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Liber

Obscurus V1.7
RULES FOR THE FORGOTTEN AND ABANDONED OF HH2.0
FOREWORD
Heya gang, thanks for downloading these mad scribblings of a salty HH 1.0 nerd.
In the following pages I’ve begun to fill the massive blanks that GW have left us with the
dropping of the new system.

Outside of Liber Mechancium and ‘Liber Imperialis’ we’ve not been given much in the way of
any solid news on when we may be getting rules for many of our beloved armies and Age of
Darkness Army Themes.

In the following pages you’ll find the basic rules for Blackshields and their Wrought by War
selections, the entire Milita & Cult army list that I’ve attempted to ‘port’ across to 2.0 with
massaging of rules and weapon profiles and lastly both the Shattered Legions and (my
favourite) the Army of Dark Compliance.

Obviously as GW rules come out these will become superseded and lost to the annals of time,
but who cares as long as it gets us all rolling dice and sinking some beers!
Until then please enjoy using your older, non-Astartes collections in the awesome new sand
box that is HH 2.0.

I’ll be slowly moving through Solar Auxilia, Daemons of the Ruinstorm and Talons of the
Emperor over the coming weeks in attempt to get everyone on board.

Anyway, any and all feedback is more than welcomed and encouraged, if there is anything
broken or egregious, please let me know!!
Happy gaming and Custodes suck!!
Cheers,
Nick

FEEDBACK
So I can keep all suggestions and issues in a decently neat order and act upon them in good
time, if you crazy kids who are making use of this document as well as the Liber Obscurus
Balance Pass document could put any issues in the below google form, that would help myself
and this project immensly!

https://forms.gle/Q8wwLS31GbRrMT9U8

Thanks in advance!
Contents
LEGIONES ASTARTES BLACKSHIELDS
Legiones Astartes Blackshields…...………………………………………………01 AGE OF DARKNESS THEMES

Legiones Astartes Blackshields ………………………………………….……….02 Age Of Darkness Theme: Army Of Dark Compliance………………….. 43

Blackshields Warlord Traits………………………………………………….……03 Age Of Darkness Theme: Shattered Legions………..……………………. 44

Armoury Of The Blackshields…..…………………………………….…………04 REFERENCE SHEETS


Blackshield Reaver Lord………………………………………..…………………..05 Blackshields And Militia And Cults Reference…………………….....…… 45
Blackshield Cataphractii Reaver Lord…………………………………..….…06 Militia And Cults Reference ……………….………………………………...… 46
Blackshield Tartaros Reaver Lord………………………………….……...……07 Weapons Reference …………………………………………………………..……..47
Blackshield Marauder Squad…………………...………………….………..……08 Weapons Reference …………………………………………………………..……..48
THE IMPERALIS MILITA & CULTS Weapons Reference …………………………………………………………..……..49
The Imperalis Milita & Cults…………………………………..……………..…..09 Changelog............... …………………………………………………………..……..50
Militia & Cults Warlord Traits And Armoury………………………..……..10
Force Commander…………………………………………………….………..……..11
Rogue Psykers…………………………………………………………..………..……..12
Provenances Of War………………………………………………………………….13
Provenances Of War …..……………………………..……………………………..14
Discipline Master Cadre …………………..………………………………………..15
Imperialis Auxilia Platoon Command Cadre ………………………………..16
Imperialis Auxilia Medicae Detachment………………………………. …….17
Engineer Auxilia……………………………………………………………………. …18
Ogryn Brute Squad……………………………………………….………………. …19
Imperialis Milita Infantry Squad……………………………………..….……. .20
Inducted Levy Squad…………………………………….…………..……………. ..21
Imperialis Militia Grenadier Squad……………….……………….…………. .22
Imperialis Militia Fire Support Squad……………………..…………………. 23
Imperialis Militia Reconnaissance Squad……………………………………. 24
Auxilia Gorgon Heavy Transporter……………………………….…………… 25
Aurox Armoured Transport……………………………………………………… 26
Militia Termite……………………………………………….………………… …….27
Militia Rhino Transport……………………………………………….………… ..28
Militia Land Raider Proteus Carrier………………………………….……… ..29
Auxilia Arvus Lighter……………………………………………………..……… …30
Imperialis Auxilia Sentinel Scout Squadron……………………………...…. 31
Auxilia Thunderbolt Heavy Fighter……………………………………..…..….32
Imperialis Auxilia Rapier Battery…………………………………….…………. 33
Auxilia Malcador Heavy Tank……………………………………………..… ….34
Militia Auxiliary Battle Tank Attack Squadron…… …………………….…35
Auxilia Heavy Ordnance Battery……………………………………………….. 36
Mutant Spawn…………………………………………………..……………………. 37
Militia Carnodon Strike Squadron…………………………………….....…… 38
Auxilia Stormhammer Super-Heavy Assault Tank…………………....… 39
Auxilia Baneblade Super-Heavy Battle Tank……………………..…..…… 40
Militia & Cults Panoply Of War…………………………………………..……..41

00
LEGIONES ASTARTES

BLACKSHIELDS
The term 'Blackshield' came to be used during the Though never existing in numbers so great as the
period of the Horus Heresy known as the Age of Legions from which they had no doubt sprang - far
Darkness to cover a wide range of Space Marine from it- each faction and band, from the dozen
outcasts, marauders and those Legiones Astartes of survivors of a deadly betrayal by their own kind who
uncertain allegiances or origin. cast aside the past, to the cohort of rapidly
indoctrinated initiates thrust into battle for a cause
Mystery and suspicion attached themselves to such they barely understood in power armour empty of
warriors regardless of their true loyalties or livery, had their own place in the tapestry of galaxy-
intentions, and while some did deliberately scour wide destruction that was the
their old heraldry from their armour or replace it Horus Heresy.
with some false device or heraldry of their own, their
name of Blackshield was often a literal description
for armour over-masked or simply scorched black.

LEGIONES ASTARTES (BLACKSHIELDS)


All models with this special rule are subject to the following provisions:

WROUGHT BY WAR
All infantry and cavalry models with this special rule may select one of the 4 following
Wrought by War rules on the following page, at the point of writing the army list. Only 1 of
the options may be taken per army.

WARGEAR OF THE OUTER DARK THE FORGOTTEN AND THE LOST


Models with this special rule gain access to unique A Warlord with this special rule may select a
Wargear options (see Armoury of the Blackshields Warlord Trait from the Blackshields Warlord
options). Trait list.

01
Wrought by War:
Models with the Legiones Astartes (Blackshields) special rule gain one the following special rules decided while creating your army list
(one selection for the entire army). If any of the below options are taken the army not use a Rite of War, nor may it contain any of the
following units: Legion Praetor, Legion Cataphractii Praetor, Legion Tartaros Praetor, Legion Command Squad, Legion Cataphractii
Command Sqaud, Legion Tartaros Command Squad, Legion Tactical Squad, Legion Drop Pod, Legion Drednought Drop Pod, Legion
Deathstorm Drop Pod.

Death Seekers
These Blackshields are motivated by an all-consuming drive to offer up their own lives upon the altars of war. Psychologically unstable,
either as a result of what they have witnessed or endured or through brutally enforced and accelerated psycho-indoctrination, death
has become the center of their being, either as a blessed release, sought-for atonement or programmed obsession, but they will not
meet death vainly and without taking as many of the foe with them as they can. Through sheer force of will or other more malign
influence, such as prohibited gene-seed experimentation, they are able to shrug off otherwise debilitating injury as they abandon
themselves to the anarchy of battle.

Inured to Pain: All Infantry and Cavalry models gain the Feel No Pain (6+) special rule. Note this does not stack with the Feel No Pain
given by Narthecium, but will with add to the Feel no Pain given from Heart of the Legion. They also take no negative modifiers when
called upon to take a pinning or morale test during the shooting phase, but may not make any Reactions during the shooting phase.

Orphans of War
Having seen betrayal, atrocity and unthinkable carnage at the behest of distant and uncaring masters, these warriors are hardened
veterans who have survived against all odds and now trust only in the man next to them in the line of battle. For brothers they will
fight and die and strive to see another dawn, but for great cause or Primarch, and the lies and whispers of lords and potentates alike,
they have nothing but scorn.

Non-Character models with this special rule: When within 6" of another unit of at least five\ friendly models with the Legiones
Astartes (Blackshields) special rule, the unit gains +1 Leadership (to a maximum of 10), and can re-roll all failed To Hit rolls of a 1 during
the Shooting phase and Assault phase. They may not however benefit from the Leadership value of other models, and if they fail a
Morale check in the Assault phase, D3 models from the unit are removed as casualties in addition to any other effects. (Example, there
is a unit of 3 models within 6” of a unit with 6 models. Only the unit of 3 models would get the benefit in this instance).
Character/Independent Character models with this special rule: Gain the Preferred Enemy (Character/Independent Character)
special rule.
No Gods, No Masters: Blackshield Detachments with this special rule cannot include Chaplain Consuls, Agents of the Imperium or
Agents of the Warmaster, and cannot ally with any Space Marine Legion Detachment which does so (or contains a Primarch). Any
model with the Legiones Astartes (Blackshields) rule may not make any reactions during the Assault Phase.

Outlanders
These Space Marines have seen the depths to which both sides in Mankind's civil war will sinknto in order to destroy the other, and
they have washed their hands of either side and are now pursuing their own goals, having turned towards the path of the marauder and
void corsair to determine their fate. For some who have previously served in the nomad predation fleets and the flotillas of the Rogue
Traders at the forefront of the Great Crusade's darkest frontiers, this may be merely a reversion to a path well-travelled in the past,
although with themselves as master, while others will have been forced into exile by the wroth of enemy and one-time ally alike.

Void Reavers: Before the game begins, up to half of the detachment's infantry and cavalry units without Dedicated Transports may be
given the Deep Strike special rule and enter play via Reserve or Deep Strike Assault. However, a Deepstrike Assault becomes disordered
on the roll of a 1 or 2. They may not, however, make any reactions in the Movement Phase.
Unsanctioned Weaponry: Any model with this special rule in the detachment with access to a combibolter as an upgrade or option
may instead take a xenos deathlock for +8 points or may exchange a combibolter they already possess for a xenos deathlock for +3
points. Any character model that does not already do so in the detachment has access to rad grenades as an option for +10 points each.
The Shadow of Oblivion: Make a note of how many units of infantry and cavalry with the Legiones Astartes (Blackshields) rule are in
your army at the start of the game, also make this total known to your opponent. Once half of these units have been either destroyed or
are Falling Back, this special rule takes effect. At the beginning of every subsequent Game Turn, their controlling player must make a
Leadership test for each unit with this special rule remaining. If it fails, the unit is removed from play and counts as destroyed.

Chymeriae
As the Age of Darkness progressed so there came into being Legiones Astartes who simply should not have existed. Some were the by-
blows of failed rapid implantation and psycho-indoctrination programs, others the product of prohibited experimentation on gene-
seed stock or the influence of malign forces from beyond. Most often the cause for such 'Chymeriae' creation was to create a
breakthrough that would see their faction, Loyalist or Traitor, gain a decisive edge in the war; a goal which for some any taboo or
stricture was worth breaking. All, be they Primarch or master apothecary, who attempted this soon learned the folly of their error. Such
warriors were at best invariably unstable or unpredictable when compared to those Legiones Astartes brought into being by
conventional means, while others succumbed to irreparable madness or cancerous mutation as terrifying xto behold as it was
ultimately fatal.
Chymeriae Attributes: At the start of the game before set-up, the model's owning player must declare which one of the following
combination of bonuses and penalties applies to all infantry and cavalry units in the affected detachment with this special rule:
- Option 1: +1 Strength, +1 Toughness,-1 Initiative, -1 Movement, -1” to Charge and Run Distances, may not make Sweeping Advances.
No units with this rule may make reactions during the movement phase.
- Option 2: +1WS, +1 BS, -2 Ld. No units with this rule may make reactions during the shooting phase.
- Option 3: The unit gains the Fear (1), Fleet (2) and Rage (1) special rules, -1 BS, must always make Sweeping Advances if able to. No
units with this rule may make reactions during the Assault Phase.
Shunned and Distrusted: A Legiones Astartes (Blackshields) Primary Detachment with this special rule may not have an Allied
Detachment.

02
Blackshield Warlord Traits
A Warlord with the Legiones Astartes (Blackshields) Faction may select a Warlord Trait from among those listed
below instead of selecting one of the Core Warlord Traits

The Aggrieved Masses The Discarded and Destroyed


Across the myriad battlefields and crumbled empires The Emperor and Horus both readily used and
left in the wake of the Emperors ‘Great Crusade’ there discarded whatever resources they required throughout
has been many left behind to mull over the destruction the Great Crusade and into the Age of Darkness. While
wrought by this petty god-king. most of these forces simply ceased to exist, every iota of
use wrung out of them, on a few occasions these few
survivors would plague the living like vengeful spectres.
This Warlord and any unit he has joined gains the
Preferred Enemy (Legiones Astartes (X)) special rule.
The Warlord and any unit he joins has both the Fear (1)
(Does not stack with any other iterations of the Fear (x)
The Warlord and any unit he has joined may ignore any rule) as well as the Night Vision special rules.
Reaction limitations imposed due to any specific
Wrought by War Special Rules.
The Warlord and any unit he has joined may ignore any
Predation Fleet-Master Reaction limitations imposed due to any specific
Wrought by War Special Rules.
Many of the Blackshield forces littered across the
nascent Imperium managed to only survive off the
scraps of larger forces after battles had been won and
lost. With the Civil War raging to full effect, even these
smaller forces would readily pounce on larger, wounded
enemy forces to plunder their whatever war material
they could.

The Warlord and any unit he joins may reroll charge


distances and re-roll all to-hit and to-wound rolls
during the Assault Phase against any unit that numbers
less than what his unit does (Bulky (X) counting for that
many models etc).

The Warlord and any unit he has joined may ignore any
Reaction limitations imposed due to any specific
Wrought by War Special Rules.

03
THE ARMOURY OF THE BLACKSHIELDS
The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes
(Blackshields) factions and exemplifies the ad-hoc nature of their wargear.

Pariah Power Armour


Some Blackshield forces were observed to modify their power armour in a manner not prescribed by any doctrine of the Legiones
Astartes. By stripping back reactor casings, re-routing power couplings and foregoing components such as gauntlets, motive
stabilisers, vambraces, pauldrons or helm, the wearer is afforded a combination of power and dexterity not provided by standard
patterns, albeit at the expense of some protection against heavy weapons fire.
Any unit or character with the Legiones Astartes (Blackshield) special rule that has the Infantry Unit Type with a 3+ save and that
does not have the Heavy, or Unique sub type may exchange their standard Power Armour for Pariah power armour.

Pariah power armour confers a 3+ armour save, +1 Movement, the Path Finder Special rule and the Light and Skirmish unit sub-types.
If a unit or model wearing Pariah armour is shot at by any weapon with a Strength of 6 or higher, those attacks from said weapon
gain the Breaching (5+) Special Rule against the models wearing Pariah power armour.

Pariah Bolter
Though it grieves those inducted into the mysteries of the machine, some Blackshields have learned to strip the iconic bolter of its
casing and any extraneous fittings in order to make it easier to handle during the fury of a charge or the tumult of a Zone Mortalis
engagement.
Any unit or character with the Legiones Astartes (Blackshield) special rule that has a bolter may exchange it for a Pariah Bolter.

Weapon Str AP Range Type

Pariah Bolter 4 5 16” Assault 2, Wall of Mass Reactive Bolts

Wall of Mass Reactive Bolts: If the model firing this weapon also the Light unit sub-type and has decided to run during the
movement phase, it may fire this weapon at its full ballistic skill in the shooting phase.

If a charge is made in the same player turn that a model from the unit that fired with this weapon, the Charge will count as
disordered (note that if the unit ran, it still cannot charge).

Pariah Flamer
These weapons, produced from battle-damaged and field-repaired units, have been modified by their bearers to remove safety cut-
offs, allowing a greater volume of fuel to be fired, albeit at risk and with less regularity of pressure than standard issue Imperial
flamers. Such protocols are not approved by the battle doctrines of the Legiones Astartes and are in contravention of the laws of the
Cult Mechanicus.
Any unit or character with the Legiones Astartes (Blackshield) special rule that may take a flamer may swap it for a Pariah Flamer.

Weapon Str AP Range Type

Pariah Flamer 3 5 Template Assault 1, Overpressure

Overpressue: A weapon with the Overpressure special rule may be fired at Str 4 and with the Torrent and Gets Hot special rules. The
Overpressure special rule may not be used to fire Overwatch.

Xenos Deathlock
There exist many terrifyingly powerful xenos technology weapons encountered during the Great Crusade, which, though incredibly
effective, have been declared prohibited by Mechanicum and Emperor alike for their detrimental effects on the body and mind of a
human wielder. The desperation of certain Blackshield forces, however, has overcome such concerns. Those weapons sought out by
certain groups of Blackshields are prized for the trauma they inflict upon the foe-enemies not torn apart by their horrifying effect are
assailed by a storm of soul-wrenching alien horror. Such weapons have been encountered in a range of classes, such as the extinction
carbines of the Khrave or the psycho-mobius claw-guns of the Kala Sistrum being the most commonly sought after amongst
Blackshield forces.

Weapon Str AP Range Type

Xenos Deathlock 5 5 18” Assault 2, Deathlock, Lethal Exposure


Deathlock: A unit that has suffered one or more wounds from a weapon with the Deathlock special rule must take a Leadership test
at the end of the Shooting phase before any Pinning tests or Morale checks are taken. The test has a negative modifier equal to the
number of wounds the target unit suffered with the Deathlock effect that tum. If the unit is Stubborn or Fearless, the test is still
taken but without the negative modifiers for casualties caused. If the test is failed, the unit immediately suffers D6 extra wounds
which may be saved normally.

Lethal Exposure: If a unit fires one or more weapons with this special rule in the Shooting phase, roll 2D6. If the roll result is less
than the number of deathlock shots fired by the unit in that phase, the unit suffers a wound with no armour saves (Invulnerable and
Feel No Pain saves may be taken though) on a model selected by its owning player. Do not roll for Lethal Exposure in the case of
Overwatch fire.
04
BLACKSHIELD REAVER LORD…………………………………………….120 POINTS
M WS BS S T W I A Ld Sv
HQ
Reaver Lord 7 6 5 4 4 3 5 4 10 3+
Once an officer in one of the
Emperor’s Legions,
treachery and fate have Unit Composition Unit Type
caused this warrior to • 1 Blackshield Reaver Lord • Infantry (Character)
obscure his erstwhile
heraldry and to pursue
another path entirely. It is Wargear Special Rules
around such men that bands • Power Armour • Legiones Astartes (Blackshields)
of Blackshields invariably • Bolt Pistol • Independent Character
coalesce, for they are • Chainsword • Relentless
possessed of a fierce mien • Frag & Krak Grenades
and fate visibly rests upon
their shoulders. While many
appear to fight because they Options
know no other existence, a
• The Blackshield Reaver Lord may take one of the following:
few are said to be following
- Bolter or Pariah Bolter………………………………………………………………………….…………………………………………………..+2 points
some far grander strategy
- Magna combi-weapon…………………………………………………………….………………………………………………..……………..+10 points
that only they are able to
- Minor combi-weapon…………………………………………………………….………………………………………………..………………..+5 points
perceive.
- Xenos Deathlock…………………………………………………………………………………………………………………...……….………..+8 points
- Volkinte Charger…………………………………………………………………………………………………………………….………………..+2 points
There exists no standard
- Nemesis Bolter……………………………………………………………………………………………………………….…………………..…..+10 points
type among Reaver Lords,
• The Blackshield Reaver Lord may exchange their Bolt Pistol and/or Chainsword for one of the following:
for each is an individual
- Volkite Serpenta…………………………………………………………………………………………………………..….…..…………….…….+2 points
uniquely shaped by the
- Hand Flamer……………………………………………………………………………………………………………………..…………...….…….+2 points
circumstances that caused
- Disintegrator Pistol……………………………………………………………………………………………………………….………….…….+20 points
him to renounce whichever
- Plasma Pistol………………………………………………………………………………………………………………………………….……….+10 points
of the Legions had sired
- Archaeotech Pistol………………………………………………………………………………………………………….……………….……….+15 points
him. They rule their bands
- Chainaxe…………………………………………………………………………………………………………………………………………….…….+5 points
with the utmost authority,
- Charnabal Sabre…………………………………………………………………………………………………………………..………….……….+10 points
either through brute force
- Power Weapon……………………………………………………………………………………………………………………..………….……….+15 points
or charisma. All are
- Power Fist……………………………………………………………………………………………………………………………………….……….+25 points
fearsome and accomplished
- Single lightning claw………………………………………………………………………………………….…………………………….……….+10 points
warriors, warleaders and
- Thunder Hammer………………………………………………………………………………………………………..………………….……….+30 points
strategists, the skills they
- Halo Blade…………………………………………………………………………………………………………………………..………….……….+20 points
once brought to bear in
- Boarding Shield……………………………………………………………………………………………………………………..………………………..Free*
service to the Great Crusade
*A Blackshield Reaver Lord that selects a boarding shield also gains the Heavy Sub-type. This option may not be
now turned to the cause of
selected for any model that has been upgraded to have a Legion Spatha combat bike, Legion Scimitar jetbike or
carving their own fates in a
Legion Warhawk jump pack, Combat Shield or has chosen to use Pariah Armour.
galaxy drowning in the
• The Blackshield Reaver Lord may exchange both their bolt pistol and chainsword for a pair of lighting claws….....+20 points
blood of its ending.
• A Blackshield Reaver Lord may take any of the following:
- Melta Bombs………………………………………………………………………………………………………………………..…………………..+10 points
- Cyber Familiar…………………………………………………………………………………………………………………………..……………..+20 points
- Rad Grenades…………………………………………………………………………………………………………………………….……………..+10 points
• The Blackshield Reaver Lord may upgrade a single weapon to become:
- Master Crafted…………………………………………………………………………………………………………………………..……………..+10 points
• The Blackshield Reaver Lord may echange their power armour for:
- Pariah Power Armour………………………………………………………………………………………………………………………………………..Free
- Artificer Armour……………………………………………………………………………………………………………………………..………..+10 points
• The Blackshield Reaver Lord may take one of the following :
- Combat shield…………………………………………………………………………………………………………………………………………………..Free
- Refractor field ………………………………………………………………………………………………………………………………..………..+10 points
- Iron Halo……………………………………………………………………………………………………………………………………….………..+25 points
• A Blackshield Reaver Lord may take one of the following :
- Legion Warhawk jump pack………………………………………………………………………………………………………….…………..+20 points
- Legion Spatha combat bike…………………………………………………………………………………………………………...…………..+20 points
- Legion Scimitar jetbike……………………………………………………………………………………………………………...….…………..+30 points

Halo Blade
Some Reaver Lords eschew more conventional blades for deadly weapons obtained on the fringes of known space.
While they lack the repute and reliability of the great paragon blades of Ancient Terra, they are perhaps no less lethal.

Weapon Range Str AP Type


Halo Blade - +3 3 Melee, Specialist Weapon, Two-Handed

05
BLACKSHIELD CATAPHRACTII REAVER LORD…………………….135 POINTS
M WS BS S T W I A Ld Sv
HQ
CATAPHRACTII LORD 6 6 5 4 4 4 5 4 10 2+
Once an officer in one of the
Emperor’s Legions,
Unit Composition Unit Type treachery and fate have
• 1 Cataphractii Reaver Lord • Infantry (Heavy, Character) caused this warrior to
obscure his erstwhile
heraldry and to pursue
Wargear Special Rules another path entirely. It is
• Combi-Bolter • Legiones Astartes (Blackshield) around such men that bands
• Power Weapon • Independent Character of Blackshields invariably
• Legion Cataphractii • Relentless coalesce, for they are
Terminator Armour • Inexorable possessed of a fierce mien
• Bulky (2) and fate visibly rests upon
their shoulders. While many
appear to fight because they
know no other existence, a
Options
few are said to be following
• The Cataphractii Reaver Lord exchange his combi-bolter/and or his Power Weapon for one of the following:
some far grander strategy
- Magna combi-weapon…………………………………………………………….………………………………………………..……………..+10 points
that only they are able to
- Minor combi-weapon…………………………………………………………….………………………………………………..………………..+5 points
perceive.
- Xenos Deathlock…………………………………………………………………………………………………………………...……….………..+8 points
- Volkinte Charger…………………………………………………………………………………………………………………….………………..+2 points:
There exists no standard
- Chainaxe…………………………………………………………………………………………………………………………………………………...…….Free
type among Reaver Lords,
- Charnabal Sabre…………………………………………………………………………………………………………………..………….…………….….Free
for each is an individual
- Power Fist……………………………………………………………………………………………………………………………………….……….+10 points
uniquely shaped by the
- Single lightning claw………………………………………………………………………………………….……………………………………..……….Free
circumstances that caused
- Thunder Hammer………………………………………………………………………………………………………..………………….……….+15 points
him to renounce whichever
- Halo Blade…………………………………………………………………………………………………………………………..………….……….+5 points
of the Legions had sired
• The Cataphractii Reaver Lord exchange both his combi-bolter and or his Power Weapon for the following: him. They rule their bands
- Two lightning claws…………………………………………………………….……………………………………………………..……………..+15 points with the utmost authority,
• A Cataphractii Reaver Lord may take any of the following: either through brute force
- Cyber Familiar…………………………………………………………………………………………………………………………..……………..+20 points or charisma. All are
- Rad Grenades…………………………………………………………………………………………………………………………….……………..+10 points fearsome and accomplished
• The Cataphractii Reaver Lord may take a: warriors, warleaders and
Grenade harness……………………………………………………………………………………………………………………………………………..+5 point strategists, the skills they
once brought to bear in
service to the Great Crusade
now turned to the cause of
Halo Blade carving their own fates in a
galaxy drowning in the
Some Reaver Lords eschew more conventional blades for deadly weapons obtained on the fringes of known space.
blood of its ending.
While they lack the repute and reliability of the great paragon blades of Ancient Terra, they are perhaps no less lethal.

Weapon Range Str AP Type


Halo Blade - +3 3 Melee, Specialist Weapon, Two-Handed

06
BLACKSHIELD TARTAROS REAVER LORD…………………………….110 POINTS
M WS BS S T W I A Ld Sv
HQ
TARTAROS LORD 7 6 5 4 4 4 5 4 10 2+
Once an officer in one of the
Emperor’s Legions,
treachery and fate have Unit Composition Unit Type
caused this warrior to • 1 Tartaros Reaver Lord • Infantry (Character)
obscure his erstwhile
heraldry and to pursue
another path entirely. It is Wargear Special Rules
around such men that bands • Combi-Bolter • Legiones Astartes (Blackshields)
of Blackshields invariably • Power Weapon • Independent Character
coalesce, for they are • Legion Tartarus Terminator • Relentless
possessed of a fierce mien Armour • Inexorable
and fate visibly rests upon • Bulky (2)
their shoulders. While many
appear to fight because they
know no other existence, a
Options
few are said to be following
• The Tartaros Reaver Lord exchange his combi-bolter/and or his Power Weapon for one of the following:
some far grander strategy
- Magna combi-weapon…………………………………………………………….………………………………………………..……………..+10 points
that only they are able to
- Minor combi-weapon…………………………………………………………….………………………………………………..………………..+5 points
perceive.
- Xenos Deathlock…………………………………………………………………………………………………………………...……….………..+8 points
- Volkinte Charger…………………………………………………………………………………………………………………….………………..+2 points:
There exists no standard
- Chainaxe…………………………………………………………………………………………………………………………………………………...…….Free
type among Reaver Lords,
- Charnabal Sabre…………………………………………………………………………………………………………………..………….…………….….Free
for each is an individual
- Power Fist……………………………………………………………………………………………………………………………………….……….+10 points
uniquely shaped by the
circumstances that caused - Single lightning claw………………………………………………………………………………………….……………………………………..……….Free
him to renounce whichever - Thunder Hammer………………………………………………………………………………………………………..………………….……….+15 points
of the Legions had sired - Halo Blade…………………………………………………………………………………………………………………………..………….……….+5 points
him. They rule their bands • The Tartaros Reaver Lord exchange both his combi-bolter and or his Power Weapon for the following:
with the utmost authority, - Two lightning claws…………………………………………………………….……………………………………………………..……………..+15 points
either through brute force • A Tartaros Reaver Lord may take any of the following:
or charisma. All are - Cyber Familiar…………………………………………………………………………………………………………………………..……………..+20 points
fearsome and accomplished - Rad Grenades…………………………………………………………………………………………………………………………….……………..+10 points
warriors, warleaders and • The Tartaros Reaver Lord may upgrade a single weapon to become:
strategists, the skills they - Master Crafted…………………………………………………………………………………………………………………………..……………..+10 points
once brought to bear in • The Tartaros Reaver Lord may take one of the following :
service to the Great Crusade - Iron Halo………………………………………………………………………………………………………………………..…………….………..+10 points
now turned to the cause of • The Tartaros Reaver Lord may take a:
carving their own fates in a Grenade harness……………………………………………………………………………………………………………………………………………..+5 point
galaxy drowning in the
blood of its ending.

Halo Blade
Some Reaver Lords eschew more conventional blades for deadly weapons obtained on the fringes of known space.
While they lack the repute and reliability of the great paragon blades of Ancient Terra, they are perhaps no less lethal.

Weapon Range Str AP Type


Halo Blade - +3 3 Melee, Specialist Weapon, Two-Handed

07
BLACKSHIELD MARAUDER SQUAD…………………………………….100 POINTS
M WS BS S T W I A Ld Sv
TROOPS
Marauder 7 4 4 4 4 1 4 2 7 3+
Marauder Chief 7 5 4 4 4 1 4 3 8 3+ While most Blackshield
forces are able to field a
range of Legiones Astartes
Unit Composition Unit Type pattern unit types, the squad
• 4 Marauders • Marauders: Infantry (Line) configuration for which
• Marauder Chief: Infantry (Character, Line) they are most well-known is
• 1 Marauder Chief
the iconic Marauder squad.
Such units are equipped
Special Rules according to the proclivities
Wargear
• Legiones Astartes (Blackshields) of their leaders or the tastes
• Bolt Pistol
• Heart of the Legion or expertise of the individual
• Chain Sword or Chain Axe
Blackshields, and no two are
• Power Armour likely to be identically
• Frag & Krak Grenades constituted. While many
Marauder squads carry
Options familiar Legiones Astartes
• The Marauder Squad may take: weapons, others wield an
- Up to 15 additional Marauders………………………………………………………………………………………………………..+11 points each idiosyncratic array of
• Each model in the squad may take one of the following options: firearms and melee weapons
prised from the cold, dead
- Lascarbine or Autogun…………………………………………………………………………………………………………………….…….Free points
hands of their foes, or
- Astartes Shotgun……………………………………………………………………………………………………………………………….……….+1 points
plundered from the holds of
- Laslock………………………………………………………………………………………………………………….………………………….…….+2 points
captured freighters. Many
- A second bolt pistol………………………………………………………………………………………………………………………….………+2 points
Blackshields have carried
- Bolter or Pariah Bolter…………………………………………………………………………………………………………………….……….+2 points
out field modifications to
- Heavy Chainsword………………………………………………………………………………………………………………………….……….+5 points
their arms, armour and
- Lascutter……………………………………………………………………………………………………………………………………………….+10 points
equipment that would never
• Rather than taking an option form the previous list, one in five models in the squad may take one of the following options:
be sanctioned within the
- Nemesis Bolter…………………………………………………………………………………………………………………………..…………..+10 points
parent Legions from which
- Xenos deathlock……………………………………………………………………………………………………………………………….……..+8 points
they are drawn, sometimes
- Flamer or Pariah Flamer…………………………………………………………………………………………………………………..……..+10 points
to improve performance and
- Rotor Cannon……………………………………………………………………………………………………………………………….………..+10 points
at other times to simply
- Grenade Launcher (frag & krak)………………………………………………………………………………………………………………....+10 points
keep them in service for one
- Heavy Flamer………………………………………………………………………………………………………………………………………..+15 points
battle more.
- Meltagun………………………………………………………………………………………………………………………………………………..+15 points
- Plasma Gun……………………………………………………………………………………………………………………..……………………..+15 points
Varying widely in demeanor
- Heavy Bolter………………………………………………………………………………………………………………………….………………..+15 points
even within a single squad,
- Autocannon…………………………………………………………………………………………………………………………….……………..+20 points
Blackshields range in
- Missile Launcher (with frag & krak missiles)………………………………………………………………………..……………………..+20 points
character from taciturn
- Multi-Melta……………………………………………………………………………………………………………………………..……………..+20 points
warriors intent upon
- Exchange their bolt pistol for a plasma pistol……………………………………………………………………….……………………..+10 points
delivering justice upon those
- Exchange their bolt pistol for a hand flamer………………………………………………………………………………………………..+10 points
who have wronged them, to
- Exchange their chainsword/chain axe for a power weapon…………………………………………………….……………………..+10 points
the murderous pirates who
• One Blackshield Marauder may take a:
care only to reave across the
- Nuncio Vox………………………………………………………………………………………………………………………………...…………..+10 points
i h i
- Augury Scanner…………………………………………………………………………………………………………………………….…………+10 points
• The Marauder Chief may exchange their chainsword/chain axe for one of the following:
- Power Fist……………………………………………………………………………………………………………………………………..………..+15 points
- Single Lightning Claw…………………………………………………………………………………………………….………………………..+15 points
- Thunder Hammer…………………………………………………………………………………………………………………………………..+20 points
• The Marauder Chief may take:
- Magna combi-weapon……………………………………………………………………………………………………………………………..+10 points
- Minor combi-weapon………………………………………………………………………………………………………………………………..+5 points
- Plasma Pistol…………………………………………………………………………………………………………………………….……………..+10 points
- Melta Bombs………………………………………………………………………………………………………………………..…………………..+10 points
• The entire squad may exchange its power armour for :
- Pariah power armour……………………………………………………………………………………………………………..………………………….Free

Weapon Range Str AP Type


Lascarbine/Autogun 24” 3 - Rapid Fire
Laslock 18” 4 - Assault 1

08
THE IMPERALIS

MILITA & CULTS


Across the entire Imperium, it falls to the Imperialis the enforcers of the Imperial Truth if needed, and its
Militia to secure and to hold those worlds brought to protectors should the Iterators and cadres of
Compliance by the Expeditionary fleets of the Great administrators of all stripes who are left behind to
Crusade. Part of the vast, sprawling body of the oversee the long transition to full concordance
Imperium’s military and its support structure, become threatened or meet resistance. When the
known collectively as the ‘Excertus Imperialis’, they Crusade hosts depart, such worlds stand alone once
form what is in effect the lowest and most common more. Should rebellion ignite, the world’s own
run of the wider Imperial Army, or the ‘Imperialis militia must crush it. Should xenos raiders or
Auxilia’ as it is more precisely known. Once a world outcasts attack from without, the world’s own
is declared Compliant and under the full control of militia must hold until help arrives. The Imperialis
an appointed and independent Imperial Militia are therefore the first, and in many cases, the
Commander, part of that Commander’s principal only bulwark against recidivism and disorder, and its
duty is the raising of an Imperialis Militia to protect forces, whether they are raised as conscripts from a
their domain and sustain their control. It is the duty hive’s teeming masses, the yeomanry of a feudal
of this militia to act in no small part as order or tribal levies, stand guard as watchmen
against the return of the horrors of Old Night.

THE IMPERIALIST MILITIA AND CULTS


The rules listed in the following pages cover everything needed to field
the myriad forces of mortal troops across the Imperium at large.

THE PANOPLY OF THE MASSES


Models with this special rule gain access to unique
Wargear options (see Armoury of the Militia &
Cults options).

OF DEMAGOGUES AND SAINTS


A Warlord with this special rule may select a
Warlord Trait from the Milita & Cults Warlord
Trait list.

MILITA & CULTS ADVANCED REACTION


This Advanced Reaction is available only to units made up entirely of models with the chosen from the Militia & Cults army
list and with the Provenance special rule. Unlike Core Reactions, Advanced Reactions 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.

Send in the next wave! - This Advanced Reaction may only be made once per battle during the enemy Shooting phase.
When any unit consisting wholly of Infantry with the Provenance special rule is selected as the target of an enemy shooting
attack, once the enemy has resolved its attack, if there are no models remaining in the unit, then an exact duplicate of the
entire unit, including any attached Medicaes or Discipline masters is immediately placed into the controlling players ongoing
reserves and may enter the battlefield in the usual way. The controlling players unit that was removed to allow this reaction
does not count as destroyed for the purposes of VP of any kind.

09
MILITA & CULTS WARLORD TRAITS
A Warlord with the Provenance special rule may select a Warlord Trait from among those listed
below instead of selecting one of the Core Warlord Traits:

Ruthless Tyrant
The commander is a dark-hearted tyrant; either from a line whose bloody rule has persisted for generations or who has risen to their
position through iron-fisted ruthlessness and ambition. The commander might be hated, but they are always obeyed.
The Warlord has +1 Leadership (to a maximum of 9), he also has the 'Instil Order' special rule (see Discipline Master Cadre) except he
must "Instil Order" in all units within 6" of him even if he isn't part of the unit. All units wholly within 9" of him have the Stubborn
special rule. While the warlord is alive the army may make an additional reaction in the Assault phase.
Merchant Princeling
Having ascended to high noble rank, the commander regards the Imperialis Militia as an extension of their household’s glory and has
expended personal wealth on the most favoured warriors under their command.
One squad of the owning player’s choice with the Infantry type counts all of their ranged weapons as having an AP of 1 better than
normal for their type (AP 6 becoming AP 5, etc). While the warlord is alive this army may make an extra reaction in the shooting phase.

Beloved of the People


Whether earned through personal example or through inheriting a forebear’s legacy, the commander’s name is beloved by all their
subjects. Should they fall, they will be avenged.
Should the Warlord ever be removed as a casualty, all of their owning player’s Troops units from the army’s Primary Detachment with
the Infantry type gain the Hatred special rule for the remainder of the game. Also once the Warlord has been used as a casualty, the
army may make up to 3 reactions in the Movement phase, but they may only be advance. This army can never make use of the "Send in
the next wave" Advanced Reaction.

THE ARMOURY OF THE MILITA & CULTS


This is strictly covering miscellaneous weapons and equipment used by the Militia & Cults army list that does not appear in either
Liber Astartes or Hereticus or aren’t directly listed in their unit entries (mainly as I just can’t be buggered right now, will make a pass at
a later date.).
Weapon Range Str AP Type
Autopistol/Laspistol 12” 3 - Pistol
Autogun/Lascarbine 24” 3 - Rapid Fire
Auxilia Pistol 8” 3 - Pistol
Auxilia Rifle 18” 3 - Assault 1
Auxilia Lasrifle 30” 3 - Rapid Fire
Blast Pistol 6” 5 - Pistol, Twin-Linked, Gets Hot!
Hand Flamer Template 3 6 Pistol
Laslock 18” 4 - Assault 1
Ripper Gun 12” 5 - Assault 3
Shotgun 12” 3 - Assault 2, Concussive (1)
Mortar 12”-48” 4 5 Heavy 1, Blast (3”), Barrage, Pinning
Heavy Stubber 36” 4 - Heavy 3
Crew-Served Heavy Stubber 36” 4 - Heavy 3, Twin-Linked, Pinning
Augmented Weapon - 4 - Melee
Fireburst Grenade 24” 3 6 Assault 1, Blast (3”), Pinning
Gas Grenade 24” - 5 Assault 1, Blast (3”), Poison (4+), Ignores Cover
Tainted Weapon - User - Melee, Specialist Weapon, Instant Death

10
0-1 FORCE COMMANDER…………………………………………………….50 POINTS
M WS BS S T W I A Ld Sv
HQ
Force Commander 6 4 3 3 3 3 3 2 8 5+
The leaders of the
Imperialis Militias range
from planetary commanders Unit Composition Unit Type
and their staff to tribal • 1 Force Commander • Infantry (Character)
chiefs, depending\on the
nature of the militia’s home Wargear Special Rules
world. On many planets, the • Laspistol or Autopistol • Independent Character
ruling elite has been • Refractor Field • The Muster of Worlds
implanted by the • Frag & Krak grenades • Provenance
Administration of Terra • Close Combat Weapon
during the Great Crusade, • Flak Armour
and so it is far from unusual
for a comparatively
primitive militia to be
commanded by a leader
born of a Terran noble Options
house or some other core • The Force Commander may exchange either their laspistol/autopistol and/or their close combat weapon for the following
world, clad in gaudy finery options:
and carrying the most - Bolt Pistol…………………………………………………………………………………………………………………….………………….…..….+2 points
wondrous of personal - Augmented Weapon.…………………………………………………………………………………………………….………………….…..….+3 points
weaponry. In other cases, - Blast Pistol…………………………………………………………………………………………………………………….………………….…..….+5 points
native battle-kings or hive - Charnabal Sabre………………………………………………………………………………………………………………………………..……….+5 points
gang overlords are allowed - Needle Pistol………………………………………………………………………………………………………………….…………………....…….+5 points
to retain authority and - Hand Flamer…………………………………………………………………………………………………………………………………………….+10 points
elevated to formal military - Plasma Pistol………………………………………………………………………………………………………………….………………..……….+10 points
rank upon bending knee to - Power Weapon………………………………………………………………………………………………………………………………..……….+10 points
the Imperium, and so lead - Power Fist………………………………………………………………………………………………………………….……………………..…..….+15 points
entire armies of their own - Inferno Pistol………………………………………………………………………………………………………………………………….…..…….+15 points
peoples in the defence of • The Force Commander may take any of the following:
their home worlds. - Melta Bombs……………………………………………………………………………………………………………………….……….…………..+10 points
- Digital Lasers…………………………………………………………………………………………………………………..……………….………..+5 points
When the Horus Heresy - Infravisor…………………………………………………………………………………………………………………………………………………..+5 points
sundered the worlds of the - Cyber Familiar…………………………………………………………………………………………………………………………….….………..+10 points
Imperium, it transpired that • The Force Commander may exchange their flak armour for one of the following:
countless Imperial - Carapace Armour……………………………………………………………………………………………………………………………...………..+5 points
Commanders and their - Power Armour……………………………………………………………………………………………………………………….………….……..+10 points
houses had secretly sworn • The Force Commander may exchange their refractor field for one of the following:
their allegiance to the - Iron Halo…………………………………………………………………………………………………………………………………….….………..+15 points
Warmaster, while others
had been judged by his
agents as too enthralled to
the Emperor of Mankind to Special Option: Cult Demagogue
be turned. In many If one of the Provenances chosen by the Force Commander is the Cult Horde option, then they are automatically
instances, the former were modified to become a Cult Demagogue. their profile and options remain unchanged, except that they automatically
given the task of destroying gain the Curropted and Preferred Enemy (Loyalists) special rules, and also gain the option to exchange their close
the latter as proof of their combat weapon for a tainted weapon for +5 points.
loyalty to Horus, the fruits
of the arch-Traitor’s The Muster of Worlds
patronage only granted once If the detachment contains a Force Commander then it may also possess up to two Provenances. Each Provenance has
this grim duty was a listed cost shown in its description. Unless noted, the effects of these apply to any and all units in the same
discharged. detachment with the Provenance special rule.

11
SPECIAL HQ: ROGUE PSYKERS…………………………………….35 POINTS Each
M WS BS S T W I A Ld Sv HQ (SPECIAL)
Rogue Psyker 6 2 2 3 3 2 3 1 8 -
Rogue Alpha 6 3 3 3 4 2 4 2 9 X Militia and cult forces
serving in the rebel hordes
Possessed 7 5 1 5 4 3 4 3 10 X
of the Warmaster were
frequently accompanied
The Rogue Psykers Special HQ is only available for armies that have the Tainted Flesh provenance.
by individuals able to
wield the raw power of
Unit Type the Warp. Some could
Unit Composition
• Rogue Psyker: shoot blasts of searing
• 1 Rogue Psyker
Infantry (Character) warp lightning from
• Alpha Psyker: an outstretched hand,
Wargear
Infantry (Character) while others could boil
• Close Combat Weapon
• Possessed: the blood of a foe with

Infantry (Character, Corrupted) a baleful glance. Some
Special Rules
• Independent Character could even summon
• Feel no Pain (5+) incorporeal entities of
• Fear (1) tooth and claw from the
depths of nightmare, the
• Possession
veil between the material
• Psyker
and immaterial realms
• Rending (5+) (Melee)
stretched to breaking
(Possessed Only)
point as millions were
sacri�ced upon the altar of
Options total war.
• A single Rogue Psyker in the detachment may be upgraded to a: As the Age of Darkness
- Alpha Psyker…………………………………………………………………………………………………………………………..+10 points ground on, the galaxy was
• Any Rogue Psyker may exchange their close combat weapon for a: wracked with warp storms
- Tainted Weapon…………………………………………………………………………………………………………………….…….+5 points of unprecedented intensity,
and where these passed,
a wave of spontaneous
psyker emergence
occurred, formerly
unremarkable individuals
Possession
coming suddenly into
If the Rogue Psyker is killed either by losing wounds or as the result of suffering a Perils of the Warp attack, roll a D6. untold power. Others
On a result of a 5+ normally or a 2+ in the case of Perils of the Warp, remove the model from play and replace them had long studied the
with a Possessed model. The Possessed model starts with a full complement of wounds. If a Rogue Psyker who is the forbidden sciences of the
army’s Warlord becomes possessed, they are still counted as destroyed for the purpose of any victory conditions of the Immaterium in de�ance
of Imperial edict, secretly
mission being played. honing their powers until
the day their cults would
rise. A small number were
drawn from the animist
lodges of Davin, the very
same sorcerer-priests
who had facilitated the
Warmaster’s fall at the
moment of the culmination
of the Great Crusade.

12
The following Provenances of War are Abhuman Helots....................+30 points Feral Warriors ........................+30 points
facets of a particular force which Products of a savage or warlike culture,
represents the nature of the world from Abhumans, often drawn from the helot feral warriors, whether from the depths
which it originates or the particular labour classes of afflicted worlds, of an underhive or barbaric tribes of
character and background of the subcitizens on the cusp of accepted regressive worlds have already been
warriors themselves. The presence of a tolerance levels for mutation and hardened by a life of violence and had
Force Commander in the army allows genetic deviance, are often pressed into their skills honed in a constant battle for
up to two different Provenances to be front line fighting by their human survival.
selected for the detachment via their Imperial Commanders in times of
Muster of Worlds special rule. Any emergency, and suffer this fate even All eligible units and models receive a +1
single detachment can never have more more readily at the hands of cult bonus to their WS (to a maximum of 4)
than two Provenances however, demagogues and petty tyrants in the – Ogryns instead receive +1 Attack. A
regardless of the number of Force Traitors’ service . detachment with this Provenance
Commanders present. Each Provenance cannot have more units with the Vehicle
has a listed cost shown in its description All eligible units and models receive an type in total than it does those with the
which is counted as part of the points increase of +1 to their Toughness value Infantry type.
cost of the Force Commander. Unless but also lower their Initiative value by -1
noted, the effects of any rules featured (to a minimum of 1). Option – Blade and Fury: Any unit with
in the Provenance’s description apply to this Provenance, other than Ogryn Brute
any and all units in the same Option – Discipline Collars: Any unit squads, gains +1 Attack for +20 points per
detachment as the Force Commander with this Provenance may be given squad.
with the ‘Provenance’ special rule listed Discipline Collars for +15 points per
in their profile. unit (see page 66). Cyber-augmetics .........+30 points
In addition, certain Provenances may
not be taken in combination or have Warrior Elite................+40 points The detachment hails from a highly
other limitations which taking them technologically advanced or even void
imposes on the rest of the army, which The detachment’s troops are trained to a nomadic culture which habitually
means it’s advisable to choose your high standard and possess discipline surgically enhances its troops with
Force Commander and any Provenances worthy of a regular Imperial Army unit. augmetic implants, either to improve
you wish for the detachment before combat performance or mitigate
working out the rest of your army. All eligible units and models receive +1 disfigurement or environmental
Certain Provenances will also allow to their Leadership value (to a maximum damage.
access to special equipment options or of 9). Militia Levy squads in an army
unit options which must be paid for with this Provenance gain the Support All eligible units and models receive an
separately on a unit by unit basis. Squad special rule. invulnerable save of 6+ (or may improve
an existing invulnerable save by +1 to a
Gene-crafted.............+90points Alchem-jackers.............+30 points maximum of 3+). Units and models with
Whether through a debased cultural this Provenance however must reduce
The detachment’s troops have been type or simply through the use of their Movement by -1. This Provenance
subjected to deliberate gene-crafting to extreme measures to guarantee the may not be chosen in conjunction with
improve their physical attributes to combat worthiness of a penal unit, the the Genecrafted Provenance.
superhuman levels, either by recent troops and perhaps even the officers of
modification or owing to some ancient this army have their resolve ‘assisted’ by
manipulation to their planetary stock chemical injectors or stim-inhalers in
during the Dark Age of Technology. battle. The inherent insanity of certain
Such manipulations however are seldom cult forces has much the same effect .
as stable or as predictable as the
Emperor’s handiwork. All units with this Provenance do not
suffer negative modifiers to their
All eligible units and models receive +1 Leadership value in the Assault phase
to their Strength and Initiative values (to and, in addition, if they fail a Morale
a maximum of 4, or 6 in the case of an check owing to casualties in the
Ogryn’s Strength). Units and models Shooting phase, they become pinned
with this Provenance may not benefit instead of Falling Back.
from the Feel No Pain (x) special rule
from any source (such as Auxilia Option – Frenzon: Any unit with this
Medicae Orderlies, etc). Provenance can have frenzon dispensers
for +20 points per unit (+30 points for
an Ogryn Brute unit), gaining the Rage
(1) special rule. However, any unit with
these must always make Sweeping
Advances if it is able to.

13
Survivors of the Dark Age….+75 points Traitor Only – Cult Traitor Only – Tainted
Horde..................................... +35 points Flesh......................................... +35 points
The force has its origins on a world Driven to debasement and lunacy by Stranger and more terrible than the
which survived with many of the exposure to the Warp-infected madmen who followed the banners of
wonders of the Dark Age of Technology influences of forbidden rites and hellish the warp cults were those who carried
intact, and its forces are equipped with lore, some of the indentured armies that the stigmata of the Warp upon their
weapons and equipment which are were brought to Calth by the Word flesh, forming a parade of horrors
potent, if idiosyncratic, in origin . Bearers, and which later served the unguessed at by sane minds.
Traitors’ cause elsewhere, were
All eligible units and models receive an murderous beyond reason, their souls All eligible units and models receive the
increase of +1 to their basic Armour save and lives already forfeit to dark powers. Fear (1) special rule and the Feel No Pain
(5+ becoming 4+ and so on) to a (6+) special rule, and their close combat
maximum of 3+. However, the All eligible units and models with this attacks gain the Rending (6+) special
detachment’s compulsory Troops Provenance gain the Hatred rule. However, the detachment’s
choices must be filled by Grenadier (Everything!) and the Stubborn special compulsory Troops choices must be
squads, and in addition Inducted Levy rule. However, they must always filled by Inducted Levy squads, and it
squads in an army with this Provenance attempt to charge an enemy if they are may not have more Infantry units,
gain the Support Squad special rule and within 12” at the start of the assault excepting HQ choices of other types,
this Provenance itself may not be used phase, and may even charge if they have than it has Inducted Levy squads in
in conjunction with the Cult Horde or fired weapons in the Shooting phase total. For example, if it has three
Tainted Flesh which would make them ineligible to do Inducted Levy squads, it can have a
so (counting as making a disordered maximum of three additional Infantry
Provenances. Option – Advanced charge in this case). squads of other kinds.
Weapons: The strength of its laspistols,
lascarbines, lasrifles, laslocks and rotor Affected models and units with this The only HQ choices the detachment
cannon (still count as auto weapons for Provenance may only make Snap Shots can take are the Force Commander and
any relevant rules) used by its Grenadier with their shooting attacks and cannot Rogue Psyker entries.
and Platoon Command Cadre squads make any Reactions in the shooting
may be increased by +1 for +15 points per phase. Special Option – Mutant Spawn:
squad. If this option is taken, all such Detachments with this Provenance have
squads in the army must be so upgraded. Grenadier squads may not be taken in access to a unique Heavy Support
an army which uses this Provenance and choice, the Mutant Spawn (see page 93).
In addition Grenadier and Platoon this Provenance may not be used in
Command Cadres with this Provenance conjunction with the Survivors of the Restriction: This Provenance cannot be
may take either a Rhino or Land Raider Dark Age Provenance. taken in conjunction with the Survivors
Proteus as their Dedicated Transports of the Dark Age, Gene-crafted or
so long as they number 10 models or Alchem-jacker Provenances.
less. See the Liber Astartes/Herecticus
for details and points costs.

Efforts should be made to model this


upgrade accordingly with suitably
ornate or enhanced weapons.

14
0-1 DISCIPLINE MASTER CADRE……………………..….20 POINTS PER MODEL
M WS BS S T W I A Ld Sv
HQ
Discipline Master 6 4 3 3 3 2 3 2 7 5+
These stern veteran
warriors are deployed
throughout Mankind’s Unit Composition Unit Type
armed forces and are one • 2-9 Discipline Masters • Infantry (Character)
of the few examples of
outside Imperial officials
operating within the Wargear Special Rules
Imperialis Militia. The • Augmented Weapon • Support Officer
task of the Discipline • Laspistol or Autopistol • Provenance
Masters is primarily to • Frag Grenades • Instill Order
ensure that the principles • Flak Armour • Attached Deployment
of the Imperial Truth and
the manifest destiny of
Humanity to rule the stars Options
are upheld. • Any Discipline master may take:
Chosen from war veterans - Melta Bombs……………………………………………………………………………………………………………………..……………………..+10 points
from the regular Auxilia
• Any Discipline Master may echange their flak armour for:
regiments drawn from
- Carapace armour……………………………………………………………………………………………………………….……………….+5 points each
the more civilised and
• Any Discipline Master may take a refractor field…………………………………………………………………...…….…………+5 points each
technologically advanced
• Any Discipline master may exchange their laspistol for one of the following:
worlds of the Segmentum
- Bolt Pistol………………………………………………………………………………………………………………….……………..………..……..+2 points
Solar in the main, their job
- Hand Flamer……………………………………………………………………………………………………………………………..……………..+10 points
is to enforce order on the
- Blast Pistol……………………………………………………………………………………………………………………..……………...…...……..+5 points
battle�eld according to the
- Needle Pistol……………………………………………………………………………………………………………..……………………..………..+5 points
writ of law, inspire courage
• Any Discipline master may exchange their augmented weapon for a:
and impose the Imperial
- Power Weapon………………………………………………………………………………………………………………….……………………….+7 points
Truth on often backward
and insular native soldiers
to whom the Imperium
is often a relatively new
master. They embody the
rule of distant Terra and so Support Officer
far as the average militia A model with this special rule may never be the army’s Warlord and may not be used to fulfill a compulsory HQ choice
warrior is concerned, have on a Force Organisation chart.
the ear of the Emperor
himself. To falter in resolve Instil Order
within sight of a Discipline If a model with this special rule joins a unit, the Leadership value of all the models within it is increased by +1 (to a
Master in the heat of battle maximum of 9), but if it fails a Leadership test, a re-roll can be made – if this is done, the unit suffers D3 wounds at AP
is to fail the Emperor -. these wounds may not be inflicted on Independent Characters, the Discipline Master themself or Auxilia Medicae
of humanity in person, Orderlies who have joined the unit
a crime for which pain
and ultimately death are Attached Deployment
judged to be fit rewards 2-9 Discipline Masters may be taken as a single HQ choice for the army, but when units are deployed must be attached
to another unit with the Infantry type within the same detachment. They may not choose to leave this unut during the
game. Only one Discipline Master may be attached to each unit.

15
IMPERIALIS AUXILIA PLATOON COMMAND CADRE…………….30 POINTS
M WS BS S T W I A Ld Sv
HQ
Platoon Commander 6 4 4 3 3 2 3 2 7 5+
Militia Bodyguard 6 3 3 3 3 1 3 1 6 5+ Militia commanders
Vox Operator 6 3 3 3 3 1 3 1 6 5+ are served by a cadre of
Platoon Standard Bearer 6 3 3 3 3 1 3 1 6 5+ subordinate officers in
whom command of the
numerous sub-divisions
Unit Composition Wargear (Vox Operator, Platoon Commander and Standard Bearer only)
of the force is vested.
• 1 Platoon Commander • Laspistol or Autopistol
These may be the kin of
• 1 Vox Operator the commander-in-chief
• 1 Platoon Standard Bearer Wargear (Vox Operator only)
and therefore scions
• 3 Militia Bodyguards • Nuncio Vox of noble blood or they
• Augury Scanner may be trusted tribal
Wargear (All) Wargear (Platoon Standard Bearer only) or gang chiefs, former
• Close combat Weapon • Platoon Standard mercenaries, knight-
• Frag Grenades lieutenants
• Krak Grenades Unit Type or yeoman-captains
• Flak Armour • Platoon Commander: Infantry (Character) depending on the
• Militia Bodyguards, Vox Operator, Standard Bearer: Infantry culture in question. The
Wargear (Militia Body Guards) more proficient among
• Lascarbine/Autogun Special Rules them are often former
• Provenance Imperial Army veterans
granted settlement rights
on condition that they
Options lead native militia forces
• The Platoon Command Cadre may include: in times of emergency,
- Up to four additional Bodyguards………………………………………………………………………………………………………..+5 points each while others are simply
• The Platoon Commander can take any of the following: individuals possessed
- Melta Bombs………………………………………………………………………………………………………………………………….….…….+10 points of the requisite skill and
- Refractor Field………………………………………………………………………………………………………………………………….……….+5 points demeanour to
• The Platoon Commander may exchange their laspistol and/or close combat weapon for one of the following: take command when no
- BoltPistol…………………………………………………………………………………………………………………….…………..…….….…..….+2 points others will.
- Augmented Weapon.…………………………………………………………………………………………………….…………………….…..….+2 points In those militias sworn to
- Blast Pistol…………………………………………………………………………………………………………………….………..………….…..….+5 points the Warmaster, a darker
- Hand Flamer…………………………………………………………………………………………………………………………………………….+10 points measure of leader quickly
- Plasma Pistol………………………………………………………………………………………………………………….………………..……….+10 points became apparent in the
- Power Weapon………………………………………………………………………………………………………………………………..……….+10 points shape of savage killers
- Power Fist………………………………………………………………………………………………………………….……………………..…..….+15 points and petty tyrants who, for
• The squad’s Militia Bodyguards may replace their lascarbines with one of the following options: the sake of good order if
- Close Combat Weapons……………………………………………………………………………………………………………………………….…….free nothing else, would not
- Shotguns……………………………………………………………………………………………………………………….………………………………….free have been tolerated under
- Laslocks…………………………………………………………………………………………………………………….+10 points for the entire squad the Imperium, or worse
- Boltguns…………………………………………………………………………………………………………………….+20 points for the entire squad yet, cult leaders utterly
- Heavy Stubbers………………………………………………………………………………………………….……….+35 points for the entire squad devoted to sorcerous
- Grenade Launchers (with frag & krak).………………………………………………………………….……….+70 points for the entire squad rituals and abominations
• The entire squad may exchange its flak armour for: that beggar the sanity.
- Carapace armour………………………………………………………………………………………………….…….+10 points for the entire squad

Platoon Standard
A unit which contains a model with a Platoon Standard has all the benefits of a Vexilla. In addition, any friendly unit
from the Imperialis Militia army with models within 24" of the Cohort Vexilla may ignore casualties when taking
Morale checks.

Vexilla
A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds score used to determine if they win
a Combat in the Assault phase. In addition, a unit that includes at least one model with a vexilla may, before any dice
are rolled to determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6
(or 3D6 if a Cavalry unit), and if forced to move off the edge of the battlefield will instead stop with each model 1" away
from the edge of the battlefield.

16
0-1 IMPERIALIS AUXILIA MEDICAE DETACHMENT……………….10 POINTS
M WS BS S T W I A Ld Sv
ELITES
Medicae Orderly 6 3 3 3 3 1 3 1 6 5+

The Imperialis Militia


must often look to its Unit Composition Unit Type
own resources to provide • 1 Medicae Orderly • Infantry (Character)
its warriors with medical
care, for its units are not
integrated into the support Wargear Special Rules
echelons that provide such • Laspistol • Povenance
services to the Imperial • Close Combat Weapon • Attached Deployment
Army. In the militias of • Medi-Pack
advanced societies, • Flak Armour
locally trained medics
serve alongside the
troops and some are even Options
pensioned-off Imperial • The Medicae Detachment may include:
Army battle surgeons. -Up to nine additional Medicae Orderlies…………………………………………………………………………..………………..+10 points each
More primitive regiments,
on the other hand, often
lack such amenities
unless provided by a Attached Deployment
local Imperial authority; Before deployment, each Medicae Orderly must be attached to one of the other Imperialis Militia units in the army of
in which case such the type shown in the list which follows, and may not leave that unit for the duration of the game unless that unit is
imperviously professional destroyed.
off-worlders are often
viewed with superstitious If its owning player wishes, multiple Medicae Orderlies may be attached to a single unit if desired.
favour by their charges as
talismans of protection. • Imperialis Militia Platoon Command Cadre
• Imperialis Militia Grenadier Squad
• Imperialis Militia Infantry Squad
• Imperialis Militia Fire Support Team
• Imperialis Militia Ogryn Brute Squad
Medi-pack
Comprising a sophisticated array of battle eld medical equipment and triage materials, backed with the skills to
best employ them, a medi-pack grants its wearer and any unit they have joined the Feel No Pain (6+) Special Rule.

17
ENGINEER AUXILIA…………………………………………………………….65 POINTS
M WS BS S T W I A Ld Sv ELITES
Enginseer Adept 6 3 3 3 3 1 3 1 7 3+
Servo-Automata 6 3 3 4 5 1 1 1 5 5+ The great Imperium of
Mankind would not exist
if not for the marvels of
Unit Composition Unit Type technology it possesses
• 1 Enginseer Adept • Enginseer Adept: Infantry (Character) and the greatest of these
• 4 Servo-Automata • Servo-Automata: Infantry
are the exclusive domain
of the Lords of Mars and
Special Rules (Enginseer) their servants.
Wargear (Enginseer Adept)
• Battlesmith (6+) Only the most elementary
• Power Armour
• Sero-automata Support of devices can be
• Laspistol
• Power Axe
constructed or
• Servo Arm Special Rules (Servo-Automata) maintained
• Cybernetica without the oversight
Wargear (Servo-Automata) of the Mechanicum
• Close combat weapon and while simple
firearms and explosives
and basic vehicles
Options and communications
• The unit may take: equipment are often
- Up to two additional Enginseer Adepts………………………………………………………………………………………..+20 points per model made locally to usually
• The unit may include:
highly idiosyncratic
- Up to four additional Servo-Automata…………………………………………………………………………………………….…….+5 points each
templates, the Imperialis
• The Enginseer Adept may take any of the following:
- Nuncio-Vox………………………………………………………………………………………………………………………………+10 points Militia must enter into
- Augury Scanner…………………………………………………………………………………………………………………………+10 points compacts with the great
- Volkite Charger…………………………………………………………………………………………………………….……………+10 points Forge Worlds for the
- Graviton Gun…………………………………………………………………………………………………………………………….+15 points supply of more advanced
- Infravisor………………………………………………………………………………………………………………….………………..+5 points weaponry. In entering
- Refractor field……………………………………………………………………………………………………………..……………..+10 points into these arrangements,
- Cyber-Familiar…………………………………………………………………………………………………………………………..+10 points Tech-Priests often seek
• The Enginseer Adept may take melta bombs…………………………………………………………………………………+10 points each to study in return the
• Any Servo-Automata may take one of the following weapons: world’s technological
- Servo-Arm……………………………………………………………………………………………………………………………….……. .+5 points base and thus further the
- Flamer……………………………………………………………………………………………………………………………..……………..+5 points
Mechanicum’s eternal
- Phased Plasma Fuisl……………………………………………………………………………………………………………..…………..+10 points
- Rotor Cannon…………………………………………………………………………………………………….…………………………..+10 points
quest for knowledge.
- Grenade Launcher (kinetic, tempest and krak grendades)…………………………………………….…………….………..+10 points
-Heavy Bolter……………………………………………………………………………………………………………………..……………..+10 points
- Multi-Melta……………………………………………………………………………………………………………………………..……....+15 points

Cybernetica
If the Servo-automata are no longer accompanied by an Enginseer or Magos, they must take a Pinning test
at the start of each Movement phase unless they are already engaged in combat (in which case they fight on
normally) and may not make any Reactions.

Servo-automata Support
For each additional servo-arm armed Servo-automata in the unit, the Enginseer gains +1 to their
Battlesmith rolls (note that a roll of ‘1’ will still fail regardless of this bonus).

18
OGRYN BRUTE SQUAD……………………………………………………….90 POINTS
M WS BS S T W I A Ld Sv
ELITES
Ogryn Brute 7 4 2 5 5 3 3 3 6 5+
Across the Imperium,
there are a scattering
of worlds possessed Unit Composition Unit Type
of large populations • 3 Ogryn Brutes • Infantry
of the hulking stable
abhuman strain known
as Ogryns, believed Wargear Special Rules
by some authorities to • Close Combat Weapon • Bulky (4)
have been purpose-gene • Frag Grenades • Hammer of Wrath (2)
crafted during the Dark • Flak Armour • Stubborn
Age of Technology. Some • Provenance
populations are native to • Relentless
high-gravity planets such
as Beta-Entebes III or Options
Dranno IV, while others • The unit may include:
have been imported -Up to seven additional Ogryn Brutes……………………………………………………………………………….…………………..+30 points each
in order to provide a
• The entire Unit may exchange their flak armour for:
workforce of untiring and
- Carapace armour…………………………………………………………………………………………………………………………….….…….+25 points
largely unquestioning
• Any model in the unit may be given one of the following options:
manual labourers —so
- Additional close combat weapon………………………………………………………………………………………………………………..+10 points
long as they have not
- Power Weapon………………………………………………………………………………………………………………………………….……..+20 points
developed individualist
- Lascutter…………………………………………………………………………………………………………………………………..……………..+10 points
tendencies or been
- Ripper Gun………………………………………………………………………………………………………………………….…………………..+10 points
rendered insane by long
- Heavy Bolter……………………………………………………………………………………………………………………………………………..+15 points
periods of deprivation and
- Combat Shield…………………………………………………………………………………………………………………….……………………..+5 points
hunger— as the
- Auxilia Boarding Shield……………………………………………………………………………………………………………………………..+10 points
Ogryns themselves
are hugely strong and
phenomenally durable,
if slow witted workers.
Ogryns serving alongside Weapon Range Str AP Type
rarer vat-grown bio-servo
Ripper Gun 12” 5 - Assault 3
constructs, H-grade
servitors and a range of
similar heavy infantry
troops find service in Auxilia Boarding Shield
the militias, as what they Gives the bearer a 5+ Invulnerable Save
lack in initiative and
intelligence is more than
compensated for by their
raw strength and hardy
constitution. TheMyriad Armies of the Auxilia
Although this unit entry represents Ogryns as the most common type of brute squad found within the
Imperialis Auxilia, it could equally represent trained xenos predator beasts, crude locally constructed
combat servitors, cyberfelid hunters, or even particularly large and aberrant genegholams, depending on the
world from which the regiment was raised.

19
IMPERIALIS MILITA INFANTRY SQUAD………………………….…….50 POINTS
M WS BS S T W I A Ld Sv
TROOPS
Sergeant 6 3 3 3 3 1 3 2 6 5+
Militia Auxiliary 6 3 3 3 3 1 3 1 5 +5 The mainstay of the
Imperialis Militia are the
Militia Infantry squads,
Unit Composition Unit Type consisting of groups of
• 1 Sergeant • Sergeant: Infantry (Line, Character) soldiers who have received
• Militia Auxiliary: Infantry (Line) at least some degree of
• 19 Militia Auxiliaries
formal military training or
are otherwise experienced
Special Rules in war being from a
Wargear
• Provenance martial culture, or have
• Auxilia Rifle
defended their settlements
• Laspistol (Sergeant Only)
against outcasts, invaders
• Close Combat Weapon or any of the numerous
• Frag Greandes threats that have assailed
• Flak Armour the scattered worlds of
humanity throughout the
Dedicated Transport: Age of Strife.
• The squad may be purchased an Auxilia Gorgon Heavy Transporter as a Dedicated Transport.
These units display
Options a staggering degree
• The Sergeant may take: of variety across the
- Melta Bombs…………………………………………………………………………………………………………………………………………..+10 points Imperium and might
• The Sergeant may exchange their laspistol and/or close combat weapon for one of the following: include the bonded
- Bolt pistol…………………………………………………………………………………………………………………………….…………….…….+2 points soldier-subjects of minor
-Hand Flamer……………………………………………………………………………………………………………………………….….……....….+2 points noble houses, belligerent
-Blast Pistol……………………………………………………………………………………………………………………………………….……..….+2 points bands of hive gangers
- Augmented Weapon………………………………………………………………………………………………………………………….……….+2 points or the foot-soldiers of
-Power Weapon………………………………………………………………………………………………………………………………..………......+5 points a warp cult raised in
• One Militia Auxiliary may carry a: secrecy and revealed
- Vexilla……………………………………………………………………………………………………………………………………………..……..+5 points only with the coming of
• The entire squad may replace its Auxillia rifles with one of the following options: the Horus Heresy. They
- Close combat weapon………………………………………………………………………………………………………………………..……………..Free bear a range of arms from
- Auxilia Pistols………………………………………………………………………………………………………………………………………...………..Free black powder muskets to
- Shotguns…………………………………………………………………………………………………………….……..+10 points for the entire squad mass-produced lasrifles,
- Lascarbines or autoguns…………………………………………………………………………………….………..+10 points for the entire squad most manufactured locally
- Laslocks………………………………………………………………………………………………………..…………..+20 points for the entire squad or supplied from a Great
Crusade fleet’s reserve
• If the entire squad is equipped with any of the following weapons Auxilia Rifles, Lascarbines, Autoguns, Laslocks it may take: when a local militia is
-Bayonets……………………………………………………………………………………………..…………………………………………..……..+10 points swept up to fight on the
• The entire squad may be given: front lines.
- Krak Grenades……………………………………………………………………………………………..…………………………………………..+10 points

20
INDUCTED LEVY SQUAD…………………………………………………….40 POINTS
M WS BS S T W I A Ld Sv
TROOPS
Custodian 6 3 3 3 3 1 3 2 6 5+
The product of a general Levy Auxiliary 6 2 2 3 3 1 3 1 5 6+
planetary mobilisation
of every subject judged
sufficiently�t to bear arms, Unit Composition Unit Type
Inducted Levy squads • 1 Custodian • Custodian: Infantry (Line, Character)
may consist of individuals • 19 Levy Auxiliares • Levy Auxiliary: Infantry (Line)
with little or no training
or direct experience of
war, experienced but Wargear (Custodian Only) Special Rules
ill-disciplinedwarriors • Laspistol or autopistol • Provenance
unsuited to service in • Close combat weapon • Disposable
standing armies, those • Flak armour
classed as borderline
abhuman or those serving Wargear (Levy Auxiliaries Only)
penal terms for crimes not • Auxilia Rifles
warranting a death • Close combat weapon
sentence. • Sub-flak armour
In primitive or regressive
cultures, the levees may
consist of ‘probitors’ yet to Options
prove themselves in • The Inducted Levy squad may include:
combat, - Up to thirty additional Levy Auxiliaries………………………………………………………………………………………………..+2 points each
or thrall-troops captured • The Custodian may exchange their laspistol and/or close combat weapon for one of the following:
from rival gangs or tribes - Bolt pistol…………………………………………………………………………………………………………………….……….…………….…….+2 points
and forced to fight for -Hand Flamer……………………………………………………………………………………………………………….……………….….………......+2 points
their -Blast Pistol………………………………………………………………………………………………………………….…………………….………...+2 points
enemies. Such squads are - Augmented Weapon…………………………………………………………………………………………………….…………………….……….+2 points
rarely well-equippedand • One Levy Auxiliary may carry a:
must often be herded to - Vexilla…………………………………………………………………………………………………………….………………………………..…….....+5 points
battle by a stern overseer, • The entire squad may replace its Auxillia rifles with one of the following options:
or equipped with discipline - Close combat weapon………………………………………………………………………………….……………………………………..……………..Free
collars that terminate the - Auxilia Pistols…………………………………………………………………………….…………………………………………………………...………..Free
lives of the entire band in - Lascarbines or autoguns……………………………………………………….…………………………….………..+10 points for the entire squad
the - Laslocks……………………………………………………………………………..…………………………..…………..+10 points for the entire squad
event of them attempting • If the entire squad is equipped with any of the following weapons Auxilia Rifles, Lascarbines, Autoguns, Laslocks it may take:
to -Bayonets……………………………………………………………………………………………..…………………………………………..……..+10 points
flee or mutiny.
Beforethe desperation of
• The entire squad may be given any of the following:
the Horus Heresy,when
- Frag Grenades……………………………………………………...………………………………………..…………………………..+10 points per squad
such practices became
- Discipline collars …………………………………………………………………………………………..…………………………..+10 points per squad
commonplace,it was
relativelyrare for lives
even such of these to be Disposable:
squandered as a matterof The opposing player never gains Victory points for specifically destroying this unit in missions where this is relevant.
h l f h This includes for secondary objectives such as First Blood, but this does not affect Victory points based on the number
of total units destroyed in a particular game (such as for Attrition).

Discipline Collars
Not all of the soldiers of the Imperialis Militia served willingly. In some cases, entire armies that had resisted
Compliance until their world was broken by force were indentured to the Excertus Imperialis and shipped to the front
lines of the Great Crusade in punishment and to quell future rebellion. In others, warriors from sub-tribal or
terminally regressive cultures were indentured who were little more than animals to whom reason and order were
alien concepts were brought into the fold, and only the harshest and most immediate methods were effective in
bringing discipline to the ranks. In such cases, the tool of last resort for the commanders set over them was the
widespread use of discipline collars; shackles which would reward disobedience, cowardice and rebellion with
paralysis, agony or death, as the crime warranted.

A unit equipped with discipline collars gains the Stubborn special rule. However, should it fail a Morale check on a roll
of double 6, it is removed from play as if destroyed. Any attached models such as Discipline Masters, Auxilia Medicae
Orderlies and Independent Characters however, are not removed and Fall Back normally.

21
IMPERIALIS MILITIA GRENADIER SQUAD…………………………….60 POINTS
M WS BS S T W I A Ld Sv
TROOPS
Grenadier Sergeant 6 3 4 3 3 1 3 2 7 4+
Grenadier 6 3 4 3 3 1 3 1 6 4+ In this case ‘grenadier’
Special Weapon Grenadier 6 3 4 3 3 1 3 1 6 4+ is the term used in the
Principia Belicosa and
adopted for general
administration use
Unit Composition Unit Type
to describe a more
• 1 Grenadier Sergeant • Sergeant: Infantry (Line, Character)
professional and
• 9 Grenadiers • Grenadier: Infantry (Line)
wellequipped
• Special Weapon Grenadier: Infantry (Line) class of militia
soldier than the bulk of
Wargear Imperialis Militia forces.
• Auxilia Rifle (Grenadier only) Special Rules Such grenadiers are
• Laspistol (Sergeant only) • Provenance often retainers of the
• Close combat weapon Commander’s household
• Frag Greanades equipped at their master’s
• Krak Grenades expense or higher
• Carapace Armour status volunteers able
to purchase their own
equipment or, more rarely,
the professional internal
security forces of an
Dedicated Transport: advanced world brought
• The squad may be purchased an Auxilia Gorgon Heavy Transporter as a Dedicated Transport so long as it numbers under the Commander’s
20 models strong. Alternatively it may take an Auxilia Arvus Ligher, Aurox Armoured Transport or Termite Assault purview by the coming of
Drill as long as the unit is 12 modes or less. war. On more primitive
worlds such warriors may
Options be called huscarls or carry
• The squad may include: some such barbarous
- Up to eight additional title and be close kin to
Greandiers…………………………………………………………………………………………………………………………………………..+5 points each the planet’s ruler, while
• The Sergeant may take: amongst more developed
- Melta Bombs…………………………………………………………………………………………………………………………………………..+10 points cultures they might be
known as life guards
• The Sergeant may exchange their laspistol and/or close combat weapon for one of the following:
and wear the colours or
- Bolt pistol…………………………………………………………………………………………………………………………….…………….…….+2 points
heraldry of their liege lord
-Hand Flamer……………………………………………………………………………………………………………………………….….…….....….+2 points
with pride.
-Blast Pistol……………………………………………………………………………………………………………………………………….……...….+2 points
- Augmented Weapon………………………………………………………………………………………………………………………….……….+2 points
-Power Weapon………………………………………………………………………………………………………………………………..………......+5 points
• One Grenadier may carry a:
- Vexilla……………………………………………………………………………………………………………………………………………......……..+5 points
-Augury Scanner………………………………………………………………………………………………………………………………..……........+5 points
• The entire squad may replace its Auxillia rifles with one of the following options:
- Close combat weapon………………………………………………………………………………………………………………………..……………..Free
- Auxilia Pistols………………………………………………………………………………………………………………………………………...………..Free
- Laspistols…………………………………………………………………………………………………………………….+5 points for the entire squad
- Shotguns…………………………………………………………………………………………………………….……..+10 points for the entire squad
- Lascarbines or autoguns…………………………………………………………………………………….………..+10 points for the entire squad
- Laslocks………………………………………………………………………………………………………….…………..+10 points for the entire squad
- Lasrifles………………………………………………………………………………………………………..…..………..+10 points for the entire squad
-Augmented Weapons……………………………………………………………………………………..…..………..+10 points for the entire squad
- Boltguns………………………………………………………………………………………………………..…….……..+15 points for the entire squad
• If the entire squad is equipped with any of the following weapons Auxilia Rifles, Lascarbines, Autoguns, Laslocks or Bolters it may
take:
-Bayonets……………………………………………………………………………………………..…………………………………………..……..+10 points
• The squad may include up to two additional Special Weapons Grenadiers, each with one of the following weapons:
-Special Weapon Grenader with heavy stubber……………………………………………………………………...……..+7 points per model
- Special Weapon Grenader with rotor cannon……………………………………………………………………….……..+10 points per model
-Special Weapon Grenader with flamer………………………………………………………………..……………………...+8 points per model
-Special Weapon Grenader with melta gun………………………………………………………………..………………....+15 points per model
-Special Weapon Grenader with plasma gun………………………………………………………………..……….…..…..+15 points per model
- Special Weapon Grenader with grenade launcher (frag & krak)……………………………………….……………..+10 points per model
• If the unit has grenade launchers, they may be upgraded to have the following types of grenades (all must be upgrades the
same way):
-Gas Greanades…………………………………………………………………………..……………………………………..……...+2 points each model
-Fireburst Grenades………………………………………………………………………………………………..…………..……..+2 points each model

22
IMPERIALIS MILITIA FIRE SUPPORT SQUAD………………………….75 POINTS
M WS BS S T W I A Ld Sv
TROOPS
Milita Fire Team 6 3 3 3 3 2 3 2 5+ 5+
While many planetary
militia troops are trusted
or even required to Unit Composition Unit Type
provide or maintain their • 5 Fire Teams • Infantry (Line)
own basic equipment,
heavier weapons are
usually kept in secure Wargear Special Rules
stockpiles accessible only • Laspistol • Povenance
by senior officers. These • Heavy Stubber • Support Squad
stores are only opened in • Close combat weapon • Bulky (2)
times of crisis or general • Frag Grenades
mobilisation, and issued • Flak Armour
to troops specially trained
in their use; the risk that
the weapons will be turned
against a world’s leaders
thereby minimised.
The tactics used by the �re
support squads are simple Options
and direct, and require • The Imperialis Militia Fire Support Squad may include:
little practice; the field - Up to five additional Militia Fire Teams……………………………………..………………………………………………….…………..+15 points each
officers generally massing
their heavy weapons crews • One Militia Fire Team may be upgraded with:
to defend key positions. - Augury Scanner………………………………………………………………………………………………………………………………..+10 points each
• The Milita Fire Teams in the squad may exchange their heavy stubbers for any of the alternative heavy weapons shown below:
- Mortar……………………………………………………………………………………………………………………………………………………….…….+5 points
- Crew-Served Heavy Stubber………………………………………………………………………………………………………………..…….……….+10 points
- Heavy Bolter………………………………………………………………………………………………………………….……………….…………..…….+10 points
- Multi Laser……………………………………………………………………………………………………………………………………………….……….+10 points
- Heavy Flmaer…………………………………………………………………………………………………………………………………………….……….+10 points
- Missile Launcher (Frag & Krak Missiles)……………………………………………………………………………………….……………….……….+10 points
- Autocannon……………………………………………………………………………………………………………………………………………….……….+10 points
- Lascannon………………………………………………………………………………………………………………………………………………….……….+15points
• If the squad is armed with missile launchers, the entire squad may be equipped with additional flak missiles for 5 points each

23
IMPERIALIS MILITIA RECONNAISSANCE SQUAD………………….50 POINTS
M WS BS S T W I A Ld Sv
TROOPS
Recon Sergeant 7 3 4 3 3 1 3 1 7 5+
Recon Auxiliary 7 3 4 3 3 1 3 1 6 5+ While under-equipped
and ill-trained in
comparison to many other
Unit Composition Unit Type military formations in the
• 1 Recon Sergeant • Recon Sergeant: Infantry (Line, Skirmish, Character) Imperium, the Imperialis
• Recon Auxiliary: Infantry (Line, Skirmish) Militia does often have the
• 4 Recon Auxiliaries
advantage of fighting on
familiar ground. Militia
Special Rules Reconnaissance squads
Wargear
• Provenance consist of individuals
• Lascarbine or autogun
• Support Squad with a keen sense of �eld
• Close combat weapon
• Infiltrate craft who are experienced
• Frag Grenades scouts and trackers, able to
• Krak Grenades • Scout
mount ambushes and wide
• Flak Armour • Move Through Cover
flanking attacks against
• Pathfinder
an invader thanks to their
knowledge of the land.
Options Many of these skills can be
• The Entire squad may exchange their lascarbines for: brought to bear should a
- Lasrifles…………………………………………………………………………………………………………………………………….……….…….+5 points militia force be mobilised
- Shotguns………………………………………………………………………………………………………………….…………………………….+10 points into a larger army and, as
-Sniper Rifles…………………………………………………………………………………………………………………………………..……....….+15 points such, they are to be found
• The entire squad may be given: in Traitor and Loyalist war
- Infravisors………………………………………………………………………………………………………………………………………………..+10 point hosts alike.
• Any Recon Auxiliary may take:
-Nuncio-Vox……………………………………………………………………………………………………………………………………..…….....+5 points
-Augury Scanner…………………………………………………………………………………………………………………………..…………....+5 points
• The Sergeant may be given either:
- Melta Bombs or a single Demolition charge………………………………………………………………………………………………..+5 points

Weapon Range Str AP Type


Sniper Rifle 60” 4 5 Heavy 1, Rending (5+), Sniper, Pinning
Demolition 8” 8 2 Assault 1, Blast (3”)
Charge

24
`

AUXILIA GORGON HEAVY TRANSPORTER……………………………275 POINTS


Armour Transport
DEDICATED
M BS Front Side Rear HP Capacity
TRANSPORT
Gorgon 10 3 14 14 10 9 42

A Gorgon is a huge, heavily


armoured transport vehicle Unit Composition Unit Type
used to carry a large • 1 Gorgon • Vehicle (Super-heavy)
number of assault troops
towards an enemy’s front
lines, before disgorging Wargear Special Rules
them directly into enemy • Two Hull (Front, Left, Right) • Heavily Armoured Prow
positions. It is a relatively Mounted twin-linked autocannons • Reduced Blast
primitive design, of • Hull (Centerline) Mounted
uncertain origins adopted Gorgon Mortar Battery
for auxiliary troops during
the early Great Crusade,
Access Points
and lacks either the
flexibility of those designs • A Gorgon Heavy Transporter has one hatch on its front hull.
favoured by the Space
Marine Legions or the Options
environmental resilience • The Gorgon may be given the following vehicle upgrades:
of the Dracosan utilised - Up to two hunter-killer missiles…………………………………………………………………………………………………………..+5 points each
by the elite Solar Auxilia. • The Gorgon may replace both its Hull (Front, Left, Right) Mounted twin-linked autocannons with :
Its virtues, however, lie in - Hull (Front, Left, Right) Mounted twin-linked multi-lasers …………………………………………………………..……………….…….Free
its sheer scale and rugged - Hull (Front, Left, Right) Mounted twin-linked lascannons………………………………………………………………….……….+20 points
durability to enemy �re, the • The Gorgon may replace its hull (Centerline) Mounted Gorgon Mortar Batteries with 4 Sponsons (1x Right, Front. 1x Left,
latter thanks largely to the Front. 1x Right, Rear. 1x Left, Rear.) containing either:
Gorgon’s heavily armoured - Autocannons…………………………………………………………………………………………………………………..………………………..+10 points
prow, designed to protect - Heavy Flamers…………………………………………………………………………………………………………………………………………………..Free
it as it rumbles across - Heavy Bolters………………………………………………………………………………………………………………………….………………………..Free
noman’s - Multi Lasers……………………………………………………………………………………………………………………………………………..+10 points
land, carrying forty - Lascannons…………………………………………………………………………………………………………………….………………………..+20 points
men inside through hostile
fire and barrages. Heavily Armoured Prow
the Gorgon is only The Auxilia Gorgon’s assault prow is heavily reinforced to withstand withering barrages of enemy fire. The Auxilia
deployed by the strategos Gorgon has a 5+ invulnerable save against attacks that strike its Front Armour, increasing to 4+ invulnerable save
of the Great Crusade for against attacks with the Blast and Template type.
carefully selected missions
of assault where the Reduced Blast
otherwise survivability of If the Gorgon is destroyed, instead of following the standard Catastrophic Damage rules in t he rulebook, it instead
militia troops would be explodes at Strength 4 +D3, with an AP of 5 and only hits every model within a 3”+D6” Radius.
negligible. Such missions
commonly include first Gorgon Mortar Battery
breach attacks in heavily The Auxilia Gorgon is commonly equipped with a single use multi-barrelled mortar array designed to saturate a target
fortified enemy defensive area with fragmentation shells before an assault.
positions, overrunning
h k d Special Weapon
Weapon Range Str AP Type
Gorgon Mortar 12”-48” 5 5 Heavy 4, Blast (3”), Barrage, Pinning, Shellshock
(2), One Use

25
AUROX ARMOURED TRANSPORT…………………………………………30 POINTS
Armour Transport
DEDICATED
M BS Front Side Rear HP Capacity
Unit Title 15 3 11 11 10 3 10 TRANSPORT
While the true Aurox
Unit Composition Unit Type armoured transport began
• Vehicle (Tank, Transport) its life as a mass-
• 1 Aurox Armoured Transport
manufactured vehicle,
created by the great
Special Rules Martian Mechanicum,
Wargear
• Infantry Transport most vehicles under the
• Smoke Launchers
‘Aurox’ designation used by
Militia forces are crudely
Access Points converted tractors, up
• An Aurox Armoured Transport has one access point on each side of the hull and one on the rear. armoured civilian
transports or even salvaged
Options and repaired vehicles used
• An Auxox may take one of the follwoing: by the other forces
-Pintle Mounted Heavy Stubber…………………………………………………………………………………………………………..+5 points amongst the imperium.
Pintle Mounted Heavy Flamer…………………………………………………………………………………………………………..+5 points
No matter where any
• An Auxox may take any of the follwoing: particular ‘Aurox’ came
Searchlight....................................…………………………………………………………………………………………………………..+5 points from, they admirably do
their part in moving
infantry around highly
dangerous battlefields.
Infantry Transport
The most common transport vehicles are those dedicated to carrying the infantry that form the core of Mankind’s
armies. Such bulk transports lack the specialised equipment to accommodate more unique warriors.

No model with any version of the Bulky (x) special rule may Embark on a model that has this special rule.

26
`

MILITIA TERMITE……………………………………………………………75 POINTS


Armour Transport
DEDICATED
M BS Front Side Rear HP Capacity
TRANSPORT
Militia Termite 8 3 12 12 10 3 12
Originally designed on
Terra for the task of
Unit Composition Unit Type
rooting out burrowing
• 1 Termite Assault Drill • Vehicle (Transport)
xenos species during the
Great Crusade, canny
commanders quickly
Wargear Special Rules
found use for the Terrax
pattern Termite assault • Two Pintel Mounted twin-linked • Infantry Transport
drill in tearing through bolters • Subterranean Assault
the foundations of enemy • Melta Cutters
bastions or emerging Access Points
behind barricades or trench • A Milita Termite has two Access Points, one of each side of the hull.
lines to lay waste to their Options
defenders. A specialised • A Militia Termite may exchange both its twin0linked bolters for one of the following options:
transport vehicle, the - Two Pintle Mounted twin-linked vulkite chargersl………………………………………………………………………………………..+5 points
Termite is capable of - Two Pintle Mounted heavy flamers……………………………………………………………………………………………….……………..+5 points
bringing a full squad of
warriors to the battlefield Infantry Transport
whilst bypassing enemy The most common transport vehicles are those dedicated to carrying the infantry that form the core of Mankind’s
auspex and atmospheric armies. Such bulk transports lack the specialised equipment to accommodate more unique warriors.
scanners. Similar in design
to the boarding torpedoes No model with any version of the Bulky (x) special rule may Embark on a model that has this special rule.
launched from starships,
the Termite safely Subterranean Assault
transports its passengers A subterranean assault is a full scale attack conducted by units that have approached the target site by means of
thanks to gyroscopic subsurface transport, emerging from below into the teeth of the enemy force, shattering its formation and sowing
stabilisation harnesses chaos amongst its ranks. Such attacks are most often initiated in order to counter enemy macro-fortifications or to
which limit impact and navigate otherwise impassable terrain, but some commanders favour them for the sheer surprise they engender.
acceleration trauma.
Rock, earth and even Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean
hardened plasteel offer Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a
little hindrance to its unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model
grinding drill, which with the Transport Subtype that has the Subterranean Assault special rule itself. When rolling for Reserves, roll a single
utilises a linked array dice for all of the units assigned to the Subterranean Assault rather than rolling separately for each unit. If the roll is
of melta cutters and successful and the controlling player chooses to bring them into play then all of the Subterranean Assault units must
phaseshield generators to play in that turn and follow this procedure:
aid the vehicle’s progress.
Once at its target location, Performing a Subterranean Assault
it emerges onto the surface, Once a Reserves roll for the units assigned to the Subterranean Assault has succeeded and the units are to be brought
or even directly into the into play, the controlling player selects a single unit to deploy first. That player must place a single model with the
lower level of Subterranean Assault special rule that is either a Dedicated Transport or a unit of its own (this model may have a unit
macrofortifications, Embarked within) anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of
scattering Impassable Terrain and then scatter that model (see the Scatter rules on page 152 of the Horus Heresy: Age of Darkness
rulebook). If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable
Terrain, 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.

Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Subterranean Assault is Disordered, and the
opposing player may deploy each remaining unit in the Subterranean Assault anywhere within 12" 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, 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. Any models Embarked on a model with the Transport Sub-
type must remain Embarked and may not Disembark as part of a Subterranean Assault (but may Disembark normally
during the following Movement phase).

Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the
Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning
tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight
may choose to make the Interceptor Reaction (see page 309 of the Horus Heresy: Age of Darkness rulebook) targeting
any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be
made against the deployment of a unit as part of a Subterranean Assault.

Once all units from the Subterranean 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 Subterranean Assault may Move, Run or Shoot
as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle special
rule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault
may not declare or resolve a Charge on the same turn as they are deployed.

27
MILITIA RHINO TRANSPORT………………………………………………35 POINTS
Armour Transport
DEDICATED
M BS Front Side Rear HP Capacity
Militia Rhino Transport 14 4 11 11 10 3 12 TRANSPORT
The Militia Rhino Transport is only available to Grenadier Squads numbering 12 men or less that also have the
Survivors of the Dark Age Provenance. The Rhino is the most
widely used armoured
Unit Type personnel carrier in the
Unit Composition Imperium. Based on
• Vehicle (Transport)
• 1 Militia Rhino Transport ancient STC technology
the fundamental design
Special Rules is robust, reliable and
Wargear easy to maintain, and its
• Repair
• Pintle Mounted twin-linked adaptive power plant can
• Infantry Transport
bolter run off a wide variety of
• Smoke launchers fuels (with varying degrees
of efficiency), making
it perfect for the
Access Points wideranging
• A Militia Rhino Transport has one Access Point on each side of the hull and one at the rear. armies of the
Great Crusade. Produced
Options in the thousands and with
• A Milita Rhino Transport may take any of the following: several distinct patterns in
- One Hull (Front) Mounted hunter-killer missile……………………………………………………….………………………..+5 points common use – the Deimos
- Searchlights………………………………………………………………………………………………………………..…………………..+5 points being most widespread in
- Dozer Blade…………………………………………………………………………………………………………………..………………..+5 points the Space Marine Legions,
• A Milita Rhino Transport may take on of the following it has also served as the
- Pintle Mounted twin-linked basis for a number of other
bolter………………………………………………………………………………………………………………………………………...……….+5 points war machines.
- Pintle Mounted combi-weapon (any type)………………………………………………………………………………….……….+10 points
- Pintle Mounted havoc launcher……………………………………………………………………………………………..….……….+15 points
- Pintle Mounted heavy bolter…………………………………………………………………………………………………….……….+10 points
- Pintle Mounted heavy flamer…………………………………………………………………………………………………….….…….+5 points
- Pintle Mounted multi-melta…………………………………………………………………………………………………….……….+30 points

Infantry Transport
The most common transport vehicles are those dedicated to carrying the infantry that form the core of Mankind’s
armies. Such bulk transports lack the specialised equipment to accommodate more unique warriors.

No model with any version of the Bulky (x) special rule may Embark on a model that has this special rule.

Repair
Some vehicles are robust enough or simple enough in their construction that the crew can conduct minor repairs in
the field.

In any of the controlling player’s Shooting phases, instead of making any Shooting Attacks with a model with this
special rule, the controlling player may instead roll a D6. On the roll of a ‘4’ or more, a damage result of Immobilised
that has been inflicted on this model may be removed but no Hull Points are returned.

28
`

MILITIA LAND RAIDER PROTEUS CARRIER…………………………220 POINTS


Armour Transport
DEDICATED
M BS Front Side Rear HP Capacity
TRANSPORT
Proteus Carrier 12 4 14 14 14 5 12

The Land Raider is The Militia Land Raider Proteus Carrier is only available to Grenadier Squads numbering 12 men or less that also have
regarded by many as the the Survivors of the Dark Age Provenance.
finest armoured fighting
vehicle of its class in the Unit Composition Unit Type
Imperium’s arsenal and the • 1 Militia Land Raider Proteus • Vehicle (Transport, Reinforced)
mainstay battle tank of
the Space Marine Legions.
It is a phenomenally Wargear Special Rules
powerful war machine, its • Two Sponson Mounted Gravis • Power of the Machine Spirit
multi-layered composite Lascannon • Assault Vehicle
armour and reinforced hull • Hull (Front) Mounted twin-
all but impervious even linked heavy bolter
to heavy weapons, being • Smoke Launchers
a sealed unit designed to
resist enemy attack from
any approach. Intended Access Points
to serve in almost any • A Militia Land Raider Proteus Carrier has one Access Point on each side of the hull and one at the front.
environment as both war
machine and exploration Options
vehicle, it can operate • Militia Land Raider Proteus Carrier may take any of the following:
freely in war zones ranging - One Hull (Front) Mounted hunter-killer missile……………………………………………………….………………………..+5 points
from acid swamps to - Searchlights………………………………………………………………………………………………………………..…………………..+5 points
rad-deserts without any • A Militia Land Raider Proteus Carrier may take on of the following
noticeable impediment - Pintle Mounted twin-linked bolter……………………………………………………………………………………………...……….+5 points
to its performance, and - Pintle Mounted combi-weapon (any type)………………………………………………………………………………….……….+10 points
can even operate in hard - Pintle Mounted havoc launcher……………………………………………………………………………………………..….……….+15 points
vacuum, ensuring there - Pintle Mounted heavy bolter…………………………………………………………………………………………………….……….+10 points
is no open battlefield on - Pintle Mounted heavy flamer…………………………………………………………………………………………………….….…….+5 points
which its armoured wrath - Pintle Mounted multi-melta…………………………………………………………………………………………………….……….+30 points
cannot be unleashed. • A Militia Land Raider Proteus Carrier may exchange its Hull (front) Mounted twin-linked heavy bolter for one of the
The Land Raider is a following:
masterwork that heralds - Hull (Front) Mounted twin-linked heavy flamer………………………………………………………………………………………….Free
back to the might of - Hull (Front) Mounted twin-linked lascannon……………………………………………………………………………...……….+15 point
Mankind during the
lost High Dark Age of
Assault Vehicle
Technology, and since
This vehicle is specifically designed to disgorge troops into the thick of the action.
the rediscovery of its STC
in the vaults of Mars,
Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so
several patterns have been
(including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.
established in widespread
use varying the balance
of its battlefield role from
Power of the Machine Spirit
armoured explorer, to
The interface between this vehicle’s advanced machine spirit and its fire control mechanisms allows the crew to target
assault tank, to command
foes with incredible accuracy.
and control vehicle,
but all maintain the
A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any
core components of its
Shooting Attack.
established form
and function.

29
AUXILIA ARVUS LIGHTER……………………………………………………75 POINTS
Armour Transport
FAST ATTACK
M BS Front Side Rear HP Capacity
Auxilia Arvus Lighter 20 3 11 11 10 2 12 The Arvus is but one
example of a staggeringly
diverse range of workhorse
Unit Composition Unit Type
orbital transports in
• 1 Auxilia Arvus Lighter • Vehicle (Flyer, Hover, Transport) service across the entire
Imperium, and due to
its reliable and
Wargear Special Rules widelydisseminated
• Smoke Launchers • Deep Strike STC imprint,
• Searchlight • Jury Rigged Weapons it is constructed on Forge
Worlds the length and
breadth of the galaxy.
Access Points Many Imperialis Militias
• A Auxilia Arvus Lighter has one Access point on its rear hull. maintain a pool of lighters
Options so that they can dispatch
patrols far and wide
• An Auxilia Arvus Lighter may take one of the following options: across the surface of their
-A Hull (Front) multi-laser…………………………………………………………………………………………….………….……….+5 points home world, for often the
-A Hull (Front) autocannon………………………………………………………………………………………………..…………….+5 points only sign of an imminent
-A Hull (Front) lascannon…………………………………………………………………………………………………………….……+10 points xenos incursion or pirate
-A Hull (Front) twin-linked multi-laser………………………………………………………………………………….…………….+7 points raid is the sudden and
-A Hull (Front) twin-linked autocannon……………………………………………………………………………………………….+10 points inexplicable silence of
-A Hull (Front) twin-linked lascannon………………………………………………………………………………….………..…….+15 points some outlying settlement.
-Two hellstrike missiles……………………………………………………………………………….…………………………………….+5 points those militias serving
in the great hosts of the
Loyalists and the Traitors
Jury-Rigged Weapons rely on their transports
While the Arvus was nominally a cargo lighter for light atmospheric transport, in the most dire circumstances it was to convey their units
used as an impromptu, albeit terrible, interceptor. Many worlds attached crude weapon mounts to the vehicles super between void-faring troop
structure, but without the advanced targeting systems normally found in fighter craft its chances of hitting its targets barques and the surface,
where slim at best. for they are rarely afforded
berths in the battle
The Arvus Lighter may only ever make Snap-Shots with any weapons it has. transports and combat
drop ships utilised

30
IMPERIALIS AUXILIA SENTINEL SCOUT SQUADRON…………….90 POINTS
M WS BS S T W I A Ld Sv
FAST ATTACK
Auxilia Sentinel 12 3 3 5 5 3 3 1 7 4+
Sentinel scout walkers
are employed by many
Imperialis Militias, Unit Composition Unit Type
typically for long-range • 3 Auxilia Sentinels • Dreadnought (Skirmish)
patrols deep into the
wilderness regions of their
home worlds. Generally Wargear Special Rules
regarded as too weak to • Hull (Front) Multi-laser • Scout
be considered a front • Searchlight • Move Through Cover
line military vehicle in • Smoke launcher • Pathfinder
the forces of the Great
Crusade, many local
militias find them useful Options
in an anti-insurgency • The Squadron may include:
role, using the machines’ - Up to three additional Auxilia
height, manoeuvrability Sentinels…………………………………………………………………………………………………………………………..+30 points each
and firepower to dissuade • Any Auxilia Sentinel may replace its multi-laser with one of the following weapons:
unruly populations from - Hull (Front) Heavy flamer…………………………………………………………………………………………………………………………….…….Free
rising up against the - Hull (Front) Autocannon…………………………………………………………………………………………………………………….……….+5 points
Imperium and brutally - Hull (Front) Missile Launcher (Frag & Krak)………………………………………………………………………………………………….+5 points
suppressing such uprisings - Hull (Front) Lascannon…………………………………………………………………………………………………………………….……….+10 points
should they occur. - Hull (Front) Multi-Melta…………………………………………………………………………………………………………….…….……….+10 points
As the militias took up • Any Auxilia Sentinel may take any of the following:
arms in the wars of the - A Single Hull (Front) hunter-killer missile…………………………………………………………………………………………………..+5 points
Horus Heresy, these - Combat Blades (increases its attacks by +1)…………………………………………………………………………………………………..+5 points
lightest of war machines
were pressed into service
on the front lines, though DREADNOUGHT
few survived in battle The following rules apply to all Dreadnought models and any Dreadnought sub-types:
against the far more • Successful Wounds scored by attacks with the Poisoned or Fleshbane special rules must be re-rolled against models
formidable engines of war of the Dreadnought Unit Type.
commonly fielded by the • All Dreadnought models have the Fearless special rule.
Legiones Astartes and • A model with the Dreadnought Unit Type may fire all weapons they are equipped with in each Shooting Attack they
Mechanicum of both sides. 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.

**Designers Note: While the sentinels aren’t true dreadnoughts, given that Dreadnought has become the defacto
‘walker’ type, I’ve decided to use its rules for sake of simplicity.

31
AUXILIA THUNDERBOLT HEAVY FIGHTER…………………………120 POINTS
Armour Transport
FAST ATTACK
M BS Front Side Rear HP Capacity
Thunderbolt 22 3 12 11 10 3 - Many worlds across
the Imperium maintain
a sub-orbital defence
Unit Composition Unit Type
force equipped with
• 1 Thunderbolt Heavy Fighter • Vehicle (Flyer) Thunderbolt heavy
fighters or a locally
constructed analogue
Wargear Special Rules in the case of the more
• Four Centreline (Front) • Deep Strike technologically advanced
Mounted Autocannons • Combat Interdiction cultures. Other planets
• Two Centreline (Front) must rely upon the
Mounted Lascannons Imperialis Armada for
orbital support in the
event of invasion, aid
which might be light years
away when needed most.
Nonetheless, many xenos
incursions have been
Options
halted before a single
• The Auxilia Thunderbolt can be equipped with any of the following: alien organism could
- Ramjet Diffraction Grid…………………………………………………………………………………………………………..…….…+30 points even touch down upon a
• The Thunderbolt may select one of the following: militia’s home world, so
- Four Hull (Front) Hellstrike missiles ……………………………………………………………………………………………..…+15 points formidable and devoted to
-Four Hull (Front) Skystrike Missiles……………………………………………………………………………………...........…….+ 20 points their duty are the orbital
defence wings of the
Imperialis Militia.
Simulcra Repair
When a vehicle with this special rule suffers a Glancing hit, roll a D6. On a 6, the damage is ignored.

Combat Interdiction
A unit or model with this special rule may be placed into Combat Air Patrol at the start of the battle, before any models
are deployed onto the battlefield. Models assigned to Combat Air Patrol are not deployed onto the battlefield
and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains
access to the Combat Air Patrol Advanced Reaction.

Combat Air Patrol – This Advanced Reaction may be made whenever any enemy model that has the Vehicle
Unit Type and the Flyer Sub-type enters the battlefield from Reserves. The Reactive player may nominate any
one model that has been assigned to Combat Air Patrol. Once the enemy model with the Vehicle Unit Type and
Flyer Sub-type that triggered this Reaction has finished any and all Movement as it is brought into play, the
chosen model assigned to Combat Air Patrol is brought into play from any point on the edge of the battlefield,
moving into play as if it had entered play from Reserves. Once the Combat Air Patrol model has finished its
Movement it may immediately make Shooting Attack targeting the enemy model that triggered this Reaction –
as long as it has finished its Movement with line of sight to that model. Only models with the Vehicle Unit Type
and Flyer Sub-type may make the Combat Air Patrol Reaction

Kinetic Piercer Missile


Designed to intercept and destroy aircraft, these missiles feature a second-stage solid projectile warhead, which fires a
bolt of molecularly compressed metal into its target at supersonic speeds.

Weapon Range Str AP Type


Hellstrike 72 ”9 2 Heavy 1, Sunder, One Shot
missile
Skystrike 72" 8 2 Heavy 1, Skyfire, Sunder, One Use
Missile

32
IMPERIALIS AUXILIA RAPIER BATTERY………………………………….30 POINTS
M WS BS S T W I A Ld Sv
HEAVY
Rapier Carriage 4 1 3 1 5 2 1 1 - 3+
SUPPORT Auxiliary 6 3 3 3 3 1 3 1 5 5+
Imperialis Militias make
use of the ubiquitous Rapier
weapons carrier when
operating in terrain too Unit Composition Unit Type
dense to deploy their • 1 Rapier team comprising of: • Rapier Carrier: Artillery
heavier Rapier Carrier and 2 Auxiliaries • Auxiliaries: Infantry
artillery, in particular cities,
forests and mountainous
areas. �e Rapier’s tracked Wargear (Auxiliaries Only) Special Rules
carriage and its on-board • Lascarbine • Bulky (4) (Rapier Carrier Only)
reactor allow weapons • Flak Armour • Provenance (Auxiliaries)
too heavy to be carried • Close Combat Weapon • Relentless (Rapier Carrier Only)
into battle to be deployed, • Auxilia Artillerists
providing vitally needed Wargear (Rapier Carrier)
frontline �re support to the • Gravis Multi-Laser Battery
notoriously under-equipped
armies raised by both sides
in the civil war raging across Options
the Imperium. • The Rapier Battery may take:
-Up to two additional teams……………………………………………………………………………………………………………..+30 points per
team
• Any Rapier Carriage may exchange its Gravis multi-laser battery with one of the following:
-Laser Destroyer Array…………………………………………………………………………………………………………………….…+25 points each
-Quad Mortar (Frag shells only)…….…………………………………………………………………………………………….……….+20 points each
- Gravis heavy bolter battery……………………………………………………………………………………….……………………..…………………Free

Auxilia Artillerists
A Rapier Battery must have one Auxilia Gunner per Rapier Carrier in order for all Rapier Carriers to make
Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases,
the Rapier Battery contains fewer Auxilia Gunners than Rapier Carriers then only a number of Rapier
Carriers equal to the number of Auxilia Gunners may make Shooting Attacks in that Shooting phase. In
addition, as long as there are at least as many Auxilia Gunners in the unit as there are Rapier Carriers then
the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice
being rolled, and all Auxilia Gunners in the unit gain a bonus of +.1 to their Leadership Characteristic (this
bonus is lost immediately once the number of Auxilia Gunners is reduced to less than the number of Rapier
Carriers in the unit).

Weapon Range Str AP Type


Gravis Multi-Laser Battery 36” 6 6 Heavy 8, Twin-Linked
Laser Destroyer Array 36” 9 1 Ordnance 2, Twin-linked, Exoshock (6+)
Quad Morta (Frag Shells) 12”-60” 5 5 Heavy 1, Barrage, Large Blast (5”), Shred
Gravis Heavy Bolter Battery 36” 5 4 Heayv 8, Twin-linked

33
AUXILIA MALCADOR HEAVY TANK……………………………………225 POINTS
Armour Transport
HEAVY
M BS Front Side Rear HP Capacity
Malcador Heavy Tank 14 3 13 13 12 5 - SUPPORT
A mainstay heavy tank
Unit Composition Unit Type of the early decades of
• Vehicle (Reinforced) the Great Crusade and
• 1 Malcador Heavy Tank
named after the Regent
of Terra – Malcador the
Special Rules Sigillite, the Malcador
Wargear
• Independent Fire Control was largely consigned to
• Hull (Front) Battlecannon
second line service by the
• Hull (Front) Autocannon
time of the outbreak of
• Sponson (Left) Heavy Bolter
the Horus Heresy. Hence,
• Sponson (Right) Heavy Bolter a great many Imperialis
• Searchlight Militias, even those raised
• Smoke launcher from the most primitive
Options of cultures, are possessed
of large reserves of this
• The Auxilia Malcador Heavy Tank Squadron may include: formidable engine of war,
- to two additional Malcador Heavy Tanks .....................................225 points each
Up although in some cases
• Any model in a Malcador Heavy Tank Squadron may exchange its Hull (Front) Mounted they are fielded by crews
battlecannon for one of the following: so ignorant in the ways
of the machine that they
- Hull (Front) Mounted Gravis lascannon .............................................+10 points
Two might abandon them the
- (Front) Mounted Vanquisher battlecannon ........................................+10 points
Hull moment they run out of
• Any model in a Malcador Heavy Tank Squadron may exchange its Hull (Front) Mounted fuel or ammunition.
heavy bolter for one of the following:
- (Front) Mounted autocannon ..........................................................................Free
Hull
- (Front) Mounted multi-laser ............................................................................Free
Hull
- (Front) Mounted heavy flamer .........................................................................Free
Hull
- (Front) Mounted lascannon...................................................................+10 points
Hull
- (Front) Mounted demolisher cannon ..................................................+50 points
Hull
• Any model in a Malcador Heavy Tank Squadron may exchange both of its Side Mounted
heavy bolters for:
- One Side (Right) Mounted autocannon
and one Side (Left) Mounted autocannon ..............................................................Free
- One Side (Right) Mounted multi-laser
and one Side (Left) Mounted multi-laser ................................................................Free
- One Side (Right) Mounted heavy flamer
and one Side (Left) Mounted heavy flamer .............................................................Free
- One Side (Right) Mounted lascannon
and one Side (Left) Mounted lascannon.......................................................+25 points
• Any model in a Malcador Heavy Tank Squadron may take one of the following:
-
Pintle Mounted multi-laser ............................................................................+10 points
-
Pintle Mounted heavy stubber .........................................................................+5 points
-
Pintle Mounted heavy flamer ...........................................................................+5 points
• Any model in a Malcador Heavy Tank Squadron may take any of the following:
-
Flare shield ........................................................................................................+25 points
- Hull (Front) Mounted hunter-killer missile ........................................+10 points
One
-
Dozer blade .........................................................................................................+5 points

Independent Fire Control


After a model with this special rule (or a unit composed entirely of models with this special rule) has
resolved a Shooting Attack targeting an enemy unit, any weapons that were not used to attack
(either due to being out of line of sight or range of the enemy unit, or because the controlling player
voluntarily opted not to attack with them) may make a number of Secondary Shooting Attacks
using those weapons that did not fire as part of its initial Shooting Attack. Each weapon not fired as
part of the initial Shooting Attack may be fired once, either all of them in a single Secondary
Shooting Attack, each in a separate Secondary Shooting Attack targeting a different enemy unit or
any combination – however, each weapon may only be used to attack once and in no more than one
Secondary Shooting Attack. All Secondary Shooting Attacks obey all the normal rules for range and
line of sight and are with a modifier of -1 on all To Hit rolls.

34
`

MILITIA AUXILIARY BATTLE TANK ATTACK SQUADRON……130 POINTS


Armour Transport
HEAVY
M BS Front Side Rear HP Capacity
SUPPORT Leman Russ Battle Tank 12 3 14 13 10 3 -
Leman Russ Annihilator 12 3 14 13 10 3 -
The Leman Russ battle Leman Russ Exterminator 12 3 14 13 10 3 -
tank was only just
Leman Russ Demolisher 10 3 14 13 11 3 -
beginning to be issued to
Imperialis Militia forces at Leman Russ Vanquisher 12 3 14 13 10 3 -
the outbreak of the Horus
Heresy, albeit in its most
basic pattern and form Unit Composition Wargear (Specific)
utilising a template that • 1 Leman Russ Battle Tank • Battle Tank: Turret Mounted battlecannon
could be constructed on • Annihilator: Turret Mounted Twin-Linked Gravis Lascannon
most worlds with basic Unit Type • Extermiantor: Turret Mounted Gravis Autocannon
industrialisation. Here • Vehicle • Demolisher: Turret Mounted Demolisher Cannon
the unseen hand of the • Vehicle (Bombard) (Demolisher only) • Vanquisher: Turret Mounted Vanquisher Cannon w/Coaxial Autocannon
Warmaster’s agents must Wargear (All)
surely have been at work, • Hull (Front) Heavy Bolter Special Rules
as it was in so many other, • Searchlight • None
similar circumstances. • Smoke launchers
It appears that militias that
would later declare for
Horus were given priority Options
in the procurement of • The squadron may take:
the Leman Russ, while - Up to two additiona Battle Tanks…………………………………………………………………………………………………….+120 points each
those which could not • Any Battle Tank may be exchanged for a:
be relied upon to take up - Annihilator…………………………………………………………………………………………………………………….…….Free points
arms against Terra were • Any Battle Tank may be exchanged for a:
starved of access to it.
- Exterminator…………………………………………………………………………………………………………………….…….Free points
Nevertheless, Leman Russ
• Any Battle Tank may be exchanged for a:
battle tanks were deployed
- Demolisher…………………………………………………………………………………………………………………….…….+45 points
by Imperialis Militias
• Any Battle Tank may be exchanged for a:
on both sides of the
galactic civil war, often in - Vanquisher…………………………………………………………………………………………………………………….…….+5 points
deliberate concentrations • Any Vehicle may exchange its Hull (Front) Heavy Bolter for:
- Hull (Front) Multi-laser ……………………………………………………………………………………………………………….……….Free
(this being their optimum
- Hull (Front) Heavy flamer ……………………………………………………………………………………………………………….……Free
deployment with relatively
- Hull (Front) Lascannon ………………………………………………………………………………………………………………….+10 points
unskilled support troops
• Any vehiclel may take a Sponson (Left) and Sponson (Right) armed with:
and inexperienced tank
-Heavy Bolter…………………………………………………………………………………………………………………………..+10 points per model
commanders), their
- Heavy Flamer…………………………………………………………………………………………………………………………..+10 points per model
formidable main weapons
providing vital support to • The Vehicle may take one of the following:
the massed advance of their - Pintle Mounted Multi-laser …………………………………………………………………………………………….……….+10 points per model
foot-slogging compatriots. - Pintle Mounted Heavy flamer ……………………………………………………………………………………………….……+10 pints per model
- Pintle Mounted Heavy Stubber …………………………………………………………………………………..……………….+5 points per model
• The Vehicle may take any of the following:
- One Hull (Front) mounted hunter-killer missiles…………………………………………………………………………..+5 points per model
- Dozer Blade…………………………………………………………………………………………………………………………..…..+5 points per model

Weapon Range Str AP Type


Battlecannon 48” 8 4 Heavy 1, Blast (3”), Pinning
Twin-Linked Gravis Lascannon 48” 9 2 Heavy 2, Sunder, Twin-Linked
Gravis Autocannon 48” 7 4 Heavy 3, Rending (6+), Twin-Linked
Demolisher Cannon 24” 12 3 Ordnance 1, Blast (3”), Rending (6+),
Brutal (3)
Vanquisher Cannon 72” 9 2 Heavy 2, Sunder, Brutal (2)

35
AUXILIA HEAVY ORDNANCE BATTERY………………………………….75 POINTS
M WS BS S T W I A Ld Sv
Artillery Carriage 4 1 3 1 7 4 1 1 - 3+ HEAVY
Auxiliary 6 3 3 3 3 1 3 1 5 5+ SUPPORT
Before the coming of the
Unit Composition Unit Type galactic civil war, the bulk
• Artillery Carriage: Artillery of Imperialis Militias
• 1 -3 Artillery Carriages,
• Auxiliaries: Infantry were conf gured to mount
Each with four Milita Auxiliary
largely static, defensive
Crew
operations, their heaviest
Special Rules weapons concentrated on
• Bulky (8) (Rapier Carrier Only) key installations vital to
Wargear (Auxiliaries Only)
• Provenance (Auxiliaries) the defence of their home
• Lascarbine
• Relentless (Artillery Carriage Only) world. Heavy ordnance
• Flak Armour
• Auxilia Artillerists batteries, commonly of
• Close Combat Weapon
the robust and easily
supplied Basilisk and
Wargear (Artillery aCarriage)
Medusa patterns, were
• Earthshaker Cannon ideal for this task, for
what they lacked in
battlefield mobility or the
Options skill of their commanding
• Any Artillery Carriage may take: artillerists, they
- Up to two four additional crew………………………………………………………………………………………………….………..+3 points each compensated for in sheer
• Any Artillery Carriage may exchange its Earthshaker Cannon to: weight of firepower.
-Medusa Siege Gun………………………………………………………………………………………………………………….…+Free
• Any Artillery Carriage equipped with a medusa siege gun may be upgrades to also have:
Breacher Shells……………………………………………………………………………………………………………………….…+10 points per model

Auxilia Artillerists
A Heavy Ordnance Battery must have one Auxilia Gunner per Artillery Carriage in order for all Artillery
Carriage to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s
Shooting phases, the Heavy Ordnance Battery contains fewer Auxilia Gunners than Artillery Carriage then
only a number of Artillery Carriages equal to the number of Auxilia Gunners may make Shooting Attacks in
that Shooting phase. In addition, as long as there are at least as many Auxilia Gunners in the unit as there
are Artillery Carriages then the unit cannot be Pinned, automatically passing any Pinning tests it is called
upon to take without any dice being rolled, and all Auxilia Gunners in the unit gain a bonus of +.1 to their
Leadership Characteristic (this bonus is lost immediately once the number of Auxilia Gunners is reduced to
less than the number of Artillery Carriages in the unit).

Weapon Range Str AP Type


Earthshaker Cannon 240” 9 4 Ordnance 1, Barrage, Large Blast (5”), Shred,
Pinning
Medusa Siege Gun 36” 9 4 Ordnance 1, Large Blast (5”), Rending (6+),
Barrage, Pinning
Breacher Shells 48” 10 1 Heavy 1, Armourbane, Twin-Linked

36
SPECIAL HEAVY SUPPORT: MUTANT SPAWN……………………….85 POINTS
HEAVY M WS BS S T W I A Ld Sv

SUPPORT Mutant Spawn 3D6 3 0 5 5 3 2 D6 10 -

(SPECIAL) The Mutant Spawn Special Heavy Support is only available for armies that have the Tainted Flesh provenance.
Many of the militias that Unit Composition Special Rules
declared for the Traitors • 3 Mutant Spawn • Fear (1)
were revealed as little • Fearless
more than armed cults • Rage (2)
steeped in the insanity Wargear • Hammer of Wrath (2)
of the Warp, a taint that • None • It Will Not Die (5+)
very quickly manifested
• Bulky (3)
in rampant physical Unit Type
corruption and mutation • Random Attacks
• Infantry • Mutated Beyond Reason
throughout the ranks.
While many amongst • Blind Aggression
the teeming masses were • Random Movement
afflicted by strange or
disturbing mutations, in Options
some, exposure to the • The Mutant Spawn unit may include:
Warp caused a drastic - Up to seven additional Mutant
alteration of form, turning Spawn………………………………………………………………………………………………………………………………………………..+25 points each
them into mindless, bestial
creatures of tooth, claw
and tentacle.
Some cults, notably the Random Attacks
Mendari at Calth, invited At the beginning of each Fight sub-phase, roll a D6 for each friendly Mutant Spawn unit that is locked in combat. The
such mutation and sought total result (plus any bonus for charging) is the number of attacks for each model in the unit of Mutant Spawn for that
to use sorcery and ritual Assault phase.
to bring it down upon the
most ‘blessed’ of Random Movement
their number. At the beginning of each Movement phase roll 3D6, this is the to total move allowance for the unit of Mutant Spawn
for that movement phase. For the purposes of charge bonuses, the Mutant Spawn have a movement of 7.

Mutated Beyond Reason


Roll a D3 after deployment but before the game begins to determine the particular mutation possessed by the Mutant
Spawn in this unit

D3 Mutation
1 Armoured Hide: The Mutant Spawn unit gains an Armour save of 5+
2 Grasping Claws and Flailing Pseudopods: The Mutant Spawn unit re-rolls 1’s when determining its random
attacks of random movement.
3 Toxic Plasm: The Mutant Spawn’s attacks have the Rending (5+) special rule.

Blind Aggression
Units with this special rule must always charge declare a charge if there is any enemy models withing 12” at the
beginning of the assault PHASE, they must always make a Sweep Advance if possible. This unit may make no
Reactions other than the Advance reaction.

37
MILITIA CARNODON STRIKE SQUADRON……………………….……50 POINTS
Armour Transport
HEAVY
M BS Front Side Rear HP Capacity
Saturnyne Pattern Carnodon 14 3 12 11 10 3 - SUPPORT
Yup it’s a small, terrible
Unit Composition Unit Type tank haha. I’ll trawl across
• Vehicle the fluff on this when I get
• 1-3 Carnodon Tanks
a chance, book 9’s scan
hasn’t picked up the text.
Wargear Special Rules
• Turret Mounted Gravis- • None
Autocannon
• Sponson (Left) Mounted
Heavy Flamer
• Sponson (Right) Mounted
Heavy Flamer
• Searchlight
• Smoke Launchers

Options
• Any Carnodon may exchange both of its Sponson Mounted Volkite Calivers for:
- Heavy Bolters…………………………………………………………………………………………………………..………………..………….Free
- Autocannons……………………………………………………………………………………………………………………….………….+5 points
• Any Carnodon may take one of the following:
- Pintle Mounted Heavy Stubber…………………………………………………………………………………………………………..+2 points
-

Weapon Range Str AP Type


Gravis Autocannon 48” 7 4 Heavy 3, Rending (6+), Twin-Linked

38
`

AUXILIA STORMHAMMER SUPER-HEAVY ASSAULT TANK……500 POINTS


LORDS OF WAR Armour Transport
M BS Front Side Rear HP Capacity
It was a fortunate and Stormhammer 10 3 13 13 12 12 -
privileged planetary militia
indeed that counted a
Stormhammer amongst its Unit Composition Unit Type
armoured units, for these • 1 Stormhammer • Vehicle (Super-heavy)
super-heavy tanks were
comparatively rare and Wargear
most of those constructed • One Turret Mounted Special Rules
reserved for service Stormhammer Cannon with • None
in the Solar Auxilia. coaxial Multi-Laser
Nonetheless, the most • 3 Sponson (Left) multi-lasers
wealthy and influential • 3 Sponson (Right) multi-lasers
Imperial Commanders of
• One Hull (Front) Twin-Linked
technologically advanced
Battlecannon
worlds were sometimes
• One Hull (Front) lascannon
able to procure a small
• Searchlight
number, generally at their
• Smoke Launcher
own expense.
The Stormhammer was
often likened to a stately Options
battleship, its multiple • The Vehicle may exhance any of its sponson multi-lasers for one of the following options:
turrets and sponsons able - Heavy Flamer…………………………………………………………………………………………………………………..……………………………..Free
to dominate an entire -Heavy Bolter………………………………………………………………………………………………………………………………………+5 points each
battlefield, affording the
- Lascannon……………………………………………………………………………………………………………………………………..+15 points each
otherwise poorly equipped
• The Vehicle may tanke any of the following options:
militias serving amongst
- One pintle-mounted multi-laser or heavy flamer………………………………………………………………………………….…….+10 points
the armies of the Age
of Darkness with much
needed super-heavy

Weapon Range Str AP Type


Stormhammer 72” 8 3 Ordnance 1, Massive Blast (7")
Cannon
Battlecannon 48” 8 4 Heavy 1, Blast (3"). Pinning

39
AUXILIA BANEBLADE SUPER-HEAVY BATTLE TANK……...……500POINTS
Armour Transport
LORDS OF WAR
M BS Front Side Rear HP Capacity
Baneblade 10 3 13 13 12 10 - The Baneblade ranks
amongst the most
recognisable super-heavy
Unit Composition Unit Type
tank of the Great Crusade,
• 1 Baneblade • Vehicle (Super-heavy) produced in the tens of
thousands for service with
the Excertus Imperialis all
Wargear Special Rules across the ever-expanding
• Turret Mounted Baneblade • None Imperium. The majority of
Cannon with Co-Axial Baneblades are produced
Autocannon on Mars, and the Lords of
• Hull (Front) Demolisher the Red Planet hold the
Cannon Mars class vehicle as the
• Turret Mounted Gravis Heavy inalienable iteration of
Bolter the Machine God's vision
• Searchlight and it galls them greatly
• Smoke Launchers that certain other Forge
Worlds produce their own
patterns. To the untrained
eye the differences
between vehicles appear
superficial, but the
Options
Tech-Priests of Mars
• The Vehicle may take any of the follwoing:
preach otherwise,
- Hull (Front) Hunter-killer missile…………………………………………………………………………………………………..+10 points
furthering the many
• May add up to two pairs of Sponsons (Left/Right) each with: schisms that have
- One Lascannon and a Gravis Heavy Bolter………………………………………………………………………………….…….+50 points developed between the
• The Vehicle may take one of the following: various Forge Worlds
- Pintle Mounted Multi-laser ………………………………………………………………………………………………………….…...+15 points throughout the final
- Pintle Mounted Heavy flamer …………………………………………………………………………………………………….…….…+15 pints decades of the Great
- Pintle Mounted Twin-Linked Bolter …….……………………………………………………………………..…………………..….+5 points Crusade.
- Pintle Mounted Combi-Weapon (Magna or Minor)………………………………………………………………………….….+10 points Regardless of its
- Pintle Mounted Multi-Melta …………………………………………………………………………………………………….……..…+20 pints provenance, the Baneblade
- Pintle Mounted Heavy Bolter …….……………………………………………………………………..……………………………….+15 points is a stately iron beast, its
iconic turret-mounted
Baneblade cannon the
bane of countless foes
over the years. Its armour
is nigh impenetrable
and many of those in the
service of the Auxilia
have been upgraded to
the 'Solar' sub-pattern
Weapon Range Str AP Type and fitted with extensive
Baneblade 72” 8 3 Ordnance 1, Large Blast (5”), Pinning, Rending (6+) exploration and survival
Cannon equipment to allow
operation in the most
hostile of environments.

40
Panoply of War: To avoid completely reinventing the (albeit flawed) wheel, Militia & Cults have the ability to use the following units as
listed in the Legacies of The Age of Darkness PDF.

Given these will be crewed by mortals as opposed to the super-human Astartes they will all instead replace the Legiones Astartes (x)
special rule with the Mortal Crews special rule.

Mortal Crews:
Any model with the Mortal Crews special rule decreases its Ballistic skill by -1.

The Following units from the GW Legacies PDF are available for use as Lords of War for the Militia & Cults army. I suggest using the
updated entries in the Legends - Liber Obscurus Balance Pass (available in the same folder as this PDF).

-Legion Minotaur Battery 265pts

-Legion Stromblade 635pts

-Legion Marauder Bomber 335pts

-Legion Marauder Destroyer 335pts

-Legion Banehammer 585pts

-Legion Stormlord 535pts

-Legion Shadowsword 560pts

-Legion Stormsword 575pts

-Legion Macharius Heavy Tank Squadron 285pts

-Legion Macharius Omega Heavy Tank 385pts

-Legion Crassus Armoured Assault Transport 260pts

-Legion Praetor Armoured Assault Launcher 475pts

41
42
AGE OF DARKNESS THEME:
ARMY OF DARK COMPLIANCE
BUILDING AN ARMY OF DARK COMPLIANCE
• The Primary Detachment in an Army of Dark Compliance is chosen using units drawn from both the Liber Astartes/Herecticus
and the Liber Obscurus/Liber Imperialis army lists.
• The Primary Detachment must contain at least one Legion Praetor, Centurion (including Consuls) or Blackshield Reaver Lord
(in any armour configuration), who must be the army's Warlord.
• The army may only belong to the Traitor faction.
• The Army of Dark Compliance may not make use of Legiones Astartes Rites of War.
• Any Legiones Astartes special rules that apply to models in the same detachment as the unit with the Legiones Astartes special
rule do not apply to Militia units.
• Aside from the above stipulation and where specifically noted, all units are treated as drawn from the same army list, so may
use one another's Transport vehicles, benefit from Warlord Traits, etc.
• The Primary Detachment may never have more units chosen from the Liber Astartes/Hereticus list than it has units chosen
from the Liber Imperialis/Obscurus lists.
• The Primary Detachment may not contain a Discipline Master Cadre.

The Warmaster's Due

Though the mortal servants of the Warmaster aspired to reap the benefits of service to his vision of the reforged Imperium,
in reality they were often used as bait to draw Loyalist attacks or as simple cannon fodder.

Any model with the Legiones Astartes special rule that is a part of this Theme may claim a bonus of +I to any cover saves granted
because of weapons fire passing through any Infantry unit from the Imperialis Militia and Cults army list to reach them (the
standard 5+ save allowed for Intervening models becoming a 4+). However, if this bonus is claimed, the Militia unit immediately
suffers D3 wounds per unit firing through them against which this save bonus has been claimed. Wounds inflicted in this way are
distributed as if the enemy unit against which the cover save bonus has been claimed had fired upon the Militia unit, and have no
AP value.

Disposable

The Traitor Legiones Astartes officers who oversaw the Armies of Dark Compliance often factored them into their battle
plans as no more than disposable cannon fodder, whose sole tactical value was to die in the service of the Warmaster.

The Disposable special rule may be applied to any Militia unit in the army. Units that take this option never count
as scoring units or denial units, they also lose the Line sub-type if they had it. This option should be declared at the same time.
that Warlord Traits, psychic powers, etc, are selected and if the option is not declared, the rule applies to only Inducted Levy
squads.

Disposable: The opposing player never gains Victory points for specifically
destroying this unit in missions where this is relevant. This includes for
secondary objectives such as First Blood, but this does not affect Victory points
based on the number of total units destroyed in a particular game (such as for
Attrition).

43
AGE OF DARKNESS THEME: SHATTERED LEGIONS

BUILDING A SHATIERED LEGIONS ARMY


• A Shattered Legions force is chosen from the Liber Astartes Army list.
• Unlike a conventional Legiones Astartes force, the Primary Detachment in a Shattered Legions army may (and in fact must)
include units with different versions of the Legiones Astartes (x) special rule.
• The Primary Detachment must contain elements of at least two different Legions (ie, units with different versions of the
Legiones Astartes (X) special rule). In order to take any choices from a specific Legion, the force must contain a Praetor or
Centurion (including any Consul and armour types), or suitable HQ Unique Character from the same Legion and each such
character taken must be from a different Legion.
• A Shattered Legion army may never include a Primarch or any models with the Legiones Astartes( Blackshields) special rule.
• While most Shattered Legion armies were Loyalists at the beginning of the Age of Darkness, later, Traitor-aligned forces came
into being as well. Therefore, the army should be declared as belonging to the Traitor or the Loyalist faction and will be subject
to the normal limitations and options.

The Whole is Greater than the Sum


Many Shattered Legion forces came into existence in the aftermath of extreme trauma, the Isstvan V Dropsite Massacre
being the most infamous, but far from the only example of this. The composite parts of the different Legions represented
in their ranks were held together by strong leaders, but should such men fall in battle, the entire force was wont to shatter
once more.

So long as the army's Warlord is alive and, on the table, units from different Legions treat one another as Sworn Brothers (see the
Allies in the Age of Darkness rules). Otherwise, units from different Legions treat one another as Distrusted Allies. In this last
instance, only those units from the same Legion as the Warlord can be scoring units.

The Price of Redemption


For the Shattered Legions, retribution was all. In numerous battles, tactical and strategic goals were rendered secondary to the
imperative to exact revenge from those who had betrayed them.

Units in a Shattered Legion army are never counted as denial units.

Rites of War
A Shattered Legion army may use Rites of War in the normal way, having access to all the general Rites of War. The army may
use a Legion-specific Rite of War if the Warlord has the required version of the Legiones Astartes special rule. In this case, any
effects described in the Rite of War as applying to models with a specific version of the Legiones Astartes (x) special rule are
applied across the army to all units in it with any version of the Legiones Astartes (X) special rule.

Legion-specific Rules
The following Legion-specific special rules are modified as stated when applied to units in a Shattered Legions army.
When using the Ultramarines Strength of Wisdom special rule, the definition of which other units count
as Ultramarines units is extended to all Shattered Legion units in the army.

Legion-specific Reactions
The player has access to the Advanced Reactions for all of the Legiones Astartes (x) units represented in the army. While they
may have access to multiple Advanced Reactions, only 1 may be used per battle.

44
BLACKSHIELD UNITS
W Unit Sub
Unit Name M WS BS S T I A LD SV+ SV++ Type Type Special Rules
HQ
Legiones Astartes (Blackshields), Independant Character,
Blackshield Reaver Lord 7 6 5 4 4 3 5 4 10 3+ Infantry Ch Relentless
Blackshield Cataphractii Legiones Astartes (Blackshields), Independant Character,
Reaver Lord 6 6 5 4 4 4 5 4 10 2+ 4++ Infantry Ch, Hv Relentless, Inexorable, Bulky (2)
Blackshield Tartaros Reaver Legiones Astartes (Blackshields), Independant Character,
Lord 7 6 5 4 4 4 5 4 10 2+ 5++ Infantry Ch Relentless, Inexorable, Bulky (2)
TROOPS
Blackshield Marauder 7 4 4 4 4 1 4 2 7 3+ Infantry Ln, Legiones Astartes (Blackshields), Heart of the Legion
-Marauder Chief 7 5 4 4 4 1 4 3 8 3+ Infantry Ln, Ch Legiones Astartes (Blackshields), Heart of the Legion
Sub-Type Key: Ch=Character, Un=Unique, LY=Loyalist, Ln=Line, Hv=Heavy, AA=Automated Artillery, Sk=Skirmish, Lt=Light, Corrupted=Cp

MILITA & CULTS UNITS


Sub
Unit Name M WS BS S T W I A LD SV+ SV++ Unit Type Type Special Rules
HQ
Force Commander 6 4 3 3 3 3 3 2 8 5+ 5++ Infantry Ch Independant Character, The Muster of Worlds, Provenance
Indepenant Character, Feel No Pain (5+), Fear (1), Possession,
Rogue Psyker 6 2 2 3 3 2 3 1 8 - - Infantry Ch Psyker,
Indepenant Character, Feel No Pain (5+), Fear (1), Possession,
Rogue Alpha 6 3 3 3 4 2 4 2 9 - - Infantry Ch Psyker,
Indepenant Character, Feel No Pain (5+), Fear (1), Possession,
Possessed 7 5 1 5 4 3 4 3 10 - - Infantry Ch, Cp Psyker, Rending (5+) Melee
Support Officer, Provenance, Instill Order, Attached
Discipline Master 6 4 3 3 3 2 3 2 7 5+ Infantry Ch Deployment
Platoon Commander 6 4 4 3 3 2 3 2 7 5+ Infantry Ch Provenance
Vox Operator 6 3 3 3 3 1 3 1 6 5+ Infantry Provenance
Platoon Standard
Bearer 6 3 3 3 3 1 3 1 6 5+ Infantry Provenance
Militia Bodygurads 6 3 3 3 3 1 3 1 6 5+ Infantry Provenance
ELITES
Medicae Orderlies 6 3 3 3 3 1 3 1 6 5+ Infantry Ch Provenance, Attached Deployment
Engineer Auxilia 6 3 3 3 3 1 3 1 7 3+ Infantry Battlesmith (6+), Servo-Automata Support
Servo-Automata 6 3 3 4 5 1 1 1 5 5+ Infantry Cybernetica
Bulky (3), Hammer of Wrath (2), Stubborn, Provenance,
Ogryn Brutes 7 4 2 5 5 3 3 3 6 5+ Infantry Relentless
TROOPS
Militia Auxiliary 6 3 3 3 3 1 3 1 5 5+ Infantry Ln Provenance
-Sergeant 6 3 3 3 3 1 3 2 6 5+ Infantry Ln, Ch Provenance
Inducted Levy 6 2 2 3 3 1 3 1 6 5+ Infantry Ln Provenance, Disposable
-Custodian 6 3 3 3 3 1 3 1 6 5+ Infantry Ln Provenance, Disposable
Militia Grenadier 6 3 4 3 3 1 3 1 6 4+ Infantry Ln Provenance
-Sergeant 6 3 3 3 3 1 3 2 7 4+ Infantry Ln, Ch Provenance
-S/W Grenadier 6 3 3 3 3 1 3 1 6 4+ Infantry Ln Provenance
Militia F/S Squad 6 3 3 3 3 2 3 2 6 5+ Infantry Ln Provenance, Bulky (2), Support Squad
Provenance, Support Squad, Infiltrate, Scout, Move Through
Recon Auxiliary 6 3 4 3 3 1 3 1 6 5+ Infantry Ln, Sk Cover, Pathfinder
Ln, Sk, Provenance, Support Squad, Infiltrate, Scout, Move Through
-Sergeant 6 3 4 3 3 1 3 1 6 5+ Infantry Ch Cover, Pathfinder
FAST ATTACK
Auxilia Sentinel 12 3 3 5 5 3 3 1 7 4+ Dreadnought Sk Scout, Move Through Cover, Pahtfinder
HEAVY SUPPORT
Auxilia Rapier
Carriage 4 1 3 1 5 2 1 1 - 3+ Artillery Bulky (4), Relentless, Auxilia Artillerists
-Auxiliary Crew 6 3 3 3 3 1 3 1 5 5+ Infantry Provenance, Auxilia Artillerists
Auxilia Artillery
Carriage 4 1 3 1 7 1 1 1 - 3+ Artillery Bulky (8), Relentless, Auxilia Artillerists
-Auxiliary Crew 6 3 3 3 3 1 3 1 5 5+ Infantry Provenance, Auxilia Artillerists
Fear (1), Fearless, Rage (2), Hammer of Wrath (2), It Will Not Die
(5+), Bulky (3),
Random Attacks, Mutated Beyond Reason, Blind Aggression,
Mutant Spawn 3D6 3 0 5 5 3 2 D6 10 - - Infantry Random Movement
Sub-Type Key: Ch=Character, Un=Unique, LY=Loyalist, Ln=Line, Hv=Heavy, AA=Automated Artillery, Sk=Skirmish, Lt=Light, Corrupted=Cp

45
MILITIA & CULTS VEHICLES
Unit Name Type Sub Type M BS F S R HP Capacity Special Rules
DEDICATED TRANSPORT
Auxilia Gorgon Heavy Super-Heavy,
Transporter Vehicle Transport 10 3 14 14 10 9 42 Heavily Armoured Prow, Reduced Blast
Aurox Armoured Transport Vehicle Transport 14 3 11 11 10 3 12 Infantry Transport
Legion Termite Assault Drill Vehicle Transport 8 4 12 12 12 3 12 Infantry Transport, Subterranean Assault
Militia Rhino Transport Vehicle Transport 14 4 11 11 10 3 12 Repair, Infantry Transport
Militia Land Raider Proteus Transport,
Carrier Vehicle Reinforced 12 4 14 14 14 5 12 Power of the Machine Spirit, Assault Vehicle
FAST ATTACK
Legion Termite Assault Drill Vehicle Transport 8 4 12 12 12 3 12 Infantry Transport, Subterranean Assault
Flyer, Hover,
Arvus Lighter Vehicle Transport 20 3 11 11 10 2 14 Deep Strike, Jury -Rigged Weapons
Auxilia Thunderbolt Heavy
Fighter Vehicle Flyer 22 4 12 11 10 3 - Deep Strike, Combat Interdiction
HEAVY SUPPORT
Auxilia Malcador Heavy Tank Vehicle Reinforced, 14 3 13 13 12 5 - Independent Fire Control
Leman Russ Battle Tank Vehicle 14 3 14 13 10 3 - -
Leman Russ Annihilator Vehicle 14 3 14 13 10 3 - -
Leman Russ Exterminator Vehicle 14 3 14 13 10 3 - -
Leman Russ Vanquisher Vehicle 14 3 14 13 10 3 - -
Leman Russ Demolisher Vehicle Reinforced, 12 3 14 13 11 3 - -
Militia Carnodon Vehicle 14 3 12 11 10 3 -
LORD OF WAR
Auxilia Storm Hammer Vehicle Super-Heavy 10 3 13 13 12 10 -
Auxilia Baneblade Vehicle Super-Heavy 10 3 14 13 12 10 -

46
MELEE WEAPONS
Name Range S AP Type Special Rules
Halo Blade - 3 3 Melee Specialist Weapon, Two-Handed
RANGED WEAPONS
Pariah Bolter 16" 4 5 Assault 2 Wall of Mass Reactive Bolts
Pariah Flamer T 3 5 Assault 1 Overpressure
Xenos Deathlock 18" 5 5 Assault 2 Deathlock, Lethal Exposure
RANGED WEAPONS
Name Range S AP Type Special Rules
AUTO WEAPON
Autopistol 12" 3 - Pistol 1
Autogun 24 3 - Rapid Fire
Auxilia Pistol 8" 3 - Pistol 1
Auxilia Rifle 18" 3 - Assault 1
Shotgun 12" 3 - Assault 2 Concussive (1)
Astartes Shotgun 12" 4 - Assault 2 Concussive (1)
Rotor Cannon 30" 3 - Assault 4 Pinning, Shell Shock (1)
Autocannon 48" 7 4 Heavy 2 Rending (6+)
Gravis autocannon 48" 7 4 Heavy 3 Rending (6+), Twin-linked
Skyreaper Battery 48" 7 4 Heavy 5 Skyfire, Twin-Linked
Heavy Stubber 36" 4 - Heavy 3
Crew-Served heavy Stubber 36" 4 - Heavy 3 Pinning
Grenade Launcher - Krak 24" 5 4 Assault 1
Grenade Launcher - Frag 24" 3 6 Assault 1 Blast (3"), Pinning
Grenade Launcher - Tempest 24" - 6 Assault 1 Haywire
Grenade Launcher - Fireburst
Grenade 24" 3 6 Assault 1 Blast (3"), Pinning
Grenade Launcher - Gas
Grendade 24" - 5 Assault 1 Blast (3"), Poison (4+), Ignores Cover
Ripper Gun 12" 5 - Assault 3
Sniper RIfle 60" 4 5 Heavy 1 Rending (6+), Sniper, Pinning
Battlecannon 48" 8 4 Heavy 1 Blast (3"), Pinning
Dual Battlecannon 48" 8 4 Heavy 2 Blast (3"), Pinning, Twin-Linked
Vanquisher Cannon 72" 9 2 Heavy 2 Sunder, Brutal (2)
Stormhammer Cannon 72" 8 3 Ordnance 1 Massive Blast (7")
Baneblade Cannon 72" 8 3 Ordnance 1 Large Blast (5"), Shred, Pinning, Rending (6+)
ARTILLERY CANNON
Mortar 12"-48" 4 5 Heavy 1 Blas (3") Barrage, Pinning
Demolisher Cannon 24" 12 3 Ordnance 1 Blast (3"), Sunder, Rending (6+), Brutal (3)
Quad launcher - frag 12"-60" 5 5 Heavy 1 Barrage, Large Blast (5"), Shred
Quad launcher - shatter 36" 8 4 Heavy 4 Sunder
Gorgon Mortar 12"-48" 5 5 Heavy 4 Blast (3"), Barrage, Pinning, Shellshock (1), One Use
Earthshaker Cannon 240" 9 4 Ordnance 1 Barrage, Large Blast (5"), Shred, Pinning
Medusa Siege Gun 36" 9 4 Ordnance 1 Barrage, Large Blast (5"), Breaching (6+), Pinning
-Breacher Shells 48" 10 1 Heavy 1 Armourbane, Twin-Linked
Colossus Siege Mortar 24"-60" 6 4 Ordnance 1 Large Blast (5"), Barrage, Breaching (4+), Pinning, Ignores Cover
Blast (3"), Barrage, Breaching (4+), Pinning, Ignores Cover, Concussive (2),
-Seismic shock shells 24"-60" 8 4 Ordnace 1 Seismic Shock
MISC
Archaeotech pistol 12" 6 4 Pistol 1 Rending (3+), Master-crafted
BOLT WEAPONS
Bolt pistol 12" 4 5 Pistol 1
Bolter 24" 4 5 Rapid Fire
Combi-bolter 24" 4 5 Rapid Fire Twin-linked
Nemsis bolter 72" 5 5 Heavy 1 Rending (5+), Sniper, Pinning
Heavy bolter 36" 5 4 Heavy 4
Garvis heavy bolter battery 48" 5 4 Heavy 8 Twin-linked
COMBI-WEAPONS (ALL)
Bolter (Primary) 24" 4 5 Rapid Fire
Flamer (Secondary) T 4 5 Assault 1
Volkite Charger (Secondary) 15" 5 5 Assault 2 Deflagrate
Grenade Launcher (Secondary)
- Krak 24" 5 4 Assault 1
Grenade Launcher (Secondary)
- Frag 24" 3 6 Assault 1 Blast (3"), Pinning
Disintegrator (Secondary) 24" 5 2 Rapid Fire Instant Death, Gets Hot, One Shot
Plasma gun (Secondary) 24" 7 4 Rapid Fire Breaching (4+), Gets Hot, One Shot
Meltagun (Secondary) 12" 8 1 Assault 1 Armourbane (Melta), One Shot
DISINTEGRATOR WEAPONS
Disintegrator pistol 12" 5 2 Pistol 1 Instant Death, Gets Hot
Disintegrator 24" 5 2 Rapid Fire Instant Death, Gets Hot

47
GRAVITON WEAPONS
Graviton gun 18" - 4 Heavy 1 Blast (3"), Concussive (1), Graviton Pulse, Haywire
Graviton cannon 36" - 4 Heavy 1 Large Blast (5"), Concussive (1), Graviton Pulse, Haywire
LAS WEAPONS
Laspistol 12" 3 - Pistol 1
Lasrifle 30" 3 - Rapid Fire
-Collimator 36" 3 - Heavy 2
-Blast Charges 18" 6 6 Heavy 1 Charger Burnout
Las Carbine 24" 3 - Rapid Fire
Las lock 18" 4 - Assault 1
Lascannon 48" 9 2 Heavy 1 Sunder
Gravis lascannon 48" 9 2 Heavy 2 Sunder
Laser destroyer array 36" 9 1 Ordnance 2 Twin-linked, Exoshock (6+)
Neutron beam laser 36" 10 1 Ordnance 2 Concussive (3), Shock Pulse, Gets Hot
Multi-Laser 36" 6 6 Heavy 4
Gravis Multi-Laser 36" 6 6 Heavy 8 Twin-Linked
FLAME WEAPONS
Hand flamer T 3 - Pistol 1
Flamer T 4 5 Assault 1
Heavy flamer T 5 4 Assault 1
Inferno Gun Hellstorm 7 4 Heavy 1 Torrent (18"), Breaching (5+)
-Chemical Ammunition T 3 3 Heavy 1 Torrent (18"), Poisoned (2+), Pinning, Armourbane, Breaching (4+)
MELTA WEAPONS
Inferno Pistol 8" 8 1 Pistol 1 Armourbane (Melta)
Meltagun (Secondary) 12" 8 1 Assault 1 Armourbane (Melta)
Multi-melta 24" 8 1 Heavy 1 Armourbane (Melta), Twin-linked
Melta cutters 6" 8 1 Heavy 3 Armourbane (Melta)
MISSILE WEAPONS
Missile launcher - Frag 48" 4 6 Heavy 1 Blast (3"), Pinning
Missile launcher - Krak 48" 8 3 Heavy 1
Missile launcher - Flak 48" 7 3 Heavy 1 Skyfire
Havoc launcher 48" 5 5 Heavy 1 Blast (3"), Twin-linked
Hunter-killer missile 48" 8 3 Heavy 1 One Shot
Hellstrike missile 72" 9 2 Heavy 1 One Shot, Sunder
Tempest rocket 60" 7 4 Heavy 1 One Shot, Sunder
Kinetic Piercer Missile 48" 6 2 Heavy 1 Missile, Armourbane (Ranged), Heat Seeker, One Use
Sunfury Heavy Missile 36" 7 4 Heavy 1 Blast (3"), Breaching (4+), Gets Hot!, One Use
Kraken Pentrator Missiles 36" 8 1 Heavy 1 Armourbane (Ranged), One Use
PLASMA WEAPONS
Plasma pistol 12" 7 4 Pistol 1 Breaching (4+), Gets Hot
Phased Plasma-Fusil 24" 6 4 Assault 4 Breaching (5+)
Plasma gun 24" 7 4 Rapid Fire Breaching (4+), Gets Hot
Plasma cannon 36" 7 4 Heavy 1 Breaching (4+), Gets Hot, Blast (3")
Gravis plasma cannon 36" 7 4 Heavy 1 Breaching (4+), Gets Hot, Large Blast (5")
VOLKITE WEAPONS
Volkite Serpenta 10" 5 5 Pistol 2 Deflagrate
Volkite Charger 15" 5 5 Assault 2 Deflagrate
Volkite culverin 45" 6 5 Heavy 5 Deflagrate
Volkite dual-culverin 45" 6 5 Heavy 6 Deflagrate, Twin-linked
MISC
Lascutter (Ranged) 8" 10 1 Assault 1 Armourbane (Ranged)
Blast Pistol 6" 5 - Pistol 1 Twin-Linked, Gets Hot!
Needle Pistol 12" 2 k Pistol 1 Posin (4+), Rending (5+)
Demolition Charge 8" 8 2 Assault 1 Blasat (3")
Demoliton Charge (Cyclops) - 9 3 Ordnance 1 Large Blast (5")
Incineration Charge - 5 4 Ordnance 1 Massive Blast (7"), Ignores Cover, Breaching (6+)
Atomatic Imploder - 14 1 Ordance 1 Destroyer, Blast (3"), Instant Death, Blind, Concussive (2)

48
CLOSE COMBAT WEAPONS
Name Range S AP Type Special Rules
BASIC COMBAT WEAPONS
Basic close combat weapon - User - Melee Shred
Augmented Weapon - 4 - Melee -
CHAIN WEAPONS
Chainsword - User - Melee Shred
Heavy chainsword - +2 - Melee Shred, Two-handed
Chainaxe - +1 - Melee Shred
Chainfist - x2 2 Melee Armourbane (Melee), Unwieldy
Chain bayonet - +1 - Melee Shred, Two-handed
CHARNABAL WEAPONS
Charnabal sabre - User - Melee Breaching (5+), Duellist's Edge (1)
Charnabal tabar - +2 - Melee Breaching (6+), Duellist's Edge (1)
Charnabal glaive - +1 - Melee Breaching (5+), Duellist's Edge (2), Two-handed
POWER WEAPONS
Power sword - User 3 Melee Rending (6+)
Power axe - +1 2 Melee Unwieldy
Power maul - +2 3 Melee
Power lance - +1 3 Melee Reach (1)
Power fist - x2 2 Melee Unwieldy, Specialist Weapon
Thunder hammer - x2 2 Melee Unwieldy, Brutal (2), Specialist Weapon
Lightning claw - User 3 Melee Shred, Rending (6+), Specialist Weapon, +2 Attacks when paired
PARAGON BLADES
Paragon blade - +1 2 Melee Murderous Strike, Specialist Weapon
SERVO WEAPONS
Servo-arm - 8 2 Melee Unwieldy, May make +1 additional attack in combat with this weapon
Unwieldy, Shred, Armourbane (Melee), May make +2 additional attacks in
Machinator array - +1 2 Melee combat with this weapon
MISC
Lascutter - 7 1 Melee Unwieldy, Cumbersome
Bayonet - +1 - Melee Two-handed
Tainted Weapon - User - Melee Specialist Weapon, Instant Death
Charonite Claws - 1 3 Melee Breaching (6+), Murderous Strike (6+)
Credit to The Flaymaster for initial spreadsheets: https://www.facebook.com/groups/303800186972221

49
Change Log

123/11 v1.7
1.07 Changelog
Apologies for the long delay! Was waiting for Liber Imperium to drop before I took another pass at
Liber Obscurus so we where aware of what may have been coming out.
The idea of this change log is to bring things (for better or worse) more in line with what we've seen
released within the Liber Imperium. Also taken in the feedback kicked into the feedback form, so
thank you very much to all the people that put feedback in and the pats on the back, certainly lifted
the spirits, cheers!

P13-14 Knocked 5-10 points off of most Provenances of War. As well as the upgrades.
P17 Knocked Medicae's down to FnP (6+) (They're really hating on poor old humans this edition).
Changed to single purchase, up to an additional 9. Allowed them to join the brute squad.
P19 Ogryn Brutes 90 points for first 3, 30 points a model, Bulky (4), Short of just porting across the
Charonite squad, hoping 10 pts a model helps bring them a bit closer to what the Charonites set up
P20 Sergeant Weapons Changed to reflect Aux Sarge Weapons, Banner changed to 5
P21 same as above
P22 Same As above, Initial Grenadier Squad made 5 poitns cheaper, all weapon options cheaper
P24 Milita Recon Squad
So we have the Sanctioner Cadre which (factoring in sniper rifles) for 10 points more is beyond better,
have reduced the shittier sniper rifle cost down to 15 points for the recon squd and have cheapened
vox/augury down to the Solar Aux 5s
P26 updated Aurox to follow the Solar Aux aurux, just removed the heavy flamer option (Why is it only
Transport 10?!)
P30 oh god, the poor arvus. I've changed the arvus' stats to reflect the travesty that is what they
released in Liber Imperium. I've kept the weapons on there, reduced their cost and gave them the good
ole jury-rigged weapons rules from yesteryear.
P32. Moved the thunderbolts stats across to what there is in the LI book. Not bothering rewriting
'Combat Interdiction' as its the same as Divisio Aeronautica Air Superiority. #calledit
P33 Reduced price of rapier battery by 5 points base. Changed weapon costings on quad mortar and
laser destroyer
P34 just lazy-copied the weapon options across for the Malcador
P35 Leman Ruses, just changing their point costs up a bit to reflect the cost increase in LI. Gonna say
though, got a lot of this stuff spot on haha
p39 Stormhammer Changed to reflect LI
P40 Baneblade shimmied to reflect Stormhammer

18/08 v1.6
-Added Contents Page
-Reduced Blackshield Lord Down to Praetor Costs
-Added Bayonet Option to Militia Infantry, Levy and Grenadier Squads
-Auxilia Lasrifle Section given Bayonet Option
-Standardised Heavy Weapon pricing based on Liber Astartes Books (Militia + Auxilia Enginseer Units,
Militia and Auxilia Arvus Lighters, Malcadors, Leman Russes,etc)
-Added Auxilia Boarding Shields to Ogryn Brutes (Just a basic 5+ invulnerable save)
-Fixed Pricing on Militia Special Weapon Grenadiers
-Adjusted Pricing on Solar Aux Veletaris and Flamer Section
-Increased Thunderbolt Heavy Fighter Cost
-Decreased Primaris Lightning Cost, added other hardpoint weapon options
-Made Medusas/Earthshakers same cost across board
-Added Skirmish subtype to Cyclops, Also changed blast placement rules

50

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