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New Roster (Warhammer 30,000 - The Horus Heresy) [4,492pts]

Crusade (Legiones Astartes: Age of Darkness Army List) [4,492pts]

HQ

Centurion [90pts]
Selections: Bolt Pistol, Cyber-familiar, Melta Bombs, On Foot, Power Armour (Centurion/Consul),
Refractor Field
Categories: LEGIONES ASTARTES, CHARACTER, INDEPENDENT CHARACTER, CENTURION, HQ, INFANTRY
Rules: Independent Character, Inviolate Armour, Legiones Astartes, Stand and Fight
Unit: Legion Centurion, Wargear Item: Cyber-familiar, Power Armour, Refractor Field, Weapon:
Bolt Pistol, Melta Bombs
Chainsword or Combat Blade
Selections: Chainswords/Combat Blades
Weapon: Chainsword/Combat Blade
Combi-weapon
Selections: Combi-weapon: Meltagun
Rules: Melta
Weapon: Boltgun, Combi-weapon: Meltagun
Consul
Selections: Centurion, Legion
Categories: COMPULSORY HQ, CENTURION
Rules: Compulsory

Unit Unit Type WS BS S T W I A LD Save Ref


Legion Centurion Infantry (Character) 5 5 4 4 2 5 3 9 3+ HH:AODAL p18

Wargear
Description Ref
Item
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the HH:AODAL
familiar owner to re-roll failed characteristic tests other than Leadership tests and p89
failed Dangerous Terrain tests.
Power HH:AODAL
Power armour provides a +3 armour save.
Armour p133
Refractor HH:LACAL
Confers 5++ Invulnerable Save
Field p91
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Boltgun 24" 4 5 Rapid Fire
p177
Chainsword/Combat HH: Core Rule Book
- User - Melee
Blade p180
Combi-weapon: Assault 1, Melta, One HH: Core Rule Book
12" 8 1
Meltagun Use Only p177
HH: Core Rule Book
Melta Bombs - 8 1 Armourbane, Unwieldy
p183

Iron Father [697pts]


Selections: Combi-weapon: Volkite Charger, Digital Lasers, Mastercraft a Single Weapon, On Foot,
Paragon Blade
Categories: HQ, COMPULSORY HQ, LEGIONES ASTARTES, INFANTRY, CHARACTER, INDEPENDENT CHARACTER
Rules: Compulsory, Deflagrate, Independent Character, Inviolate Armour, Legiones Astartes,
Murderous Strike, Stand and Fight
Unit: Legion Praetor, Wargear Item: Cyber-familiar, Digital Lasers, Weapon: Boltgun, Combi-
weapon: Volkite Charger, Paragon Blade
Cataphractii Pattern Terminator Armour
Selections: Terminator Armour
Categories: INFANTRY, TERMINATORS
Rules: Bulky, Relentless, Terminator Armour
Wargear Item: Cataphractii Terminator Armour
Cyber-familiar
Wargear Item: Cyber-familiar
Iron Father
Selections: Father to the Brethren of Iron
Rules: Father to the Brethren of Iron, Feel No Pain (6+)
Unit: Iron Father
Master of the Legion
Categories: MASTER OF THE LEGION
Rules: Master of the Legion
Terminator Command Squad, Legion
Selections: 2x Chainfist, 3x Combi-bolter, Legiones Astartes, Power Sword, 3x Space Marine
Chosen, Legion
Categories: LEGIONES ASTARTES, BODYGUARD
Rules: Armourbane, Chosen Warriors, Inviolate Armour, Legiones Astartes, Retinue,
Specialist Weapon, Stand and Fight, Twin-linked, Unwieldy
Unit: Legion Space Marine Chosen, Weapon: Chainfist, Combi-bolter, Power Sword
Cataphractii Pattern Terminator Armour
Selections: Terminator Armour
Categories: INFANTRY, TERMINATORS
Rules: Bulky, Relentless, Terminator Armour
Wargear Item: Cataphractii Terminator Armour
Land Raider Phobos
Selections: Armoured Ceramite, Blessed Autosimulacra, Dozer Blade, Hull-Mounted
Twin-Linked Heavy Bolter, Multi-melta, Searchlight and Smoke Launchers, 2x Twin-linked
Lascannon Sponsons
Categories: TRANSPORT, VEHICLE
Rules: Armoured Ceramite, Assault Vehicle, Blessed Autosimulacra, Machine Spirit,
Melta, Twin-linked, Unshakeable Nerve
Transport: Land Raider Phobos (Transport), Vehicle: Land Raider Phobos, Wargear
Item: Dozer Blade, Searchlight, Smoke Launchers, Weapon: Multi-Melta, Twin-Linked
Heavy Bolter, Twin-Linked Lascannon
Standard Bearer, Legion
Selections: Combi-bolter, Power Fist
Rules: Implacable Advance, Specialist Weapon, Twin-linked, Unwieldy
Unit: Legion Space Marine Standard Bearer, Wargear Item: Legion Standard, Weapon:
Combi-bolter, Power Fist

Fire
Transport Capacity Access Points Ref
Points
Land Raider Phobos 3. One on each side of the hull and HH:AODAL
10 None.
(Transport) one on the front p52

Unit Unit Type WS BS S T W I A LD Save Ref


Infantry HH:AODAL
Iron Father 6 5 4 4 3 5 4 10 2+
(Character) p14
Infantry HH:AODAL
Legion Praetor 6 5 4 4 3 5 4 10 2+
(Character) p14
Legion Space Marine HH:AODAL
Infantry 5 4 4 4 1 4 2 8 2+
Chosen p18
Legion Space Marine HH:AODAL
Infantry 5 4 4 4 2 4 2 9 2+
Standard Bearer p18

Vehicle BS Front Side Rear HP Type Ref


Land Raider Phobos 4 14 14 14 4 Vehicle (Tank, Transport) HH:AODAL p52
Wargear
Description Ref
Item
Cataphractii Cataphractii Terminator armour affords a +2 armour save and a 4+
HH:AODAL
Terminator Invulnerable save. No Run moves, Overwatch attacks, or Sweeping
p133
Armour Advance.
A Cyber-familiar adds 1 to its owners Invulnerable save (to a
Cyber- maximum of 3) or provides an Invulnerable save of a 6. In addition HH:AODAL
familiar they allow the owner to re-roll failed characteristic tests other than p89
Leadership tests and failed Dangerous Terrain tests.
Digital HH:AODAL
Provides 1 Attack in close combat
Lasers p87
Vehicles equipped with dozer blades treat their front armour as one
Dozer Blade higher than normal when ramming. The vehicle can re-roll failed
Dangerous Terrain tests.
Legion All of the Controlling player's unist with the Legiones Astartes special HH:AODAL
Standard rule within 6" of a Legion Standard (including its bearer) are Fearless. p90
Night fighting only. it can, after firing all of its weapons, choose to HH: Core
Searchlight illuminate its target with the searchlight. If it does so, it also illuminates Rule Book
itself. p106
Once per game, instead of shooting or flat out movements/running,
the vehicle can activate smoke launchers. May not fire its weapons
Smoke
that turn but recieves a 5+ cover save until next player turn.
Launchers
Unaffected by weapon destroyed, crew shaken and crew stunned
results.

Weapon Range Strength AP Type Ref


HH: Core Rule
Boltgun 24" 4 5 Rapid Fire
Book p177
Melee, Armourbane, Specialist HH: Core Rule
Chainfist - x2 2
Weapon, Unwieldy Book p180
HH: Core Rule
Combi-bolter 24" 4 5 Rapid Fire, Twin Linked
Book p177
Combi-weapon: HH: Core Rule
15" 5 5 Assault 2, Deflagrate
Volkite Charger Book p177
HH: Core Rule
Multi-Melta 24" 8 1 Heavy 1, Melta
Book p178
Melee, Murderous Strike, HH1: Betrayal
Paragon Blade - 1 2
Specialist Weapon p235
Melee, Specialist Weapon, HH: Core Rule
Power Fist - x2 2
Unwieldy Book p181
HH: Core Rule
Power Sword - User 3 Melee
Book p181
Twin-Linked Heavy HH: Core Rule
36" 5 4 Heavy 3, Twin-Linked
Bolter Book p177
Twin-Linked HH: Core Rule
48" 9 2 Heavy 1, Twin-Linked
Lascannon Book p178
Primus Medicae [130pts]
Selections: Artificer Armour, Bolt Pistol, Cyber-familiar, On Foot, Refractor Field
Categories: LEGIONES ASTARTES, CHARACTER, INDEPENDENT CHARACTER, CENTURION, HQ, INFANTRY
Rules: Independent Character, Inviolate Armour, Legiones Astartes, Stand and Fight
Unit: Primus Medicae (Primus Medicae, Artificer Armour), Wargear Item: Artificer Armour, Cyber-
familiar, Refractor Field, Weapon: Bolt Pistol
Chainsword or Combat Blade
Selections: Chainswords/Combat Blades
Weapon: Chainsword/Combat Blade
Consul
Primus Medicae
Selections: Narthecium, Needle Pistol, Support Officer
Categories: CONSUL
Rules: Legion Consuls, Sacred Trust, Support Officer
Wargear Item: Narthecium, Weapon: Needle Pistol

Unit Unit Type WS BS S T W I A LD Save Ref


Primus Medicae (Primus Infantry HH:AODAL
5 5 4 4 2 5 3 9 2+
Medicae, Artificer Armour) (Character) p18

Wargear
Description Ref
Item
Artificer LA:AODAL
Artificer Armour confers a 2+ Armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum
Cyber- of 3) or provides an Invulnerable save of a 6. In addition they allow the HH:AODAL
familiar owner to re-roll failed characteristic tests other than Leadership tests p89
and failed Dangerous Terrain tests.
While the Apothecary who carries this specialised medical and
alchemical gear is still alive, all Space Marine models in their squad LA:AODAL
Narthecium
and any Space Marine Independent Characters that have joined it p132
have the Feel No Pain universal special rule.
Refractor HH:LACAL
Confers 5++ Invulnerable Save
Field p91

Weapon Range Strength AP Type Ref


HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
Chainsword/Combat HH: Core Rule Book
- User - Melee
Blade p180
Pistol, Poisoned,
Needle Pistol 12" 2 5 HH:AODAL p84
Rending

Elites

Contemptor-Cortus Class Dreadnought Talon [545pts]


Categories: ELITES, VEHICLE, WALKER
Cortus Dreadnought
Selections: Blessed Autosimulacra, Kheres Pattern Assault Cannon, Searchlight and Smoke
Launchers
Rules: Blessed Autosimulacra, Dreadnought Talon, Fleet, Move Through Cover, Rending
Walker: Cortus Dreadnought (Dreadnought Close Combat Weapon), Wargear Item: Atomantic
Deflector, Atomantic Overcharge, Searchlight, Smoke Launchers, Unstable Internment,
Weapon: Kheres Assault Cannon
Dreadnought Close Combat Weapon
Selections: Graviton Gun
Rules: Concussive, Graviton Pulse, Haywire
Weapon: Dreadnought Close Combat Weapon, Graviton Gun
Cortus Dreadnought
Selections: Blessed Autosimulacra, Kheres Pattern Assault Cannon, Searchlight and Smoke
Launchers
Rules: Blessed Autosimulacra, Dreadnought Talon, Fleet, Move Through Cover, Rending
Walker: Cortus Dreadnought (Dreadnought Close Combat Weapon), Wargear Item: Atomantic
Deflector, Atomantic Overcharge, Searchlight, Smoke Launchers, Unstable Internment,
Weapon: Kheres Assault Cannon
Dreadnought Close Combat Weapon
Selections: Graviton Gun
Rules: Concussive, Graviton Pulse, Haywire
Weapon: Dreadnought Close Combat Weapon, Graviton Gun
Cortus Dreadnought
Selections: Blessed Autosimulacra, Searchlight and Smoke Launchers, Twin-linked Lascannon,
Twin-linked Lascannon
Rules: Blessed Autosimulacra, Dreadnought Talon, Fleet, Move Through Cover, Twin-linked
Walker: Cortus Dreadnought, Wargear Item: Atomantic Deflector, Atomantic Overcharge,
Searchlight, Smoke Launchers, Unstable Internment, Weapon: Twin-Linked Lascannon

Walker WS BS S Front Side Rear I A HP Type Ref


HH:AODAL
Cortus Dreadnought 4 4 6 13 11 10 4 3 3 Walker
p38
Cortus Dreadnought
HH:AODAL
(Dreadnought Close Combat 4 4 6 13 11 10 4 4 3 Walker
p38
Weapon)
Wargear
Description Ref
Item
Grants a 5+ Invulnerable save against shooting attacks and explosions HH6:
Atomantic
which originate from the front arc. In addition, when suffering a Vehicle Retribution
Deflector
Explodes results, add 1" to the radius of the blast. p239
At the beginning of the controlling players turn, they may declare that
the Contemptor-Cortus is overcharging its Atomantic reactor. They may
then apply one of the following bonuses until the end of the player turn:
HH6:
Atomantic - Rage special rule - 1" Move and Charge distances - 2" Run distance -
Retribution
Overcharge 1 Initiative At the end of its player turn, rolla D6. On a roll of a 1, lose a
p239
hull point. If this is enough to wreck the dreadnought, it suffers an
immediate Vehicle Explodes and the blast is increased by D3" instead
of the usual 1".

Night fighting only. it can, after firing all of its weapons, choose to HH: Core
Searchlight illuminate its target with the searchlight. If it does so, it also illuminates Rule Book
itself. p106
Once per game, instead of shooting or flat out movements/running, the
Smoke vehicle can activate smoke launchers. May not fire its weapons that
Launchers turn but recieves a 5+ cover save until next player turn. Unaffected by
weapon destroyed, crew shaken and crew stunned results.
HH6:
Unstable Must always make Sweeping Advances when able, but may never be
Retribution
Internment counted as a scoring unit.
p239

Weapon Range Strength AP Type Ref


HH: Core
Dreadnought Close
- x2 2 Melee Rule Book
Combat Weapon
p180
Heavy 1, Blast (3"), HH: Core
Graviton Gun 18" * 4 Concussive, Graviton Pulse, Rule Book
Haywire p177
HH: Core
Kheres Assault
24" 6 4 Heavy 6, Rending Rule Book
Cannon
p176
HH: Core
Twin-Linked
48" 9 2 Heavy 1, Twin-Linked Rule Book
Lascannon
p178
Gorgon Terminator Squad [210pts]
Selections: Combi-Bolter, 4x Gorgon Terminator, Legiones Astartes
Categories: INFANTRY, LEGIONES ASTARTES, TERMINATORS, ELITES
Rules: Feel No Pain (5), Implacable Advance, Inviolate Armour, Legiones Astartes, Stand and
Fight, Twin-linked
Unit: Gorgon Terminator, Wargear Item: Gorgon Pattern Terminator Armour, Weapon: Combi-
bolter
Gorgon Hammerbearer
Selections: Cyber-familiar
Unit: Gorgon Hammerbearer, Wargear Item: Cyber-familiar

Unit Unit Type WS BS S T W I A LD Save Ref


Gorgon Infantry HH:LAICL
4 4 4 4 1 3 2 9 2+
Hammerbearer (Character) p50
HH:LAICL
Gorgon Terminator Infantry 4 4 4 4 1 3 2 8 2+
p50

Wargear
Description Ref
Item
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum
Cyber- of 3) or provides an Invulnerable save of a 6. In addition they allow the HH:AODAL
familiar owner to re-roll failed characteristic tests other than Leadership tests p89
and failed Dangerous Terrain tests.
Same as normal Terminator Armour, but with additional special rule: At
Gorgon
the end of any phase in which a model has passed at least one armour
Pattern HH:LAICL
or invulnerable save roll a single D6. On a 4 all models within 6" of the
Terminator p50
unit must test as if they had been hit by a weapon with Blind. Friendly
Armour
units may re-roll this test.

Weapon Range Strength AP Type Ref


Combi-bolter 24" 4 5 Rapid Fire, Twin Linked HH: Core Rule Book p177
Medusan Immortals [405pts]
Selections: Boarding Shield, 4x Chainsword/Combat Blade, Hardened Armour, Legiones Astartes,
19x Medusan Immortals, 2x Meltagun, 9x Volkite Charger
Categories: INFANTRY, LEGIONES ASTARTES, ELITES
Rules: Deflagrate, Feel No Pain (5), Gun Them Down (Playtest Rules On), Hardened Armour,
Inviolate Armour, Legiones Astartes, Stand and Fight
Unit: Medusan Immortal, Wargear Item: Boarding Shield, Weapon: Volkite Charger
Veteran Sergeant
Selections: Artificer Armour, Cyber-familiar, Melta Bombs, Volkite Charger
Rules: Deflagrate
Unit: Veteran Sergeant (Artificer Armour), Wargear Item: Cyber-familiar, Weapon: Volkite
Charger

Unit Unit Type WS BS S T W I A LD Save Ref


HH:LAICL
Medusan Immortal Infantry 4 4 4 4 1 4 1 8 3+
p51
Veteran Sergeant (Artificer Infantry HH:LAICL
4 4 4 4 1 4 2 9 2
Armour) (Character) p51

Wargear
Description Ref
Item
Confers 6+ invulnverable save, increasing to a 5+ in close combat. User
Boarding HH:AODAL
is treated as having defensive grenades, but may never claim the extra
Shield p89
attack for being armed with an additional close combat weapon.
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the HH:AODAL
familiar owner to re-roll failed characteristic tests other than Leadership tests and p89
failed Dangerous Terrain tests.

Weapon Range Strength AP Type Ref


Volkite Charger 15" 5 5 Assault 2, Deflagrate HH: Core Rule Book p178

Troops

Tactical Squad, Legion , Compulsory [305pts]


Selections: Bolters, Legiones Astartes, 19x Tactical Space Marines, Legion
Categories: INFANTRY, LEGIONES ASTARTES, COMPULSORY TROOPS, TROOPS
Rules: Compulsory, Fury of the Legion, Inviolate Armour, Legiones Astartes, Stand and Fight
Unit: Legion Tactical Space Marine, Weapon: Boltgun
Additional Wargear
Selections: Additional Chainswords/Combat Blades
Weapon: Chainaxe, Chainsword/Combat Blade
Standard Wargear
Selections: Bolt Pistols, Frag and Krak Grenades, Power Armour
Rules: Assault Grenades
Wargear Item: Power Armour, Weapon: Bolt Pistol, Frag Grenades, Krak Grenade (Assault),
Krak Grenade (Shooting)
Tactical Sergeant, Legion
Selections: Artificer Armour, Chainsword/Combat Blade, Cyber-familiar, Melta Bombs
Categories: CHARACTER, INFANTRY
Rules: Armourbane
Unit: Legion Tactical Sergeant (Artificer Armour), Wargear Item: Artificer Armour, Cyber-
familiar, Weapon: Chainsword/Combat Blade, Melta Bombs
Combi-weapon
Selections: Combi-weapon: Meltagun
Rules: Melta
Weapon: Boltgun, Combi-weapon: Meltagun

Unit Unit Type WS BS S T W I A LD Save Ref


Legion Tactical Sergeant Infanty HH:AODAL
4 4 4 4 1 4 2 9 2
(Artificer Armour) (Character) p40
HH:AODAL
Legion Tactical Space Marine Infantry 4 4 4 4 1 4 1 8 3+
p40

Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Power LA:AODAL
Power armour provides a 3+ Armour save.
Armour p133
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Boltgun 24" 4 5 Rapid Fire
p177
HH: Core Rule Book
Chainaxe - +1 4 Melee
p180
Chainsword/Combat HH: Core Rule Book
- User - Melee
Blade p180
Combi-weapon: Assault 1, Melta, One HH: Core Rule Book
12" 8 1
Meltagun Use Only p177
HH: Core Rule Book
Frag Grenades 8" 3 - Assault 1, Blast
p182
Krak Grenade HH: Core Rule Book
- 6 4 -
(Assault) p183
Krak Grenade HH: Core Rule Book
8" 6 4 Assault 1
(Shooting) p183
HH: Core Rule Book
Melta Bombs - 8 1 Armourbane, Unwieldy
p183

Tactical Squad, Legion , Compulsory [250pts]


Selections: Bolters, Legiones Astartes, 9x Tactical Space Marines, Legion
Categories: INFANTRY, LEGIONES ASTARTES, COMPULSORY TROOPS, TROOPS
Rules: Compulsory, Fury of the Legion, Inviolate Armour, Legiones Astartes, Stand and Fight
Unit: Legion Tactical Space Marine, Weapon: Boltgun
Additional Wargear
Selections: Additional Chainswords/Combat Blades, Vexilla, Legion
Wargear Item: Legion Vexilla, Weapon: Chainaxe, Chainsword/Combat Blade
Rhino Armoured Carrier, Legion
Selections: Dozer Blade, Multi-melta, Twin-linked Bolter
Categories: DEDICATED TRANSPORT, TRANSPORT, TANK, VEHICLE
Rules: Melta, Repair, Twin-linked, Unshakeable Nerve
Transport: Legion Rhino (Transport), Vehicle: Legion Rhino, Wargear Item: Dozer Blade,
Weapon: Multi-Melta, Twin-Linked Boltgun
Standard Wargear
Selections: Bolt Pistols, Frag and Krak Grenades, Power Armour
Rules: Assault Grenades
Wargear Item: Power Armour, Weapon: Bolt Pistol, Frag Grenades, Krak Grenade (Assault),
Krak Grenade (Shooting)
Tactical Sergeant, Legion
Selections: Artificer Armour, Bolter, Cyber-familiar, Melta Bombs
Categories: CHARACTER, INFANTRY
Rules: Armourbane
Unit: Legion Tactical Sergeant (Artificer Armour), Wargear Item: Artificer Armour, Cyber-
familiar, Weapon: Boltgun, Melta Bombs
Power Weapon
Selections: Power Axe
Rules: Unwieldy
Weapon: Power Axe

Transport Capacity Fire Points Access Points Ref


Legion Rhino Two - Top Three. One on each side of the Hull and
10
(Transport) Hatch one at the rear.

Unit Unit Type WS BS S T W I A LD Save Ref


Legion Tactical Sergeant Infanty HH:AODAL
4 4 4 4 1 4 2 9 2
(Artificer Armour) (Character) p40
HH:AODAL
Legion Tactical Space Marine Infantry 4 4 4 4 1 4 1 8 3+
p40

Vehicle BS Front Side Rear HP Type Ref


Legion Rhino 4 11 11 10 3 Tank, Transport HH:AODAL p35

Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous
Blade
Terrain tests.
Legion LA:AODAL
A unit with a Legion Vexilla may re-roll failed Morale checks.
Vexilla p132
Power LA:AODAL
Power armour provides a 3+ Armour save.
Armour p133
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Boltgun 24" 4 5 Rapid Fire
p177
HH: Core Rule Book
Chainaxe - +1 4 Melee
p180
Chainsword/Combat HH: Core Rule Book
- User - Melee
Blade p180
HH: Core Rule Book
Frag Grenades 8" 3 - Assault 1, Blast
p182
HH: Core Rule Book
Krak Grenade (Assault) - 6 4 -
p183
Krak Grenade HH: Core Rule Book
8" 6 4 Assault 1
(Shooting) p183

Armourbane, HH: Core Rule Book


Melta Bombs - 8 1
Unwieldy p183
HH: Core Rule Book
Multi-Melta 24" 8 1 Heavy 1, Melta
p178
HH: Core Rule Book
Power Axe - +1 2 Melee, Unwieldy
p181
Rapid Fire, Twin- HH: Core Rule Book
Twin-Linked Boltgun 24" 4 5
Linked p177

Tactical Squad, Legion , Compulsory [260pts]


Selections: Bolters, Legiones Astartes, 9x Tactical Space Marines, Legion
Categories: INFANTRY, LEGIONES ASTARTES, COMPULSORY TROOPS, TROOPS
Rules: Compulsory, Fury of the Legion, Inviolate Armour, Legiones Astartes, Stand and Fight
Unit: Legion Tactical Space Marine, Weapon: Boltgun
Additional Wargear
Selections: Additional Chainswords/Combat Blades, Vexilla, Legion
Wargear Item: Legion Vexilla, Weapon: Chainaxe, Chainsword/Combat Blade
Rhino Armoured Carrier, Legion
Selections: Blessed Autosimulacra, Dozer Blade, Multi-melta, Twin-linked Bolter
Categories: DEDICATED TRANSPORT, TRANSPORT, TANK, VEHICLE
Rules: Blessed Autosimulacra, Melta, Repair, Twin-linked, Unshakeable Nerve
Transport: Legion Rhino (Transport), Vehicle: Legion Rhino, Wargear Item: Dozer Blade,
Weapon: Multi-Melta, Twin-Linked Boltgun
Standard Wargear
Selections: Bolt Pistols, Frag and Krak Grenades, Power Armour
Rules: Assault Grenades
Wargear Item: Power Armour, Weapon: Bolt Pistol, Frag Grenades, Krak Grenade (Assault),
Krak Grenade (Shooting)
Tactical Sergeant, Legion
Selections: Artificer Armour, Bolter, Cyber-familiar, Melta Bombs
Categories: CHARACTER, INFANTRY
Rules: Armourbane
Unit: Legion Tactical Sergeant (Artificer Armour), Wargear Item: Artificer Armour, Cyber-
familiar, Weapon: Boltgun, Melta Bombs
Power Weapon
Selections: Power Axe
Rules: Unwieldy
Weapon: Power Axe

Transport Capacity Fire Points Access Points Ref


Legion Rhino Two - Top Three. One on each side of the Hull and
10
(Transport) Hatch one at the rear.

Unit Unit Type WS BS S T W I A LD Save Ref


Legion Tactical Sergeant Infanty HH:AODAL
4 4 4 4 1 4 2 9 2
(Artificer Armour) (Character) p40
HH:AODAL
Legion Tactical Space Marine Infantry 4 4 4 4 1 4 1 8 3+
p40

Vehicle BS Front Side Rear HP Type Ref


Legion Rhino 4 11 11 10 3 Tank, Transport HH:AODAL p35

Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous
Blade
Terrain tests.
Legion LA:AODAL
A unit with a Legion Vexilla may re-roll failed Morale checks.
Vexilla p132
Power LA:AODAL
Power armour provides a 3+ Armour save.
Armour p133
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Boltgun 24" 4 5 Rapid Fire
p177
HH: Core Rule Book
Chainaxe - +1 4 Melee
p180
Chainsword/Combat HH: Core Rule Book
- User - Melee
Blade p180
HH: Core Rule Book
Frag Grenades 8" 3 - Assault 1, Blast
p182
HH: Core Rule Book
Krak Grenade (Assault) - 6 4 -
p183
Krak Grenade HH: Core Rule Book
8" 6 4 Assault 1
(Shooting) p183
Armourbane, HH: Core Rule Book
Melta Bombs - 8 1
Unwieldy p183
HH: Core Rule Book
Multi-Melta 24" 8 1 Heavy 1, Melta
p178
HH: Core Rule Book
Power Axe - +1 2 Melee, Unwieldy
p181
Rapid Fire, Twin- HH: Core Rule Book
Twin-Linked Boltgun 24" 4 5
Linked p177

Tactical Support Squad, Legion Meltagun [270pts]


Selections: Additional Wargear, Legiones Astartes, Meltagun, Support Squad
Categories: LEGIONES ASTARTES, INFANTRY, TROOPS
Rules: Inviolate Armour, Legiones Astartes, Melta, Stand and Fight, Support Squad
Weapon: Meltagun
Rhino Armoured Carrier, Legion
Selections: Blessed Autosimulacra, Dozer Blade, Multi-melta, Twin-linked Bolter
Categories: DEDICATED TRANSPORT, TRANSPORT, TANK, VEHICLE
Rules: Blessed Autosimulacra, Melta, Repair, Twin-linked, Unshakeable Nerve
Transport: Legion Rhino (Transport), Vehicle: Legion Rhino, Wargear Item: Dozer Blade,
Weapon: Multi-Melta, Twin-Linked Boltgun
Sergeant, Legion
Selections: Artificer Armour, Bolt Pistol, Cyber-familiar, Frag and Krak Grenades, Melta Bombs,
Meltagun
Categories: CHARACTER, INFANTRY
Rules: Armourbane, Assault Grenades
Unit: Legion Sergeant (Artificer Armour), Wargear Item: Artificer Armour, Cyber-familiar,
Weapon: Bolt Pistol, Frag Grenades, Krak Grenade (Assault), Krak Grenade (Shooting), Melta
Bombs
4x Space Marines, Legion
Selections: 4x Bolt Pistols, 4x Frag and Krak Grenades, 4x Power Armour
Rules: Assault Grenades
Unit: Legion Space Marine, Wargear Item: Power Armour, Weapon: Bolt Pistol, Frag Grenades,
Krak Grenade (Shooting)
Standard Wargear
Selections: Bolt Pistols, Frag and Krak Grenades, Power Armour
Rules: Assault Grenades
Wargear Item: Power Armour, Weapon: Bolt Pistol, Frag Grenades, Krak Grenade (Assault),
Krak Grenade (Shooting)

Transport Capacity Fire Points Access Points Ref


Legion Rhino Two - Top Three. One on each side of the Hull and
10
(Transport) Hatch one at the rear.

Unit Unit Type WS BS S T W I A LD Save Ref


Legion Sergeant (Artificer Infantry HH:AODAL
4 4 4 4 1 4 2 9 2
Armour) (Character) p202
HH:AODAL
Legion Space Marine Infantry 4 4 4 4 1 4 1 8 3+
p202

Vehicle BS Front Side Rear HP Type Ref


Legion Rhino 4 11 11 10 3 Tank, Transport HH:AODAL p35

Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous
Blade
Terrain tests.
Power HH:AODAL
Power armour provides a +3 armour save.
Armour p133
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Frag Grenades 8" 3 - Assault 1, Blast
p182
HH: Core Rule Book
Krak Grenade (Assault) - 6 4 -
p183
Krak Grenade HH: Core Rule Book
8" 6 4 Assault 1
(Shooting) p183
Armourbane, HH: Core Rule Book
Melta Bombs - 8 1
Unwieldy p183
HH: Core Rule Book
Meltagun 12" 8 1 Assault 1, Melta
p178
HH: Core Rule Book
Multi-Melta 24" 8 1 Heavy 1, Melta
p178
Rapid Fire, Twin- HH: Core Rule Book
Twin-Linked Boltgun 24" 4 5
Linked p177

Tactical Support Squad, Legion Meltagun [270pts]


Selections: Additional Wargear, Legiones Astartes, Meltagun, Support Squad
Categories: LEGIONES ASTARTES, INFANTRY, TROOPS
Rules: Inviolate Armour, Legiones Astartes, Melta, Stand and Fight, Support Squad
Weapon: Meltagun
Rhino Armoured Carrier, Legion
Selections: Blessed Autosimulacra, Dozer Blade, Multi-melta, Twin-linked Bolter
Categories: DEDICATED TRANSPORT, TRANSPORT, TANK, VEHICLE
Rules: Blessed Autosimulacra, Melta, Repair, Twin-linked, Unshakeable Nerve
Transport: Legion Rhino (Transport), Vehicle: Legion Rhino, Wargear Item: Dozer Blade,
Weapon: Multi-Melta, Twin-Linked Boltgun
Sergeant, Legion
Selections: Artificer Armour, Bolt Pistol, Cyber-familiar, Frag and Krak Grenades, Melta Bombs,
Meltagun
Categories: CHARACTER, INFANTRY
Rules: Armourbane, Assault Grenades
Unit: Legion Sergeant (Artificer Armour), Wargear Item: Artificer Armour, Cyber-familiar,
Weapon: Bolt Pistol, Frag Grenades, Krak Grenade (Assault), Krak Grenade (Shooting), Melta
Bombs
4x Space Marines, Legion
Selections: 4x Bolt Pistols, 4x Frag and Krak Grenades, 4x Power Armour
Rules: Assault Grenades
Unit: Legion Space Marine, Wargear Item: Power Armour, Weapon: Bolt Pistol, Frag Grenades,
Krak Grenade (Shooting)
Standard Wargear
Selections: Bolt Pistols, Frag and Krak Grenades, Power Armour
Rules: Assault Grenades
Wargear Item: Power Armour, Weapon: Bolt Pistol, Frag Grenades, Krak Grenade (Assault),
Krak Grenade (Shooting)

Transport Capacity Fire Points Access Points Ref


Legion Rhino Two - Top Three. One on each side of the Hull and
10
(Transport) Hatch one at the rear.

Unit Unit Type WS BS S T W I A LD Save Ref


Legion Sergeant (Artificer Infantry HH:AODAL
4 4 4 4 1 4 2 9 2
Armour) (Character) p202
HH:AODAL
Legion Space Marine Infantry 4 4 4 4 1 4 1 8 3+
p202

Vehicle BS Front Side Rear HP Type Ref


Legion Rhino 4 11 11 10 3 Tank, Transport HH:AODAL p35

Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous
Blade
Terrain tests.
Power HH:AODAL
Power armour provides a +3 armour save.
Armour p133

Weapon Range Strength AP Type Ref


HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Frag Grenades 8" 3 - Assault 1, Blast
p182
HH: Core Rule Book
Krak Grenade (Assault) - 6 4 -
p183
Krak Grenade HH: Core Rule Book
8" 6 4 Assault 1
(Shooting) p183
Armourbane, HH: Core Rule Book
Melta Bombs - 8 1
Unwieldy p183
HH: Core Rule Book
Meltagun 12" 8 1 Assault 1, Melta
p178
HH: Core Rule Book
Multi-Melta 24" 8 1 Heavy 1, Melta
p178
Rapid Fire, Twin- HH: Core Rule Book
Twin-Linked Boltgun 24" 4 5
Linked p177
Heavy Support

Sicaran Battle Tank [235pts]


Selections: Accelerator Autocannon, Armoured Ceramite, Blessed Autosimulacra, Lascannon
Sponsons, Searchlight and Smoke Launchers
Categories: VEHICLE, TANK, HEAVY SUPPORT
Rules: Armoured Ceramite, Blessed Autosimulacra, Rapid Tracking, Rending, Twin-linked
Vehicle: Sicaran Pattern Tank, Wargear Item: Extra Armour, Searchlight, Smoke Launchers,
Weapon: Accelerator Autocannon, Lascannon

Vehicle BS Front Side Rear HP Type Ref


Sicaran Pattern Tank 4 13 12 12 3 Vehicle (Tank, Fast) HH:AODAL p72 & 73

Wargear
Description Ref
Item
Extra Vehicles equipped with extra armour count Crew Stunned results from the BRB
Armour Vehicle Damage table as Crew Shaken results instead. 7th
HH:
Core
Night fighting only. it can, after firing all of its weapons, choose to illuminate
Searchlight Rule
its target with the searchlight. If it does so, it also illuminates itself.
Book
p106
Once per game, instead of shooting or flat out movements/running, the
Smoke vehicle can activate smoke launchers. May not fire its weapons that turn but
Launchers recieves a 5+ cover save until next player turn. Unaffected by weapon
destroyed, crew shaken and crew stunned results.

Weapon Range Strength AP Type Ref


Accelerator Heavy 6, Rending, Rapid
48" 7 4 HH:AODAL p61
Autocannon Tracking
HH: Core Rule Book
Lascannon 48" 9 2 Heavy 1
p178
Vindicator Siege Tank Squadron, Legion [290pts]
Categories: TANK, VEHICLE, HEAVY SUPPORT
Vindicator Tank, Legion
Selections: Blessed Autosimulacra, Combi-Bolter, Dozer Blade, Laser Destroyer Array,
Searchlight and Smoke Launchers
Rules: Blessed Autosimulacra, Power Capacitor
Vehicle: Legion Vindicator, Wargear Item: Dozer Blade, Searchlight, Smoke Launchers,
Weapon: Combi-bolter, Laser Destroyer
Vindicator Tank, Legion
Selections: Blessed Autosimulacra, Combi-Bolter, Dozer Blade, Laser Destroyer Array,
Searchlight and Smoke Launchers
Rules: Blessed Autosimulacra, Power Capacitor
Vehicle: Legion Vindicator, Wargear Item: Dozer Blade, Searchlight, Smoke Launchers,
Weapon: Combi-bolter, Laser Destroyer

Vehicle BS Front Side Rear HP Type Ref


Legion Vindicator 4 13 11 10 3 Vehicle (Tank) HH:AODAL p57

Wargear
Description Ref
Item
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous Terrain
Blade
tests.
HH:
Core
Night fighting only. it can, after firing all of its weapons, choose to illuminate
Searchlight Rule
its target with the searchlight. If it does so, it also illuminates itself.
Book
p106
Once per game, instead of shooting or flat out movements/running, the
Smoke vehicle can activate smoke launchers. May not fire its weapons that turn but
Launchers recieves a 5+ cover save until next player turn. Unaffected by weapon
destroyed, crew shaken and crew stunned results.

Weapon Range Strength AP Type Ref


Combi-bolter 24" 4 5 Rapid Fire, Twin Linked HH: Core Rule Book p177
Laser Destroyer 36" 9 1 Ordnance 1, Twin-linked HH: Core Rule Book p178
Whirlwind Scorpius, Legion [120pts]
Selections: Dozer Blade, Scorpius Multi-Launcher, Searchlight and Smoke Launchers, Twin-linked
Bolter
Categories: VEHICLE, TANK, HEAVY SUPPORT
Rules: Rocket Barrage, Twin-linked
Vehicle: Legion Whirlwind Scorpius, Wargear Item: Dozer Blade, Searchlight, Smoke Launchers,
Weapon: Scorpius Multi-launcher, Twin-Linked Boltgun

Vehicle BS Front Side Rear HP Type Ref


Legion Whirlwind Scorpius 4 13 12 10 3 Vehicle (Tank) HH:AODAL p64

Wargear
Description Ref
Item
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous Terrain
Blade
tests.
HH:
Core
Night fighting only. it can, after firing all of its weapons, choose to illuminate
Searchlight Rule
its target with the searchlight. If it does so, it also illuminates itself.
Book
p106
Once per game, instead of shooting or flat out movements/running, the
Smoke vehicle can activate smoke launchers. May not fire its weapons that turn but
Launchers recieves a 5+ cover save until next player turn. Unaffected by weapon
destroyed, crew shaken and crew stunned results.

Weapon Range Strength AP Type Ref


Scorpius Multi- Heavy 1, Barrage, Blast,
48" 8 3 HH:AODAL p64
launcher Rocket Barrage
Twin-Linked HH: Core Rule
24" 4 5 Rapid Fire, Twin-Linked
Boltgun Book p177

Allegiance

Legion and Allegiance


Selections: X: Iron Hands, Loyalist
Categories: ALLEGIANCE
Rules: Legiones Astartes, The Iron Hands

Rite of War
Categories: ALLEGIANCE

Lords of War
Ferrus Manus [415pts]
Selections: Master of the Legion, The Death of Ferrus Manus
Categories: PRIMARCH, LORDS OF WAR, MASTER OF THE LEGION
Rules: Adamantium Will, Battlesmith, Eternal Warrior, Fear, Fearless, Fleet, Independent
Character, It Will Not Die, Master of Mechanisms, Master of the Legion, Precision Shots, Precision
Strikes, Sire of the Iron Hands, Very Bulky
Unit: Ferrus Manus
The Medusan Carapace
Selections: Graviton Gun, Grenade Harness, Heavy Flamer, Plasma Blaster
Rules: Concussive, Gets Hot, Graviton Pulse, Grenade Harness, Haywire
Wargear Item: Nuncio-vox, The Medusan Carapace, Weapon: Graviton Gun, Grenade Harness,
Heavy Flamer, Plasma Blaster, Servo Arm

Unit Unit Type WS BS S T W I A LD Save Ref


Ferrus Manus Infantry (Character) 7 6 7 7 6 5 4 10 2+ HH:LAICL p52

Wargear
Description Ref
Item
Units arriving via Deep Strike within 6" of a Nuncio-vox do not scatter.
When barrage weapons are used by the controlling player, line of sight
Nuncio- HH:AODAL
may be drawn from any model equipped with a Nuncio-vox as well as the
vox p91
firing model itself. Range is still drawn from the firing model. It may not be
used inside a vehicle.
Confers 2+ save and 3+ Invulnerable. Also contains a nuncio-vox and
The
servo-arm. Ferrus Manus may fire two weapons from the following list (at HH:LAICL
Medusan
the same target) during the shooting phase. - Plasma Blaster - Graviton p53
Carapace
Gun - Grenade Harness (unlimited use) - Heavy Flamer

Weapon Range Strength AP Type Ref


Graviton Heavy 1, Blast (3"), Concussive, HH: Core Rule
18" * 4
Gun Graviton Pulse, Haywire Book p177
Grenade
8" 3 - Assault 2, Blast, One use HH:AODAL p83
Harness
Heavy HH: Core Rule
Template 5 4 Assault 1
Flamer Book p177
Plasma
18" 7 2 Assault 2, Gets Hot! HH:AODAL p84
Blaster
HH: Core Rule
Servo Arm - 8 2 Melee, Unwieldy
Book p181

Use Playtest Rules

Use Playtest Rules


Selections: Playtest Rules On
Categories: USE PLAYTEST RULES
Rules: Use Playtest Rules
Selection Rules
Adamantium Will: A unit that contains at least one model with this special rule receives a +1 bonus to Deny the
Witch tests. (HH: Core Rule Book p157)
Armourbane: If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it
rolls an additional D6 for armour penetration in close combat.
If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for armour
penetration. In either case, this special rule has no effect against non-vehicle models. (HH: Core Rule Book
p157)
Armoured Ceramite: A vehicle with this wargear is not subject to the additional D6 armour penetration caused
by weapons with the Melta special rule. (LA:AoDLA p131)
Assault Grenades: Shooting: When a unit equiped with Assualt Greandes makes a shooting attack, one model
can choose to throw a Grenade, rather than using another shooting weapon.e

Assualt: Models equipped with assault grenades don’t suffer the penalty to their Initiative for charging enemies
through difficult terrain, but fight at their normal Initiative in the ensuing combat. (HH: Core Rule Book)
Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on
the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle
arrived from Reserve that turn. (HH: Core Rule Book p157)
Battlesmith: If a Battlesmith is embarked on or in base contact with one or more damaged vehicles during the
shooting phase, they may attempt to repair one of them instead of firing a weapon. To attempt, roll a D6. On a
result of 5+ the Battlesmith may do one of the following:

- Restore a lost Hull Point


- Repair a Weapon Destroyed result
- Repair an Immobilised result

If a Weapon Destroyed result is repaired, that weapon may be fired in the following shooting phase. The
Battlesmith cannot use this ability if he has gone to ground or is falling back. (HH: Core Rule Book p157)
Blessed Autosimulacra: If the vehicle has lost a hull point, at the end of the controlling players turn roll a D6.
On a result of a 6 one lost hull point is restored. (HH3: Extermination p206)
Bulky: Bulky models count as two models for the purposes of Transport Capacity. (HH: Core Rule Book p161)
Chosen Warriors: All models may issue and accept challenges as if Characters. This does not confer any of
the other special rules associated with Characters. (HH:AODAL p80)
Compulsory: 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 Age of
Darkness. (AoDRB p132)
Concussive: A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced
to Initiative 1 until the end of the following Assault phase. (HH: Core Rule Book p161)
Deflagrate: 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. (HH: Core Rule Book p163)
Dreadnought Talon: When first deployed on the battlefield (either at the start of the game or when arriving via
Reserves later on), the Dreadnoughts must be placed within 6" of each other, but afterwards operate
independently and are not treated as a vehicle squadron but operate independently as individual units for the
purposes of taking any actions, as well for determining Victory points in missions which make use of Victory
points for destroying units. (HH:GEAFAQV1.0 p4)
Eternal Warrior: 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. (HH: Core Rule Book
p163)
Father to the Brethren of Iron: A Forge Lord (or Iron-Father or Warsmith) must be taken as the compulsory HQ
choice for this detachment if this Rite of War is used as the army’s Primary Detachment. Note that this will
preclude certain other characters from being included in the detachment, and means in most cases that both a
Legion Praetor and a Forge Lord must be taken. (HH:AODAL p101)
Fear: At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause
Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well
and there is no effect. If the test is failed, the unit succumbs to fear – all models in the unit have their Weapon
Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself
immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause
Fear. (HH: Core Rule Book p163)
Fearless: Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear
and Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due
to the Our Weapons are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all
the effects of Going to Ground are immediately cancelled. (HH: Core Rule Book p164)
Feel No Pain (5): (HH:LAICL)
Feel No Pain (6+): 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 not a saving throw and so can be used against attacks that state
that ‘no saves of any kind are allowed’, for example those inflicted by Perils of the Warp).
“Feel No Pain rolls may not be taken against Destroyer attacks (see page 163), unsaved wounds which have the
Instant Death special rule or in instances which state that no saves (of any kind) may be taken.”
Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a
5+, the unsaved Wound is discounted – treat it as having been saved.
If a unit has the Feel No Pain special rule with a number in brackets afterwards – Feel No Pain (6+), for example
– then the number in brackets is the D6 result needed to discount the Wound. (HH: Core Rule Book p164)
Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when
determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example). (HH:
Core Rule Book p164)
Fury of the Legion: While at least five models remain in the unit armed with bolters or bolt pistols, the squad
can elect to make a Fury of the Legion attack in the Shooting phase so long as they did not move, arrive via
Deep Strike or disembark a vehicle earlier in that player turn. Models making a Fury of the Legion attack may fire
twice with their bolters or bolt pistols against a single target (note that in the case of a combi-weapon, only the
bolter part may fire twice).

Owing to the massive expenditure of ammunition involved, once a squad has made a Fury of the Legion attack it
may not use Overwatch fire later that turn or fire in the Shooting phase of their next player turn, but may
otherwise move, fight in assault, run, etc, normally (place a counter or note next to the unit to represent this).
Fury of the Legion attacks may not be used for Snap Shots, and models joining the unit do not benefit from this
rule and must fire normally, as does any non-bolter weapon used by the squad at the same time as the Fury of
the Legion attack is made (HH:AODAL p40)
Gets Hot: When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model
immediately suffers a Wound (armour or invulnerable saves can be taken) – this Wound cannot be allocated to
any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the
Gets Hot special rule. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a
glancing hit.

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 (armour saves or invulnerable saves can be taken) – this
Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to
avoid a Wound caused by the Gets Hot special rule. A vehicle instead suffers a glancing hit on a further roll of a
1, 2 or 3.

Gets Hot and Re-rolls


If a model has the ability to re-roll its rolls To Hit (including because of BS6+ or the Twin-linked special rule), a
Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do
not roll To Hit. (HH: Core Rule Book p164)
Graviton Pulse: Instead of rolling To Wound normally with this weapon, any model caught in its blast must
instead roll equal to or under their Strength on a D6 or suffer a wound (a roll of a ‘6’ always counts as a failure).
After a Graviton Pulse weapon has been fired, leave the Blast marker in place. This area now counts as both
difficult terrain and dangerous terrain for the next turn thanks to the gravity flux. (HH: Core Rule Book p164)
Grenade Harness: When fired, the firing terminator and any squad they have joined count as having assault
grenades in the Assault phase of that turn. (HH:AODAL p83)
Gun Them Down (Playtest Rules On): A Medusan Immortals Squad may not attempt to make Sweeping
Advances. Instead of rolling to make a Sweeping Advance, the controlling player may choose to have the
Medusan Immortals shoot as if it were their Shooting phase against a single squad falling back away from them
in combat. However, weapons with the Blast special rule may not be fired when making a Gun Them Down
attack and any type of Template weapon inflicts D3 automatic hits on the fleeing unit, resolved at its normal
Strength and AP value instead of using the template to allocate hits. This is done before any falling back models
are moved and casualties are selected as in the Shooting phase. This attack may only be made so long as after
the target unit falls back, the Medusan Immortals would no longer be engaged in combat. After making a Gun
Them Down attack, the Medusan Immortals unit may not make a Consolidation move at the end of the Assault
phase. (HH:LAICL p51)
Hardened Armour: Hardened Armour counts as being Void Hardened (Cold Void mission special rules from
Betrayal). Failed armour saves against template and blast weapons may be re-rolled. Reduces distance rolled
for charges, sweeping advances, and run moves by 1". Additionally models in a Breacher Company in Hardened
Armour can re-roll armour rolls of 1. Models equipped with Artificer Armour do not benefit from this rule
(HH:AODAL p32)
Haywire: When a weapon with this special rule hits a vehicle, roll a D6 to determine the effect rather than rolling
for armour penetration normally:

D6 - Result
1 - No effect
2-5 - Glancing hit
6 - Penetrating hit (HH: Core Rule Book p164)
Implacable Advance: Units with this special rule are always counted as scoring units in any mission where
Troops are also counted as scoring units. (HH:GEAFAQV1.0 p3)
Independent Character: Independent characters can join other units. They cannot, however, join units that
contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a
powerful multi-character unit! Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one
or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting
numbres, but instead tests as if it had at least 25% remaining.

Full details in BRB. Rule too long to copy verbatim. (HH: Core Rule Book p165)
Inviolate Armour: All models with the Legiones Astartes (Iron Hands) special rule reduce the strength of all
shooting attacks against them by -1. ()
It Will Not Die: 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 has not been removed as a casualty or destroyed. On
a roll of 5+, that model regains a Wound, or Hull Point, lost earlier in the game. (HH: Core Rule Book p167)
Legion Consuls: Any Centurion may be upgraded to one of the following roles for the points cost listed, gaining
any wargear and special rules, and abiding by any army limitations shown. No Consul may have more than one
particular upgrade. These upgrades should always be clearly represented on the model.
(HH:AODAL p19)
Legiones Astartes: Units with this special rule may always attempt to Regroup at their normal Leadership
value, regardless of casualties.

In addition to these benefits, units will also have a number of additional special rules and abilities specific to their
‘named’ Legion, all of which will be defined in the Legiones Astartes Army List and other future Forge World
publications.

If an army represents a Legion which does not yet have its own unique Legiones Astartes rule, the controlling
player may instead add either the Stubborn or Furious Charge special rule to the standard provisions of this rule
in the interim. (HH: Core Rule Book p168)
Machine Spirit: Confers the Power of the Machine Spirit special rule.
In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more
weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target
unit to any other weapons, subject to the normal rules for shooting. (HH:AODAL p239)
Master of Mechanisms: Has the Battlesmith rule and passes repair checks on a 3. In addition, any vehicles in a
detachment with Ferrus Manus with at least one armour value of 13 or higher gain It Will Not Die. (HH:LAICL
p53)
Master of the Legion: A Legion army may only take one Model with the Master of the Legion rule for every
1000 points. A model with this rule may also take a Command Squad. If serving as the Army's Warlord, they
may also roll twice on the Warlord Trait table and select one of the results. (HH:AODAL p15)
Melta: Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a vehicle’s armour
at half range or less. If the weapon is more than half its maximum range away, it rolls to penetrate as normal.
If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker
after it has scattered. If this is half the weapon’s range or less, all hits caused by the blast marker roll an addition
D6 when rolling to penetrate a vehicle’s armour. If the centre of the blast marker is more than half the weapon’s
maximum range away after scatter, roll to penetrate as normal. (HH: Core Rule Book p168)
Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when
rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most
circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a
model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. (HH: Core Rule
Book p168)
Murderous Strike: Causes Instant Death on a To Wound roll of 6 (HH:AODAL)
Power Capacitor: - Capacitor Fire: If the tank has not moved this turn, the Laser Destroyer Array becomes an
Ordnance 2 Twin-linked weapon.
- Overcharged Fire: The owning player may declare an overcharged volley if the vehicle has not moved this turn.
The Laser Destroyer Array becomes Ordnance 3, Twin-linked. After firing, roll a D6 - on a 1 the Vindicator
suffers a single Hull Point of damage. (HH:AODAL p69)
Precision Shots: If a model with this special rule rolls a 6 To Hit with a shooting weapon, that shot is a
‘Precision Shot’.

Wounds from Precision Shots are allocated against a model (or models) of your 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. A
character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
(HH: Core Rule Book p169)
Precision Strikes: If a model with this special rule rolls a 6 To Hit with a Melee weapon, that hit is a ‘Precision
Strike’.

Wounds from Precision Strikes are allocated against an engaged model (or models) of your choice in the unit
you are attacking, rather than following the normal rules for Wound allocation. If a Precision Strike Wound is
allocated to a character, they can still make their Look Out, Sir roll. (HH: Core Rule Book p169)
Rapid Tracking: Targets may not take Jink saves against damage from this weapon. (LA:AODAL p127)
Relentless: Relentless models can shoot with Heavy, Salvo 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, Rapid Fire or Salvo weapons. (HH: Core Rule Book p170)
Rending: 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 his close combat attacks will strike a critical blow. For each To Wound roll of
a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2.
Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll
of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2.
In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result
added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP
value. (HH: Core Rule Book p170)
Repair: In the Shooting phase instead of firing a weapon, the Rhino may attempt to repair an Immobilised result
on a D6 roll of a 6. (HH:AODAL p35)
Retinue: A single Legion Command Squad may be chosen as a retinue for a Legion Praetor, Primarch, or
Legion special character with the Master of the Legion special rule which is also your Army’s Warlord. They may
not be taken as part of an army on their own, instead sharing a Force Organisation chart choice with the Warlord
they are selected for, nor do they add to the points of a Primarch when determining Lords of War and the 25%
rule. (HH:AODAL p19)
Rocket Barrage: In a turn in which the vehicle has not moved, the multi-launcher’s rate of fire is increased to
Heavy 1+D3. (HH:AODAL p64)
Sacred Trust: In missions where victory points are scored for destroying units, if a Primus Medicae is within 6"
of a friendly Space Marine infantry or jump infantry unit which is wiped out by the enemy, roll a D6. On a 5 the
player whose unit was destroyed also gains a Victory Point, as well as the enemy. (HH1: Betrayal p191)
Sire of the Iron Hands: Has the Relentless and Smash special rules. All shooting attacks against him suffer -1
penalty to their strength.

All models in an army with Ferrus Manus with Legions Astartes (Iron Hands) gain Feel No Pain 6 unless they
already have a superior version of this rule. (HH:LAICL p53)
Specialist Weapon: 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. (HH: Core Rule Book p172)
Stand and Fight: All models with the Legiones Astartes (Iron Hands) special rule must pass a Leadership test in
order to make Sweeping Advances after winning an assault or to make a Run move in the Shooting phase. In
addition, models with this rule may not voluntarily Go to Ground. ()
Support Officer: A Consul of this type may not be used as a compulsory HQ choice for the army unless
specifically exempted by a particular Legiones Astartes special rule or Rite of War. (FAQ)
Support Squad: A squad with this special rule may not be chosen as a compulsory choice for the army as part
of the Force Organisation chart. (HH: Core Rule Book p173)
Terminator Armour: If a unit has the option of taking Terminator armour but does not specify a particular
pattern, such as the Legion Terminator Squad entry, its pattern is that represented on the physical models used,
and only a single type of Terminator armour may be chosen for the unit when included in your army.
(HH:AODAL p133)
The Iron Hands: • Inviolate Armour: All models with the Legiones Astartes (Iron Hands) special rule reduce the
strength of all shooting attacks against them by -1.
• Stand and Fight: All models with the Legiones Astartes (Iron Hands) special rule must pass a Leadership test
in order to make Sweeping Advances after winning an assault or to make a Run move in the Shooting phase. In
addition, models with this rule may not voluntarily Go to Ground.
• Rigid Tactics: An Iron Hands detachment may not have more units with the Legiones Astartes (Iron Hands)
special rule in total (including Independent Characters) with the Jump Infantry, Bike or Jetbike types than it does
with the Infantry type. Note that because of this, certain Rites of War are unavailable to Iron Hands armies. (In
the case of Shattered Legions. The army does not gain the benifits of Rigid Tactics) (LA:ADL p44)
Twin-linked: Twin-linked weapons don’t get more shots than normal ones, but they give you a better chance of
hitting with them. If a shooting weapon has the twin-linked special rule, or is described in a model’s wargear
entry as twin-linked, it re-rolls all failed To Hit rolls.

Twin-linked Blast Weapons


If the scatter dice does not roll a hit, you can choose to re-roll the dice 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. (HH: Core Rule Book p175)
Unshakeable Nerve: Units embarked upon transports have the Fearless special rule while they are embarked.
(HH: Rulebook p77)
Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous
Creature or a Walker. (HH: Core Rule Book p175)
Use Playtest Rules: The following rules and profiles are designed to supplement, rather than replace those
found in The Horus Heresy: Age of Darkness Campaign books and Rulebooks. While we consider the rules
presented in this section of this document to be optional, we would encourage you to use them in your games
and provide us with your opinions and feedback. This feedback will then help to inform the final rules in a future
publication.
Please let us know what worked well as a part of these rules and also what could be improved (and how), by
sending us an email with the subject line “PLAYTEST” to HeresyFAQ@gwplc.com. We would appreciate if you
could please ensure that you only use this subject line when referring to rules presented in this section of the
document, and send us a separate email for any other feedback. (Playtest Rules Errata V1.0 Warhammer
Community Download)
Very Bulky: Very Bulky models count as three models for the purposes of Transport Capacity. (BRB 7th)

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