most insignificant of terrain and the most worthless of ground can, for minutes, or perhaps hours, become so valuable that the blood of heroes and the wealth of an army’s supply does not outweigh it. The true general knows when such a price is worth paying, and when the butcher’s bill is sheer folly to pay.’ Roboute Guilliman, ext. ‘On War’ The Armies Primary Objectives For this mission, all players select armies using the standard Horus Heresy – Age of Darkness rules and any one Force Organisation chart of each player’s choice, to an agreed points limit. Death Toll: At the end of the game, each side gains 1 Victory point for each unit they have destroyed or that is Falling Back at the end of the game. Setting up the Game Before any models are deployed, deployment maps must be determined and all scenery set up, except Fortifications included as part of any army. A single Objective marker is placed as close to the centre of the battlefield as possible. Each player then takes turns placing two Objective markers each, elsewhere on the battlefield, no closer than 12" from another Objective marker, and no closer than 6" from any battlefield edge. Deployment To determine deployment order, the players roll off. The winner may choose to deploy first or second. The player who deploys first selects their Deployment Zone and then deploys their entire force, including any Fortifications they possess, except for any units held in Reserve, into their Deployment Zone. The player who is deploying second then deploys their entire force, including any Fortifications they possess, except for any units placed in Reserve, into their Deployment Zone. First Turn The player who deploys first also has the first turn, unless their opponent can Seize the Initiative. Game Length This mission lasts for six turns. Victory Conditions The victory conditions of this mission reflect the anarchy and uncertainty of civil war, where goals desperately fought over and bled for may ultimately prove worthless. At the end of the game, the player who has scored the most Victory points has won the game. If the players have the same number of Victory points, the game ends in a draw. War of Lies: At the end of the game, roll a D6 on the following table to determine the worth, if any, of each Objective controlled by the player at the end of the game. Roll once for each Objective. D6 1-2 3-4 5-6 Result No Victory points 1 Victory point 3 Victory points Secondary Objectives Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was also a Primarch choice, then an additional Victory point is scored. The Price of Failure: (If Lords of War units are used). Mission Special Rules • Reserves Imperial Fists The indomitable warriors of the VIIth Legion, led by the Primarch Rogal Dorn, wield a vast panoply of devastating weapons. Squadrons of heavy siege tanks, ranks of Terminators and large numbers of Dreadnoughts are common sights when the Imperial Fists march to war. “T he fires of Horus’ war would bring death to every corner of the Imperium. All that would distinguish one sector from another in the eyes of history was how they chose to face their end, be they Loyalist or Traitor. For the hero could die but once, while the coward dies anew with each retelling of their infamy.” Aleks Niebuhr, Imperial Historiographer, 073.M31 Psychic Disciplines Psychic Disciplines M odels with the Psyker sub-type gain a number of special rules and abilities to represent their esoteric and dangerous arts. These collections of abilities are known as Disciplines, and represent one of a myriad of possible focuses for a battle Psyker. Each Discipline will be composed of a set of special rules, Psychic Weapons and Psychic Powers themed to represent the specific talents of a certain strain of battle Psyker, and those Disciplines available to a given Psyker will be listed on their Army List entry. Some models may be able to choose from several different Disciplines, however, they only gain abilities from one that is selected or set as part of their basic abilities. When a model or unit is granted a Discipline or is asked to select one, they gain all powers, attacks and other rules included as part of that Discipline. Some models may be able to take more than one Discipline, if so, they gain all abilities from all Disciplines selected. If, for any reason, a model has, or gains, the Psyker sub-type but does not gain access to any Psychic Disciplines as part of either its Army List entry or Faction rules, then it gains access to one of the Core Disciplines described below – if this option is used then that model may not gain or use any other Psychic Powers or Psychic Weapons from any other source. Core Psychic Discipline List The following is a list of Core Psychic Disciplines, representing the most common and well known spheres of psychic study and power in the Imperium during the age of the Horus Heresy. Other publications may detail other Disciplines to represent the powers available to other Factions or specific warriors, but these remain available only to models specifically noted as having access to them, and are not considered part of the Core Disciplines presented here. Any Psyker that selects one of the Core Psychic Disciplines also gains the Aetheric Lightning Psychic Weapon. Aetheric Lightning (Psychic Weapon) Aetheric lightning is the fury of the Warp itself, coalesced and given form by the will of the psyker and directed at their foes like a storm of eldritch power. Aetheric Lightning Range Str AP Type 18" 3 4 Assault 4, Force Force: Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the test is successful then the Strength value of any attacks made is doubled. If the test is failed then a Perils of the Warp attack is resolved targeting the unit containing the model that failed its test. If the Psyker survives Perils of the Warp then it may attack as normal. Psychic Discipline: Biomancy Psychic Discipline: Divination A Psyker with this Discipline gains all the listed Powers, weapons and other special rules, as well as the Aetheric Lightning Psychic Weapon (see page 322 ). A Psyker with this Discipline gains all the listed Powers, weapons and other special rules, as well as the Aetheric Lightning Psychic Weapon (see page 322 ). Biomantic Augmentation (Psychic Power) Biomancers specialise in manipulating biological energy and processes with the power of their minds. They are masters of the flesh, learning to shape and influence the physical forms of themselves, their allies or their enemies, according to their will. Divinatory Aegis (Psychic Power) Diviners can effortlessly predict the paths of bullets and swords. By focusing their warp-sight even more closely, they can guide their allies’ aim, bringing a swift and merciless death to their foes. Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit within 6", that unit increases its Strength by +1 for the duration of the current player turn. When using this power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then both Strength and Toughness are increased by +1 for the duration of the current player turn. If the Check is failed, then the target unit gains no benefit and the Psyker suffers Perils of the Warp. Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit within 12". The target unit gains the Precision Strikes (6+) and Precision Shots (6+) special rules for the duration of the current player turn. When using this power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then the target unit instead gains the Precision Strikes (5+) and Precision Shots (5+) special rules for the duration of the current player turn. If the Check is failed then no additional benefit is gained and the Psyker suffers Perils of the Warp. Biomancer’s Rage (Psychic Weapon) A true biomancer eschews the use of weapons in melee, instead relying on their psychically enhanced strength to tear apart flesh and steel with terrifying ease. Diviner’s Dart (Psychic Weapon) The diviner can manifest their fury as a bolt of psychic energy, a dart that twists and spirals through the carnage of battle to unerringly strike the target’s weakest point. Biomancer’s Rage Range Str AP Type 10 4 Melee, Rending (4+), Psychic Focus Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon. Diviner’s Dart Range Str AP Type 18" 6 2 Assault 1, Sniper, Guided Fire, Psychic Focus Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon. Psychic Discipline: Pyromancy A Psyker with this Discipline gains all the listed Powers, weapons and other special rules, as well as the Aetheric Lightning Psychic Weapon (see page 322 ). Pyromantic Combustion (Psychic Power) Focusing their anger, the pyromancer can melt or incinerate anything that stands in their path in a heartbeat. Yet when their rage boils over, the blast of ash and roaring flame consumes vast swathes of the battlefield and leaves only destruction in its wake. Instead of making a Shooting Attack, a Psyker with this Psychic Power can place a Large Blast (5") marker anywhere on the battlefield that is entirely within 18" and within line of sight of the Psyker. Once placed, scatter the marker D6" to determine its final position and then leave it in place until the beginning of the controlling player’s next Shooting phase. The area under the marker counts as Difficult Terrain and any model, friendly or enemy, under the marker’s final position, or that moves onto or through the marker, suffers a Strength 6, AP 4 Hit. When using this Psychic Power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then the Psyker’s controlling player may place and scatter up to three Large Blast (5") markers instead of just one. Any model under more than one Blast marker placed using this Psychic Power suffers 1 Hit for each Blast marker it is under. If the Check is failed then the power fails completely, no markers are placed and the Psyker suffers Perils of the Warp. Pyromantic Desolation (Psychic Weapon) In battle, the pyromancer’s art is a wanton and indiscriminate killer, it cares not for friend or foe and consumes all save the one that wields its power. Pyromantic Desolation Range Str AP Type 6 3 Melee, Unwieldy, Pyromantic Desolation, Psychic Focus Pyromantic Desolation: In addition to attacking normally in the Assault Phase, at the beginning of the Initiative Step at which the model using this Psychic Weapon would normally attack, but before any Pile-in moves or attacks are made, place a Blast (3") marker centred on the attacking model. All other models wholly or partially under the marker, friendly or enemy, suffer an automatic Hit with the profile shown. These Hits are resolved immediately and do not count for the purpose of resolving the winner of an assault. Once they are resolved, the attacking model may Pile-in and make any other attacks as normal. Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon. Psychic Discipline: Telekinesis A Psyker with this Discipline gains all the listed Powers, weapons and other special rules, as well as the Aetheric Lightning Psychic Weapon (see page 322 ). Telekine Dome (Psychic Power) The telekine’s art allows them to effortlessly deflect the enemy’s onslaught, bullets bouncing off of thin air and deflected harmlessly away as the psyker erects a barrier of shimmering energy about themself. Instead of moving during the Movement phase, a Psyker with this Psychic Power may instead activate this Psychic Power. All models, friendly and enemy, that are within 8" of the Psyker gain a 6+ Invulnerable Save when targeted by any model that is not also within 8" of the Psyker. If the Psyker moves, makes a Shooting Attack, Charges or is successfully Charged by an enemy unit, then the Psychic Power ends, otherwise it remains in effect indefinitely. When initially using the Psychic Power, or at the start of any of the controlling player’s subsequent Movement phase while it is in effect, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then models affected by this Psychic Power gain a 4+ Invulnerable Save instead of a 6+ Invulnerable Save. If the Check is failed then the Psyker suffers Perils of the Warp and the Psychic Power immediately ends. Telekine’s Focus (Psychic Weapon) The crushing grip of a telekine’s focus can break even the strongest warriors and render the strongest war engines into little more than scrap metal. Telekine’s Focus Range Str AP Type 24" 8 4 Heavy 1, Sunder, Blast (3"), Psychic Focus Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon. Psychic Discipline: Telepathy Psychic Discipline: Thaumaturgy A Psyker with this Discipline gains all the listed Powers, weapon and other special rules, as well as the Aetheric Lightning Psychic Weapon (see page 322 ). A Psyker with this Discipline gains all the listed Powers, weapon and other special rules, as well as the Aetheric Lightning Psychic Weapon (see page 322 ). Telepathic Fugue (Psychic Power) Paranoia, confusion and panic are heightened to a debilitating degree as the telepath alters their foes’ perceptions, denying them a chance to react to the reality around them. Thaumaturgic Succour (Psychic Power) Thaumaturges are possessed of an unbending belief that the Warp is a font of power that can be shaped for good as well as ill. They are careful scholars of the Immaterium, intent on wielding their power to protect rather than to destroy. Once per turn, at the start of any Phase, the Psyker with this Psychic Power’s controlling player may select a single enemy unit within 24" and line of sight of the Psyker and take a Psychic check. If that Check is passed then the target unit may not make any Reactions for the duration of that Phase. If the Check is failed then the Psyker suffers Perils of the Warp. Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit with at least one model within 12" and make a Psychic check. If the Psychic check is passed then all non-Vehicle models in the target unit may roll a D6. On a roll of a 5+, that model regains a single lost Wound. This ability cannot be used to increase a model’s Wounds beyond its starting Wounds Characteristic. Telepathic Hallucinations (Psychic Weapon) The armour of the foe cannot protect them from the telepath’s cruel assault, infiltrating the minds of their victims and turning brother against brother. Range Str AP Type Telepathic Hallucinations 36" - - Assault 6, Hallucinations, Psychic Focus Hallucinations: A unit that suffers one or more Hits from a Weapon with this special rule must make an immediate Pinning test, adding one to the result of the roll for each Hit scored by this attack before the result is decided. For example, if a Psyker attacks an enemy unit that has a Leadership of 8, scoring 3 Hits with Telepathic Hallucinations, then that unit must make an immediate Pinning test and add 3 to the result rolled before determining the result. Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon. Thaumaturge’s Cleansing (Psychic Weapon) Dedicated as they are to the use of the æther for the benefit of Mankind, the Daemon is the eternal foe of the thaumaturge, and many of their arts focus on the banishment of such terrors. Range Str AP Type Thaumaturge’s Cleansing Template 4 3 Assault 1, Sanctic, Psychic Focus Sanctic: A weapon with this special rule always Wounds Daemons on a 2+ and any successful Invulnerable Saves made by Daemon models against any Wounds it inflicts must be re-rolled. Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon. Reference Reference Turn Summary 1. The Start of the Active Player’s Turn: Resolve any rule described as happening at the start of your turn. 2. Movement Phase: Here, the Active player moves any of their units that are capable of doing so. See the Movement rules on page 162 for more details of how to do this. 3. Shooting Phase: The Active player may now make Shooting Attacks with any of their units that are capable of doing so. See the Shooting rules on page 166 for more details on how to resolve this. 4. Assault Phase: During the Assault phase, units may move into combat against enemy units in the Charge subphase and trade blows with them in the Fight sub-phase. All units in melee combat fight; this is an exception to the normal turn sequence in that both sides fight, not just the Active player’s units. More information on fighting in melee combat can be found in the Assault rules on page 180. 5. The End of the Active Player’s Turn: Resolve any rule described as happening at the end of your turn. Once a turn is fully resolved the players switch roles, the Active player becoming the Reactive player and vice versa, and begin a new player turn. This cycle continues until the game ends, whether due to reaching a set limit of Game Turns, reaching a set time limit or completing a set Objective during play. Movement Characteristic Charge Distance Modifier - or 0 May not Charge 1-4 -1 5-7 +/-0 8-10 +1 11-12 +2 13+ +3 Perils of the Warp Common to all forms of psychic ability is the possibility of the Warp’s power rebelling and wreaking havoc on the Psyker and their allies. This is represented by the Perils of the Warp special rule. Most Psychic Powers and Weapons dictate under what conditions a Psyker must suffer Perils of the Warp, but in most cases this will be as the result of a failed Leadership test while using a Psychic Power or attack. Whenever a Psyker or other model/unit suffers Perils of the Warp, apply the rule below: Perils of the Warp: When a model or unit suffers Perils of the Warp, it receives D3 Wounds against which only Invulnerable Saves may be taken (no Damage Mitigation rolls may be made to negate these Wounds). These Wounds may be allocated to any model in the unit, including models without the Psyker Sub-type, in the same manner as those received during a Shooting Attack. If the Psyker is a Vehicle, it suffers D3 Hull Points of damage against which only Invulnerable Saves may be taken instead. Vehicle Weapon Types In addition to the more common mounting types, there are also several other types of weapon only found on Vehicle units that bear special mention in this section. Co-axial Mounted Weapons – Co-axial Mounted weapons follow all the rules for Turret Mounted weapons and must be mounted alongside another Turret Mounted weapon. In addition, when Turret Mounted weapons are fired, if the Co-axial Mounted weapon scores at least one Hit on the target unit then all further attacks by weapons mounted on the same Turret, directed at the same target, may re-roll any failed rolls To Hit. Defensive Weapons – All weapons mounted on a Vehicle that have a Strength Characteristic of 6 or less are Defensive weapons. Other weapons may also be specifically designated as Defensive weapons on their profile. The controlling player may always choose to fire Defensive weapons at the closest enemy Infantry unit within line of sight and the Firing Arc of applicable weapons, even if the Vehicle’s other weapons have targeted a different unit during a Shooting Attack. Any weapon that has a Strength greater than 6 and is not Pintle Mounted or otherwise designated specifically as a Defensive weapon is a Battle weapon. Roll To Hit To determine whether hits are scored, roll a D6 for each attack a model gets to make and compare the WS of the attacking model to the WS of the target unit. Then, consult the To Hit chart on this page to find the minimum result needed on a D6 To Hit. As the chart to the right shows, if the target’s WS is half or less than that of the attacker’s, they are hit on a 2+; lower than the attacker’s but more than half, they are hit on 3+; if the target’s WS is equal to the attacker’s, they are hit on 4+; if it is higher but not twice the attacker’s, they are hit on 5+; and if it is twice or more than the attacker’s, then they are hit only on a 6+. Where the same roll To Hit is needed, the dice should be rolled together to speed up the game. If the same roll To Hit is needed across different weapons with varying Strengths, AP values, etc, dice of varying colours should be used to differentiate the results from the rest of the pool. Units with Multiple Weapon Skills Some units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values. Roll To Wound Not all of the attacks that hit will harm the enemy. As with shooting, once you have scored a hit with an attack, you must roll a D6 for each successful hit to see if the attack causes a Wound. Consult the chart to the right, cross-referencing the attacker’s Strength Characteristic with the defender’s Toughness Characteristic. The chart indicates the minimum result on a D6 roll required to inflict a Wound, and is the same chart as is used during the Shooting phase. A ‘-’ indicates that the target cannot be wounded by the attack. In most cases, when rolling To Wound in close combat, you use the Strength on the attacker’s profile regardless of what weapon they are using. However, there are some Melee weapons that give the attacker a Strength bonus, and this is explained previously in the Weapons section (see page 176). Multiple Toughness Values Rarely, a unit will contain models that have different Toughness Characteristics. When this occurs, roll To Wound using the Toughness value of the majority of the engaged unit. If two or more Toughness values are tied for majority, use the highest of those tied values. Building Damage Table D6 Result 1-3 Building Shaken: The Building and any Embarked units or units on the Building’s battlements can only fire Snap Shots until the end of its next turn. 4 Structural Tremor: The Building and any Embarked units or units on the Building’s battlements can only fire Snap Shots until the end of its next turn. If the Building is occupied, the occupying unit suffers an additional D6 Strength 6 AP- Hits with the Ignores Cover special rule. 5 Weapon Destroyed: One of the Building’s weapons (chosen by the controlling player) is destroyed – including any combi- or built-in weapons. This can include Building upgrades that are weapons, such as Pintle Mounted weapons and missiles. Do not count single shot weapons that have already been used to attack. If a Building has no weapons left, treat this result as a Catastrophic Breach result instead. 6 Catastrophic Breach: The Building and any Embarked units or units on the Building’s battlements may not make Shooting Attacks until the end of its next turn. No units may Embark or Disembark from the Building until the end of the controlling player’s next turn. If the Building is occupied, the occupying unit suffers an additional 2D6 Strength 6 AP- Hits with the Ignores Cover special rule. 7+ Total Collapse: The Building is destroyed. All weapons and upgrades on the Building are destroyed. Each unit on the battlements suffers 2D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately make a 6" move in order to move off the battlements (this movement is not slowed by Difficult Terrain). Any models that cannot move off of the battlements are removed as casualties. If the Building is occupied, the occupying unit suffers 4D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately Disembark from the Building, performing an Emergency Disembarkation if necessary (survivors cannot Disembark to the battlements). Any models that cannot Disembark are removed as casualties. Assuming they were not destroyed, units that were on the battlements and those who have Disembarked must then take a Pinning test. The Building is then removed and replaced with an area of Ruins or a Crater roughly the same size, if possible. High AP Weapons Some weapons are so destructively powerful, they can inflict masses of damage in a single strike. If an AP 2 weapon scores a Penetrating Hit, add a +1 modifier to the roll on the Building Damage table. If an AP 1 weapon scores a Penetrating Hit, add a +2 modifier to the roll on the Building Damage table. Wound Allocation and Occupying Units If any Wounds are allocated to an occupying unit as a result of hits on the Building, these Wounds are allocated by the occupying unit’s controlling player. Victory Conditions Unless otherwise agreed by all players, do not include Fortifications for the purposes of awarding Victory points or determining when an opposing side is ‘wiped out’. Vehicle Damage Table D6 Result 1-3 Crew Shaken: The Vehicle can only fire Snap Shots until the end of its next turn. 4 Crew Stunned: The Vehicle can only fire Snap Shots until the end of its next turn. If the Vehicle is a Zooming Flyer, it must move 18" and cannot turn at all in its next Movement phase. If the Vehicle is not a Zooming Flyer, it cannot move or pivot until the end of its next turn. 5 Weapon Destroyed: One of the Vehicle’s Battle weapons, chosen by the Vehicle’s controlling player, is destroyed. If the Vehicle has no Battle weapons or all of its Battle weapons have been destroyed, then the Vehicle’s controlling player selects one Defensive weapon to be destroyed. If a Vehicle has no weapons left, treat this result as an Immobilised result instead. Destroyed weapons may no longer be used to make attacks and no special rules on their profile may be used for the remainder of the game, Some Vehicles may have weapons which are considered a single item for the purposes of attacking – this will be noted on their profiles. If such a weapon is destroyed then all of its component parts are destroyed at the same time. In addition, weapons with the One Shot special rule may not be selected to be destroyed unless there are no other weapons on the Vehicle. 6 Immobilised: If the Vehicle is a Zooming Flyer, roll a further D6. On a 1 or 2, that Flyer will immediately Crash and Burn (see below). On a 3+, the Flyer counts this result as Crew Stunned instead. Other Vehicles are Immobilised. An Immobilised Vehicle cannot move – it may not even pivot – but all weapons retain their normal Firing Arcs, including Turret Mounted weapons. Any Immobilised results suffered by an already Immobilised Vehicle instead remove an additional Hull Point. 7+ Explodes: The Vehicle is destroyed. If the Vehicle is a Zooming Flyer, it will immediately Crash and Burn (see below), otherwise nearby units suffer a Strength 8 AP- Hit for each model within D6" of the Vehicle’s hull and any unit that suffers one or more Hits from this effect must take an immediate single Pinning test (no matter how many Explodes results are inflicted upon an individual Vehicle, only resolve the effects listed here once for that Vehicle). Once all Hits and Pinning tests are resolved, the Vehicle is then removed from the battlefield. Crash and Burn The aircraft is torn apart and flaming debris rains down upon the battlefield. Centre the Large Blast (5") marker over the Flyer – it then scatters 2D6". Any units under the Blast marker’s final position suffer a number of Strength 8 AP- Hits equal to the number of models that unit has under the marker. The Flyer is then removed from the battlefield. Should a Flying Transport Crash and Burn, see the rules on page 213 . Superior AP Weapons Some weapons are so destructively powerful, they can inflict masses of damage in a single strike. If an AP 2 weapon scores a Penetrating Hit, add a +1 modifier to the roll on the Vehicle Damage table. If an AP 1 weapon scores a Penetrating Hit, add a +2 modifier to the roll on the Vehicle Damage table. CORE REACTIONS The following Reactions are available to all armies regardless of size or Faction. Wall of Death rule instead of firing normally. Units making a Shooting Attack as part of this Reaction are considered to be Stationary, and may fire weapons of any type as though they had not moved. Reactions in the Movement Phase During the Movement phase, the Reactive player may declare a Reaction if an enemy unit ends a move within 12" and in line of sight of a friendly unit. Once the Active player has completely resolved their unit’s movement, the Reactive player may choose to expend one of their Reactions in that Phase in order to have a unit they control that is within 12" and line of sight of the final position of the moving unit either Advance or Withdraw. Advance – The Reacting unit may move a number of inches up to its unmodified Initiative Characteristic directly towards the enemy unit that triggered this Reaction, moving each model in the unit directly towards the enemy unit by the shortest available path. In a unit with mixed Initiative Characteristics, use the highest unmodified Characteristic. Vehicles may pivot once up to 90° and then move up to 6" directly forwards. Withdraw – The Reacting unit may move a number of inches up to its unmodifiedInitiative Characteristic directly away from the enemy unit that triggered this Reaction, moving each model in the unit directly away from the enemy unit by the shortest available path. In a unit with mixed Initiative Characteristics, use the highest unmodifiedCharacteristic. Vehicles may pivot once up to 90° and then move up to 6" directly backwards. Reactions in the Shooting Phase During the Shooting phase, the Reactive player may react when any enemy unit makes a Shooting Attack targeting a unit they control. Once the Active player has resolved all To Hit and To Wound rolls, and Armour Saves are made, but before any Damage Mitigation rolls are made or casualties removed, the Reactive player may choose to expend one of their Reactions for that Phase to have the unit targeted by the Shooting Attack either Return Fire or Evade. Return Fire – The Reacting unit may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of a Return Fire Reaction may not make any attacks indirectly (without line of sight) including Barrage weapons or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive weapons. Template weapons may only be used as part of a Return Fire Reaction if the target unit is within 8" and must use the Evade – All models in the Reacting unit gain the Shrouded (5+) special rule against all Wounds inflicted as part of the Shooting Attack that triggered this Reaction – if the Reacting unit already has a version of the Shrouded special rule then this does not stack or increase that rule, and the Reacting player may choose to use any one of the Shrouded rules available to them. A Vehicle that has suffered an Immobilised result on the Vehicle Damage table, any unit that includes one or more models with a Movement Characteristic of 0 or any unit that is not allowed to move in this turn for any reason may not make an Evade Reaction. Reactions in the Assault Phase During the Assault phase, the Reactive player may react when any enemy unit declares a Charge targeting a unit they control. Once the Active player has resolved all Charge Rolls, whether successful or not, but before any models are moved as part of either a Charge Move or Surge Move, the Reactive player may choose to expend one of their Reactions for that Phase to have the unit targeted by the Charge either Overwatch or Hold the Line. Overwatch –The Reacting unit may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of an Overwatch Reaction may not make any attacks indirectly (without line of sight) including Barrage weapons or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive weapons. Template weapons used as part of an Overwatch Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Overwatch attack may not take Cover Saves against Wounds inflicted as part of an Overwatch Reaction. Units making a Shooting Attack as part of this Reaction are considered to be Stationary, and may fire weapons of any type as though they had not moved. Hold the Line – The Reacting unit must make a Morale check, if that check is successful and the enemy unit’s Charge was also successful then that Charge counts as Disordered. If the Morale check is successful, but the enemy unit’s Charge was a failure then any other Charges resolved against that unit by other enemy units in the same Charge sub-phase must be counted as Disordered. A model using a Rapid Fire weapon can shoot once at Maximum Range. Alternatively, if the target is within half the Maximum Range, it can fire twice. Ballistic Skill) up to the Maximum Range of the weapon. If the firer moved, it can only fire Snap Shots with its Heavy weapon. A Pistol weapon can always shoot the number of times indicated and up to its Maximum Range, regardless of whether the firer moved or not. If a model with an Ordnance weapon remains Stationary, it can firethe number of times indicated by the larger number, up to the Maximum Range of the weapon. If the firermoved, it may not firean Ordnance Weapon (Vehicle models are an exception to this rule, see page 205). An Assault weapon can always shoot the number of times indicated and up to its Maximum Range, regardless of whether the firer moved or not. If a model with a Heavy weapon remains Stationary, it can fire the number of times indicated (at its normal A model making a Shooting Attack with a Destroyer weapon attacks the number of times indicated on the weapon’s profile whether or not the bearer has moved, up to the Maximum Range of the weapon. Index INDEX A C D Access Point(s) .................................212 Active player......................................155 Adamantium Will (X+) (special rule) ......................................231 Advance (Reaction) .........................160 Advanced Reactions Death or Glory..........................205 Interceptor ................................309 Allegiance .........................................276 Allied Detachment(s) ......................281 Allocating Wounds in the Assault Phase..................187 in the Shooting Phase .......170-171 Antigrav (Sub-type) .........................196 Apocalyptic Barrage marker . . 232-233 Apocalyptic Blast marker (10") ......234 Area Terrain ......................................221 Armour Penetration roll(s) ............207 Armour Piercing (AP) ......................173 Armour Save (Sv) ..............................147 Armour Save(s) ..........................172-173 Armour Value (AV) ..........................202 Armourbane (X) (special rule) ........231 Army List entry(ies) ........................277 Artillery (sub-type) ...........................197 Assault phase, the....................180-190 Assault result ...................................188 Assault Vehicle (special rule) ..........231 Attacks (A) .........................................147 Attrition............................................305 Automata (unit type) .......................195 Casualty(ies) ......................................154 Catastrophic Damage......................215 Cavalry (unit type)............................195 Challenge(s)...............................198-199 Character(s)......................................198 Characteristic test(s) ........................153 Characteristic(s) .......................147-148 Charge sub-phase, the.............180-183 Charging....................................180-182 Charge Distance........................181 Charge Move.............................182 declaring Charges ....................180 Disordered Charge(s)...............182 Chosen Warriors (special rule)......236 close combat .............................184-186 To Hit Chart .............................186 To Wound Chart ......................186 Combat Speed..................................203 Concussive (special rule) ................236 controlling player.............................155 Counter-attack (X) (special rule)...236 Cover Save(s) .....................................174 Crash and Burn ...............................208 Crater(s) .............................................221 Crawling Fire (special rule) ............236 Crew Shaken (Vehicle Damage table result)........208 Crew Stunned (Vehicle Damage table result)........208 Cruising Speed.................................203 Crusade Force Organisation chart.....281 Crusader (special rule)....................236 Cumbersome (special rule) ............237 Daemon (unit type).........................196 Damage Mitigation roll(s)...............174 Dangerous Terrain test(s) ..............222 Deadly Cargo (special rule)............237 Death or Glory (Advanced Reaction).......................205 Dedicated transport(s).....................213 Deep Strike (special rule) ...............237 Deep Strike Assault..................310 Defensive weapon(s) .......................205 Deflagrate (special rule)..................237 Denial unit(s) ...................................307 Deployment .....................................304 Deployment map(s).........................302 Deployment Zone(s) .......................300 Detachment(s) .................................280 dice ..............................................150-151 D3 ................................................150 D66..............................................150 dividing results ..........................150 modifying dice rolls ..................151 re-roll(s) ......................................151 Scatter dice.................................150 Difficult Terrain...............................222 Disembark(ing)................................212 Dreadnought (unit type) .................195 Duellist’s Edge (X) (special rule)....237 B Ballistic Skill (BS) .............................147 Barrage (special rule) ......................232 Barricades, Walls and Defence Lines ...................................221 Battle weapon(s) ..............................205 Battle-hardened (X) (special rule) ...233 Battlefield Role ................................278 Battlements......................................225 Battlesmith (X) (special rule) .........233 Biomancy..........................................323 Blast (special rule) ...........................234 Blast weapons and re-rolls......234 Blast weapons and Snap Shots.................................234 Blast marker(s) ...........................152-153 Blast-shield(s)...................................229 Blind (special rule)...........................236 Bloody-handed (Warlord Trait) ....285 Building(s) ................................224-226 occupied Building(s) ................223 unoccupied Building(s) ...........223 Bulky (X) (special rule)....................236 E Embark(ing) .....................................212 Emplacement Mounted weapon(s) ........................224 Enemy model(s) ................................155 Eternal Warrior (special rule) ........237 Evade (Reaction)..............................160 Exoshock (X) (special rule) .............237 F J N Faction(s) ..........................................282 Fall(ing) Back ...................................192 Fear (X) (special rule) ......................238 Fearless (special rule) ......................238 Feel No Pain (X) (special rule)........238 Fight sub-phase, the ................184-185 Fire Point(s) ......................................224 Firing Arc(s)..............................205-206 Firing Protocols (X) (special rule)..239 First Blood........................................305 Flanking Assault...............................311 Fleet (X) (special rule) .....................238 Fleshbane (special rule) ..................238 Flyer(s)........................................218-219 Force (special rule) ..........................238 Force Organisation chart(s)...........280 Fortification(s) .................................223 Claimed Fortification(s) ..........223 Unclaimed Fortification(s)......223 Fortification profiles........227-229 friendly model(s) ..............................155 Furious Charge (X) (special rule)...239 Jet Pack(s)...........................................163 Jump Pack(s)......................................163 Jungle(s) .............................................221 Night Fighting .................................308 Night Vision (special rule)..............243 G Gets Hot (special rule) ....................239 Glancing Hit(s) ................................207 Graviton Pulse (special rule)..........239 Guided Fire (special rule) ...............239 H Hammer of Wrath (X) (special rule)..239 Hatred (X) (special rule) .................240 Haywire (special rule) .....................240 Heavy (Sub-type) ..............................197 Hellstorm .........................................248 Hellstorm template .........................152 Heroic Stand ....................................199 Hit & Run (special rule)..................240 Hold the Line (Reaction) ...............160 Hover (sub-type)..............................219 Hull Points (HP) ..............................202 I Ignores Cover (special rule) ...........242 Impassable Terrain..........................222 Imposing Statuary............................221 Independent Character(s) ..............241 Infantry (unit type) ..........................195 Infiltrate (special rule) ....................242 Initiative (I)........................................147 Initiative step(s) ...............................184 Insane Heroism ................................191 Instant Death (special rule) ...........242 Interceptor (Advanced Reaction)..309 Invulnerable Save(s) .........................173 It Will Not Die (X) (special rule)....242 K Knights and Titans..........................216 L Lance (special rule)..........................242 Large Blast marker (5") ....................152 Last Man Standing..........................305 Leadership (Ld).................................147 Leadership test(s) .............................154 leaving combat airspace .................219 Legiones Astartes (X) (special rule) ....242 Line (sub-type).................................196 Linebreaker ......................................305 line of sight .......................................155 Lingering Death (special rule).......242 Locked in combat.............................183 Lumbering (sub-type) .....................219 M Massive Blast marker (7")...............234 Master-crafted (special rule)..........243 Mission(s) .........................................298 Age of Darkness Mission table...298 Mission special rules.......................308 Night Fighting ..........................308 Reserves.....................................309 Model(s) .............................................147 enemy model(s) .........................155 friendly model(s) .......................155 Modes of play...................................272 Campaign play..........................272 Matched play ............................275 Narrative play ...........................272 Open play ..................................274 Team play ..................................275 Modifier(s).........................................151 Monster Hunter (special rule).........243 Monstrous (sub-type) ......................197 Morale check(s).................................191 Move Through Cover (special rule)...243 Movement (M)..................................147 Movement phase, the ..............162-165 Multiple combats ............................189 Multiple profiles...............................153 Murderous Strike (X) (special rule) ..243 O Objective marker(s) .........................306 controlling Objective markers ..306 placing Objective markers ......306 Obscured Vehicle(s) ........................209 occupying unit(s).............................226 One Shot/One Use (special rule) ..243 ongoing combat ..............................189 Open Terrain ....................................221 opposing player ................................155 Our Weapons are Useless ..............188 Outflank (special rule)....................244 Overwatch (Reaction) ....................160 own unit ............................................155 owning player ...................................155 P Pathfinder (special rule) .................247 Penetrating Hit(s)............................207 Perils of the Warp............................201 Phase(s) .......................................156-157 Assault phase, the ............180-190 Movement phase, the.......162-165 Shooting phase, the ..........166-175 Pile-in................................................184 Pinned/Pinning ................................174 Pinning (special rule) ......................244 pivot(ing) ..........................................203 Poisoned (X) (special rule)..............244 Power of the Machine Spirit (special rule)..........244 Precision Shots (X) (special rule)...244 Precision Strikes (X) (special rule)...245 Preferred Enemy (X) (special rule)....245 Price of Failure, the.........................305 Primarch (unit type)........................196 Primary Target.................................189 Psychic Discipline(s) ................322-325 Biomancy...................................323 Divination .................................323 Pyromancy ................................324 Telekinesis.................................324 Telepathy ...................................325 Thaumaturgy............................325 Psychic Focus ...................323 , 324 , 325 Psychic power(s) ..............................200 Psychic weapon(s) ...........................200 Pyromancy .......................................324 R T V Rad-phage (special rule) .................245 Ramming ..........................................204 Randomly select ...............................151 Range .................................................155 Re-roll(s) ............................................151 Reaction Allotment..........................158 Reaction(s).................................158-160 Advance .....................................160 Evade..........................................160 Hold the Line............................160 Overwatch.................................160 Return Fire................................160 Withdraw ..................................160 Reactive player..................................155 Regroup(ing) .....................................193 Relentless (special rule) ..................245 removed from play...........................154 Rending (X) (special rule) ...............246 Reserves ............................................309 Return Fire (Reaction)....................160 Ruin(s) ................................................221 Run(ning)...........................................163 Telekinesis ........................................324 Telepathy ..........................................325 Template Weapons (special rule) .............................248-249 template(s).........................................152 terrain ................................................221 Terrain Pieces ...................................221 Thaumaturgy...................................325 To Hit roll(s) Close combat ............................168 Shooting ....................................168 To Wound roll(s) Close combat ............................170 Shooting ....................................170 Torrent (X) (special rule) ................249 Toughness (T) ...................................147 Transport Capacity ..........................211 Transport(s).......................................211 turn(s).................................................156 turn summary............................157 Twin-linked (special rule) ..............249 Two-handed (special rule) .............249 variable game length.......................304 Vehicle squadron(s) ..........................211 vehicle(s) ...................................202-219 victory conditions ...........................305 Victory point(s) ................................305 S U Scatter(ing)........................................152 Scoring unit(s)..................................307 Scout (special rule) ..........................246 Secondary target(s) .........................189 Secondary Objectives .....................305 Shell Shock (X) (special rule) .........246 Shock Pulse (special rule)...............246 Shooting phase, the .................166-175 Shrouded (X) (special rule).............247 Skimmer(s) .......................................214 Skyfire (special rule)........................247 Slay the Warlord ..............................305 Slow and Purposeful (special rule)...247 Slow Vehicle(s) .....................................214 Small Blast marker (3") ...................234 Snap Shot(s)......................................169 Sniper (special rule).........................247 Specialist Weapon (special rule)....247 spirit of the game, the .....................154 Split Fire (special rule) ....................247 Staged Deployment (special rule) ..313 Stationary (Vehicles) .......................203 Stomp attack(s) .................................217 Strafing Run (X) (special rule)........248 Strength (S) .......................................147 Stubborn (special rule) ...................248 Sudden Death victory.....................305 Sunder (special rule) .......................247 Super-heavy Vehicle(s) .....................215 Surge Move(s)....................................183 Swarm (special rule)........................248 Sweeping Advance(s) ......................188 unit coherency.................................164 unit sub-type(s)................................196 Unit Type(s)...............................195-196 Automata....................................195 Cavalry........................................195 Daemon .....................................196 Dreadnought .............................195 Infantry.......................................195 Primarch....................................196 unit(s) ................................................149 Unwieldy (special rule) ...................249 W Warlord Trait(s) ...............................284 Core Warlord Trait(s) ..............285 Weapon Destroyed (Vehicle Damage table result)........208 Weapon Skill (WS) ...........................147 weapon(s)...................................176-179 Assault ........................................177 Bombs .........................................178 Destroyer....................................178 Heavy ..........................................177 Melee...........................................176 Ordnance ...................................177 Pistol ...........................................178 Rapid Fire ...................................178 Withdraw (Reaction) ......................160 Wood(s) ..............................................221 Wound Pool(s) .................................170 Wounds (W)......................................147 Wrecked Vehicles ............................208 Z Zoom(ing).........................................218 www.warhammer.com START YOUR HORUS HERESY READING JOURNEY TODAY Plus loads more titles to choose from, all available in paperback, eBook and audiobook formats Available from www.games-workshop.com