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Legions Imperialis Cards and Rules v2.01
Legions Imperialis Cards and Rules v2.01
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Weapon Range Dice To Hit AP Traits Weapon Range Dice To Hit AP Traits
None Multi-laser 14” 2 5+ 0 Light AT
Special Rules Tactical Strength: 2 Sentinel missile launcher 20” 2 4+ 0 Light, Ignore Cover
20” 1 4+ -1 Anti-tank
Flyer, Hover, Jink (6+), Transport (2)
Special Rules Tactical Strength: 3
Forward Deployment
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
(w2) Skystrike missiles 30” 2 4+ -1 Arc (Front), Anti-tank, (w2) Skystrike missiles 30” 2 4+ -1 Arc (Front), Anti-tank,
Skyfire, Tracking Skyfire, Tracking
(w2) Wing bombs - 2 4+ -2 Arc (Rear), Bombing Run (w2) Phosphex bomb cluster - 2 4+ -1 Arc (Rear), Bombing Run,
Light AT, Ignores Cover
Special Rules Tactical Strength: 2
Special Rules Tactical Strength: 2
Flyer, Interceptor, Jynk (5+)
Flyer, Interceptor, Jink (5+)
AUXILIA MARAUDER PATHEFINDER SQUADRON AUXILIA RAPIER BATTERY
VEHICLE (2) INFANTRY (1)
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Hyperios air-defence missile 25” 1 4+ -1 Skyfire, Tracking Heavy stubber tail gun 14” 2 6+ 0 Arc (Rear), Light AT, Point Defence,
launcher Skyfire
(o) Avenger lascannon 22” 2 4+ -1 Arc (Front), Anti-tank, Skyfire
Special Rules Tactical Strength: 5
(o) Avenger autocannon 16” 4 5+ -1 Arc (Front), Light AT, Skyfire
Automated Sentry
(w) Hellstrike missiles 30” 2 4+ -1 Arc (Front), Armourbane
(w) Skystrike missiles 30” 2 4+ -1 Arc (Front), Anti-tank, Skyfire, Tracking
(w) Wing bombs - 2 4+ -2 Arc (Rear), Bombing Run
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Increase the Detachment size by 2……………………………………………………...…..……………+XX points AUXILIA THUNDERBOLT SQUADRON (1) – 1 upgrade Point Value: 80
Increase the Detachment size by 4……………………………………………………...…..……………+XX points Any model can exchange quad autocannon for Avenger bolt cannon for +3 points.
AUXILIA MEDUSA SQUADRON Point Value: Increase the Detachment size by 1……………………………………………………...…..……………+80 points
Increase the Detachment size by 2……………………………………………………...………………+150 points
Increase the Detachment size by 2……………………………………………………...…..……………+XX points Increase the Detachment size by 3……………………………………………………...………………+210 points
Increase the Detachment size by 4……………………………………………………...…..……………+XX points
Solar Auxilia Sub-Cohort Solar Auxilia Armoured Company
COMPULSORY DETACHMENTS OPTIONAL DETACHMENTS COMPULSORY DETACHMENTS OPTIONAL DETACHMENTS
Legion Legion
Solar Solar
LEGION PLASMA GUN SUPPORT DETACHMENT LEGION MISSILE LAUNCHER SUPPORT DETACHMENT
INFANTRY (1) INFANTRY (1)
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Support Legionaries (PG) 5” 5+ +2 3+ 1 Support Legionaries (ML) 5” 5+ +1 3+ 1
Weapon Range Dice To Hit AP Traits Weapon Range Dice To Hit AP Traits
Plasma guns 10” 1 4+ -1 Light AT Missile launcher – Frag 20” 2 4+ 0 Ignores cover, Light
Special Rules Tactical Strength: 5 Missile launcher – Krak 20” 1 4+ -1 Anti-tank
Special Rules Tactical Strength: 5
LEGION DEREDEO DREADNOUGHT DETACHMENT LEGION TARANTULA BATTERY
WALKER (1) INFANTRY (1)
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Deredeo Dreadnought 5” 4+ +2 3+ 1 Legion Tarantula - 5+ -3 - 1
Weapon Range Dice To Hit AP Traits Weapon Range Dice To Hit AP Traits
Sarcophagus Mounted Weapons 8” 1 6+ 0 Light, Point Defence (o) Tarantula lascannon bettery 22” 2 5+ -1 Anti-tank
Aiolos missile launcher 25” 1 4+ -2 Anti-tank, Skyfire (o) Hyperios air-defence missile 25” 1 4+ -1 Skyfire, Tracking
launcher
(o) Hellfire plasma cannonade 14” 2 4+ -2 Light AT
(o) Anvilus autocannon battery 16” 2 5+ -1 Accurate, Light AT Special Rules Tactical Strength: 5
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Fire Raptor 25” 3+ +0 - 1 Storm Eagle 25” 3+ +0 - 1
Weapon Range Dice To Hit AP Traits Weapon Range Dice To Hit AP Traits
Avenger bolt cannon 16” 5 5+ -1 Arc (Front), Light AT, Storm Eagle heavy bolter 12” 3 5+ 0 Arc (Front), Light, Point
Rapid Fire, Skyfire Defence, Skyfire
Tempest rockets 35” 1 2+ -2 Arc (Front), Skyfire Vengeance launcher 25” 2 4+ -1 Arc (Front), Light AT
(o) Quad heavy bolter batteries 12” 4 5+ 0 Light, Point Defence, Wing Mounted lascannon 22” 2 4+ -1 Arc (Front), Anti-tank,
Skyfire Skyfire
(o) Gravis autocannon batteries 16” 3 5+ -1 Light AT, Skyfire Special Rules Tactical Strength: 2
(o) Lascannon batteries 22” 2 4+ -1 Anti-tank, Skyfire Assault Transport (5), Flyer, Hover, Jink (5+)
Special Rules Tactical Strength: 2
Flyer, Hover, Jink (5+)
Dedicated Transports: Any Legiones Astartes Detachment within a Legion Aerial Assault
Formation can be upgraded with Legion Storm Eagles or Legion Thunderhawks as
Dedicated Transports, at a cost of +100 points per Storm Eagle and +150 points per
legion Thunderhawk.
Aerial Assault: All Detachments within the Formation that do not have the Flyer special
rule must begin the game Embarked upon a Transport with the Flyer special rule.
WARHOUND TITAN WARLORD BATTLE TITAN
TITAN (5) TITAN (5)
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Warhound Titan 7” 2+ +10 - 4 Warlord Battle Titan 5” 2+ +14 - 6
Weapon Range Dice To Hit AP Traits Weapon Range Dice To Hit AP Traits
Arc (Front), Light AT, Ardex-Defensor mauler bolt
(a2) Vulcan mega-bolter 22” 10 5+ -1 8” 5 5+ -2 Light AT, Point Defence
Rapid Fire, Shieldbane cannon turrets
(a2) Turbo-laser destructor 40” 2 4+ -3 Arc (Front), Accurate Ardex-Defensor lascannon Arc (Rear), Anti-Tank,
16” 2 5+ -1
turrets Point Defence
(a2) Plasma blastgun 20” 2 3+ -3 Arc (Front)
(a2) Belicosa volcano cannon 70” 1 2+ -5 Arc (F), Engine Killer (4)
Arc (Front), Firestorm,
(a2) Inferno gun T - 4+ -2
Light AT, Shiledbane (a2) Sunfury plasma annihilator 25” 3 3+ -3 Arc (Front)
Arc (Front), Accurate, (a2) Macro-gatling blaster 35” 5 3+ -2 Arc (Front), Rapid Fire
14” 1 4+ -3
Anti-Tank, Demolisher
Arc (Front), Blast (5”),
(a2) Mori quake cannon 80” 1 3+ -2
(a2) Incisor pattern melta lance Quake
Arc (Front), Accurate,
Anti-Tank, Demolisher, Arc (Front), Light AT,
6” 1 3+ -4 18” 8 5+ -1
Engine Killer (2) Rapid Fire, Shiledbane
(a2) Arioch power claw
Arc (Front), Beam,
Engine Killer (1), Rend,
(a2) Volkite eradicator 16” 3 4+ -2 Deflagrate, Light AT, - - - -4
Wrecker (5)
Shieldbane
Arc (Front), Beam,
Arc (Front), Barrage,
(a2) Warhound shudder missiles 35” 2 4+ -1 (a2) Volkite destructor 16” 4 4+ -2 Deflagrate, Light AT,
Quake
Shieldbane
Arc (Front), Light AT,
(a2) Warhound swarmer missiles 35” 8 5+ -1 Arc (F), Demolisher,
Rapid Fire, Shieldbane (a2) Warlord graviton ruinator 30” 3 - -3
Graviton Pulse
(a2) Ursus claw 6” 1 4+ SP Impale
6” 2 3+ -2 Arc (Front)
(a2) Natrix shock lance 6” 1 2+ -1 Bypass, Shock pulse (a2) Conversion beam extripator 6”-18” 3 3+ -3 Arc (Front), Demolisher
18”-35” 3 2+ -4 Arc (Front), Demolisher
Arc (Front),
(a2) Graviton eradicator 30” 2 - -2 Demolisher, Graviton Arc (Front), Heavy
(c) Apocalypse missile launchers 8”-100” 10 4+ -1
pulse Barrage
6” 2 4+ -2 Arc (Front) (c) Paired gatling blasters 35” 8 4+ -2 Arc (Front)
(a2) Conversion beam dissolutor 6”-18” 2 3+ -3 Arc (Front), Demolisher
(c) Paired turbo-laser destructors 40” 4 4+ -3 Arc (Front), Accurate
18”-35” 2 2+ -4 Arc (Front), Demolisher
Arc (Front), Light AT,
Special Rules Tactical Strength: 0 (c) Vulcan mega-bolter array 22” 20 5+ -1
Rapid Fire, Shieldbane
Agile, Void Shields (2) (c) Paired laser blasters 40” 6 4+ -3 Arc (Front)
Points Value: 330 Special Rules Tactical Strength: 0
Void Shields (6)
Points Value: 600
REAVER BATTLE TITAN DIRE WOLF HEAVY SCOUT TITAN
TITAN (5) TITAN (5)
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Reaver Battle Titan 6” 2+ +12 - 5 Dire Wolf Heavy Scout Titan 7” 2+ +10 - 4
Weapon Range Dice To Hit AP Traits Weapon Range Dice To Hit AP Traits
(a2) Reaver laser blaster 40” 3 4+ -3 Arc (Front) Light AT, Point
Ardex mega-bolters 12” 9 5+ -1 Defence, Rapid Fire,
(a2) Reaver gatling blaster 35” 4 4+ -2 Arc (Front)
Shieldbane
(a2) Reaver volcano cannon 60” 1 2+ -4 Arc (F), Engine Killer (3)
(o) Neutron laser 70” 1 3+ -4 Arc (F), Engine Killer (2)
Arc (Front), Anti-Tank,
(o) Volcano cannon 38” 1 4+ -3 Arc (F), Shock pulse
14” 2 4+ -3 Demolisher
(a2) Reaver melta cannon Special Rules Tactical Strength: 0
Arc (Front), Anti-Tank,
8” 2 3+ -4 Demolisher, Engine Agile, Infiltrate, Void Shields (4)
Killer (4) Points Value: 385
Engine Killer (1), Rend,
(a2) Reaver power fist - - - -4
Wrecker (4)
Engine Killer (2), Rend,
(a2) Reaver chain fist - - - -4
Wrecker (3)
Beam, Deflagrate,
(c) Reaver volkite eradicator 16” 3 4+ -2
Light AT, Shieldbane
(c) Reaver apocalypse missile
8”-100” 5 4+ -1 Heavy Barrage
launcher
Light AT, Rapid Fire,
(c) Reaver Vulcan mega-bolter 22” 9 5+ -1
Shieldbane
(c) Reaver turbo-laser destructor 40” 2 4+ -3 Accurate
Arc (F), Engine Killer
(c) Reaver titan warp missile 8”-75” SP 2+ -3
(3), Limited (1), Warp
Demolisher, Graviton
(c) Reaver graviton eradicator 30” 2 - -2
Pulse
6” 2 4+ -2
(c) Reaver conversion beam
6”-18” 2 3+ -3 Demolisher
dissolutor
18”-35” 2 3+ -4 Demolisher
Special Rules Tactical Strength: 0
Void Shields (4)
Points Value: 415
WARBRINGER NEMESIS TITAN WARLORD-SINISTER BATTLE TITAN
TITAN (5) TITAN (5)
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Warbringer Nemesis Titan 5” 2+ +12 - 5 Warlord-Sinister Battle Titan 5” 2+ +14 - 6
Weapon Range Dice To Hit AP Traits Weapon Range Dice To Hit AP Traits
Anvillus pattern defence Sinistramanus Tenebrae 40” 3 4+ -4 Arc (F), Heavy Beam, Psi
20” 5 5+ -1 Point Defence, Skyfire
batteries
Death pulse 7” d3+1 4+ -1 Psi, Saturation Fire
Ardex-Defensor mauler bolt
8” 5 5+ -2 Light AT, Point Defence Blast (5”), Ignores Cover,
cannon turrets Antiphatic tempest 20” 1 4+ -1
Psi, Quake
Arc (Front), Blast (5”),
(o) Mori quake cannon 80” 1 3+ -2 Ardex-Defensor mauler bolt
Quake 8” 5 5+ -2 Light AT, Point Defence
cannon turrets
(o) Belicosa volcano cannon 70” 1 2+ -5 Arc (F), Engine Killer (4)
Ardex-Defensor lascannon Arc (Rear), Anti-Tank,
16” 2 5+ -1
(a2) Reaver laser blaster 40” 3 4+ -3 Arc (Front) turrets Point Defence
(a2) Reaver gatling blaster 35” 4 4+ -2 Arc (Front) (o) Belicosa volcano cannon 70” 1 2+ -5 Arc (F), Engine Killer (4)
(a2) Reaver volcano cannon 60” 1 2+ -4 Arc (F), Engine Killer (3) (o) Sunfury plasma annihilator 25” 3 3+ -3 Arc (Front)
Arc (Front), Anti-Tank, (o) Macro-gatling blaster 35” 5 3+ -2 Arc (Front), Rapid Fire
14” 2 4+ -3 Demolisher
(o) Mori quake cannon 80” 1 3+ -2 Arc (F), Blast (5”), Quake
(a2) Reaver melta cannon
Arc (Front), Anti-Tank, Arc (Front), Light AT,
18” 8 5+ -1
8” 2 3+ -4 Demolisher, Engine Rapid Fire, Shiledbane
Killer (4) (o) Arioch power claw
Engine Killer (1), Rend,
Special Rules Tactical Strength: 0 - - - -4
Wrecker (5)
Void Shields (6) Arc (Front), Beam,
Points Value: 525 (o) Volkite destructor 16” 4 4+ -2 Deflagrate, Light AT,
Shieldbane
Arc (F), Demolisher,
(o) Warlord graviton ruinator 30” 3 - -3
Graviton Pulse
6” 2 3+ -2 Arc (Front)
(o) Conversion beam extripator 6”-18” 3 3+ -3 Arc (Front), Demolisher
18”-35” 3 2+ -4 Arc (Front), Demolisher
(c) Apocalypse missile launchers 8”-100” 10 4+ -1 Arc (F), Heavy Barrage
(c) Paired gatling blasters 35” 8 4+ -2 Arc (Front)
(c) Paired turbo-laser destructors 40” 4 4+ -3 Arc (Front), Accurate
Arc (Front), Light AT,
(c) Vulcan mega-bolter array 22” 20 5+ -1
Rapid Fire, Shieldbane
(c) Paired laser blasters 40” 6 4+ -3 Arc (Front)
Special Rules Tactical Strength: 0
Dread Aura (8”), Loyalist, Necrotechica, Void Shields (6)
Points Value: 675
WARMASTER HEAVY BATTLE TITAN WARMASTER ICONOCLAST TITAN
TITAN (5) TITAN (5)
Name Movement Save CAF Morale W Name Movement Save CAF Morale W
Warmaster Titan 5” 1+ +18 - 8 Warmaster Iconoclast 5” 1+ +18 - 7
Weapon Range Dice To Hit AP Traits Weapon Range Dice To Hit AP Traits
26” 4 3+ -4 Arc (F), Demolisher Engine Killer (2),
Desolator chainsword - - - -
2x Suzerain class plasma Reach, Rend
destructor Arc (F), Demolisher,
Ardex-defensor lascannon Arc (Rear), Anti-tank,
16” 2 2+ -4 Engine Killer (2) 16” 2 5+ -1
turrets Point Defence
Revelator missile launcher 40” 2 4+ -2 Arc (F), Blast (5”)
Ardex-defensor mauler bolt
8” 5 5+ -2 Light AT, Point Defense
Ardex-defensor lascannon Arc (Rear), Anti-tank, cannon turrets
16” 2 5+ -1
turrets Point Defence
Arc (F), Light AT,
Cruciator gatling array 24” 14 5+ -1
Ardex-defensor mauler bolt Shieldbane, Shred
8” 5 5+ -2 Light AT, Point Defense
cannon turrets
(k) Kirus siege drill - - - -7 Rend, Wrecker (8)
(o) Anvillus pattern defence
20” 5 5+ -1 Point Defence, Skyfire 6” 2 3+ -3 Demolisher, Ignores
batteries
Cover, Quake
(k) Kirus grav imploder
(o) Ardex-defensor bombard Barrage, Light AT,
15” 4 5+ -2
turrets Ignores Cover - - - -5 Rend, Wrecker (5)
(a2) Apocalypse missile array 8”-100” 4 4+ -1 Arc (F), Heavy Barrage (o) Anvillus pattern defence
20” 5 5+ -1 Point Defence, Skyfire
batteries
Arc (F), Anti-tank,
14” 2 4+ -3 Demolisher (o) Ardex-defensor bombard Barrage, Light AT,
15” 4 5+ -2
turrets Ignores Cover
(a2) Melta cannon
Arc (F), Anti-tank,
(a2) Apocalypse missile array 8”-100” 4 4+ -1 Arc (F), Heavy Barrage
8” 2 3+ -4 Demolisher, Engine
killer (2) Arc (F), Anti-tank,
14” 2 4+ -3 Demolisher
Arc (F), Firestorm, Light
(a2) Inferno gun Template - 4+ -2
AT, Shieldbane (a2) Melta cannon
Arc (F), Anti-tank,
Arc (F), Light AT, Rapid 8” 2 3+ -4 Demolisher, Engine
(a2) Vulcan mega-bolter 22” 10 5+ -1
Fire, Shieldbane killer (2)
(a2) Turbo-laser destructor 40” 2 4+ -3 Arc (F), Accurate Arc (F), Firestorm, Light
(a2) Inferno gun Template - 4+ -2
AT, Shieldbane
(a2) Plasma blastgun 20” 2 3+ -3 Arc (F)
Arc (F), Light AT, Rapid
Special Rules Tactical Strength: 0 (a2) Vulcan mega-bolter 22” 10 5+ -1
Fire, Shieldbane
Void Shields (12) (a2) Turbo-laser destructor 40” 2 4+ -3 Arc (F), Accurate
Points Value: 750 (a2) Plasma blastgun 20” 2 3+ -3 Arc (F)
Special Rules Tactical Strength: 0
Void Shields (12)
Points Value: 750 (+10 pts for Kirus grav imploder)
SPECIAL ABILITIES - Basic SPECIAL ABILITIES - Pre-battle
Agile Can make two 90 degree turns during movement. Attached Deployment Assign model to Detachment of the same type. If not possible, model is destroyed.
Armoured Against Light weapons: AP 0, re-roll failed Saves. Cannot Embark on Transport unless specified. Counts as 2 models for Transport (X)
Bulky
Does count towards Break Points. No orders issued. May fire in Movement phase rule.
when activated, if no viable targets it can fire in Advancing Fire phase instead. Assign to a Detachment within Formation. If cannot assign, then becomes its own
Commander
- Anti-tank weapons at closest Walker, Vehicle, Super-heavy Vehicle, Knight or Titan. Detachement.
- Light weapons at closest Infantry or Cavalry. After deployment can move unit up to Move inches ignoring terrain. If both players
Automated Sentry Forward Deployment
- Skyfire wepons can be chosen to target closest Flyer. have Forward Deployment models, roll off to see who goes first.
- All other weapons fire at closest eligible enemy unit. After all deployments, deploy anywhere > 4” from enemy. Starting with player
Can fire when Engaged & Pinned. Ignore enemy Detachments that are Engaged & Infiltrate
controlling the battlefield.
Pinned (including Detachments they are Engaged & pinned with). Loyalist Can only be included with Loyalist army.
Deploy from round 2. 2” away from enemies. Scatter d6”. If land on Structure or Traitor Can only be included with Traitor army.
Impassable, Detachment destroyed. Keep 1” away from enemy models. Deploy Unique Maximum one of each type of Detachment with this rule can be included in an army.
Deep Strike remaining models within 2” of scattered model.
If Embarked on Depp Strike Transport, deploy Transport as per Deep Strike then
models disembark.
Explorator Adaptation 6+ Invulnerable Save against Barrage or Blast weapons.
Against Light weapons, 5+ wound is not lost. Deflagrate is not triggered. Not against
Feel No Pain
Wounds from Fights.
Furious Charge +2 Charge bonus if moved at least 1”.
No Morale check when losing Combat. Can choose to Withdraw or not. If no longer in
Implacable
base to base with enemy then Detachment remains where it is.
Must stay within 6” of main Detachment units. Can be issued different order.
Activates at same time as main unit. Also receives Fall Back order when main units is
issued Fall Back order.
Independent
Only considered Engaged if a model from the Independent unit is Engaged.
Does need to overwatch when main unit does overwatch.
If Independent and Depp Strike, must Deep Strike within 6” of main unit, no scatter.
Inspire (X) Friendly units within X” can use Morale.
Invulnerable Save (X) Alternative Save, not modified by AP.
Ignore terrain modifiers for Movement. Can Disembark from Flyers not in Hover
Jump Packs mode. +1 CAF against garrisoned units if issued Charge order. Counts as Bulky for
Transport.
Line +2 Tactical Strength.
Can issue commands when Detachment is activated. Any friendly Detachment within
Master Tactician 6” can change orders when activated, can also be used to give any order to Broken
Detachments (e.g.: March, First Fire).
Medicae Feel no Pain to friendly infantry models within 4”.
Steadfast +1 Tactical Strength.
Tracking Array Weapons gain Skyfire trait if model issued First Fire order.
Can transport X Infantry models. Detachments in Transport can only be issued
Transport (X)
Advance or March orders. Cannot Transport Bulky models.
Hits first allocated to Void Shield. Can only allocate hits with AP -1 or better. Hits with
weapons of modified AP 0 are automatically discarded if at least one Void Shield is
Void Shields (X)
active.
In End Phase roll d6 for each lost Void Shield, on each 4+ Void Shield increases by 1.
SPECIAL ABILITIES - Advanced
Auger Array No -1 to hit penalty with Barrage and Heavy Barrage.
5+ feel no pain for Walker, Vehicle, Super-heavy Vehicle, model with Automata,
Battlesmith Automated Sentry within 3”.
Only against weapons with AP -2 or worse. Cannot be used against Fight wounds.
Blessed Auto-simulacra An end phase, roll d6 for each Wound the model has lost. On 5+ regain a Wound.
Compact Can Embark on Transports as if Infantry with Bulky special rule.
-1 Morale to enemy and friendly units within X inches. Immune to Dread (X) of other
Dread Aura (X)
units.
Must Deep Strike. Can Deep Strike on Round 1. Drop pods do not count for Formation
Drop Pod Break Point. After deployment, Drop Pods do need to stay within coherency of
models from Detachment.
In Reserve can only be given Advance or March orders. Line of sight to everything and
vice versa.
Flyer All Point Defense weapons count as Skyfire when firing at Flyer models.
Deploys on player board edge or within 8” of deployment zone.
If targeted with weapons without Skyfire, to hit is 6.
Flyer can stay on battlefield at End phase. Flyer can disembark troops. Can be
Hover
deployed in Hover mode.
After movement, can shoot at Flyer with single weapon with -2 penalty to hit. No
Interceptor
Point Defense weapons.
Alternative Save, only when firing is from Front Arc. Save reduced by 1 for weapons
Ion Shield (X)
with AP -2/-3, reduced by 2 for weapons with AP -4 or more.
Ionic Flare Shield Improve Ion Shield or Invulnerable Save by 1 against Barrage or Blast.
Jink (X) Alternative Save not affected by AP. Cannot be used if First Fire order.
Macro-extinction Re-roll failed hits vs Super-heavy Vehicle, Knight, Titan. In Fights vs Super-heavy
Targeting Protocols Vehicle, Knight, Titan can re-roll one die.
Necrotechica An end phase, roll d6 for each Wound the model has lost. On 5+ regain a Wound.
Nimble No movement penalty through difficult terrain.
If Orbital and Drop Pod, can fire immediately all weapons when deployed, before
Orbital Assault
troops Disembark.
Can be deployed from round 2 anywhere on battlefield edge >8” from enemy
Outflank
battlefield edge. Then activates.
Enemies Engaged with a Detachment with Phospex gain no positive CAF modifiers
Phosphex
due to being garrisoned.
Any model within 6” of Shield Generator (X) receives Invulnerable Save (X+). Does not
Shield Generator (X) apply to models targeted by enemy model also benefiting from same Shield
Generator model.
Scout Improve any Cover Save by 1 (max 2+).
No movement penalties due to terrain. With First Fire order, can “pop-up attack”:
Skimmer
assumed 10” above battlefield for LoS until end of First Fire stage.
Same as Transport but can Transport Bulky models. Detachments in Transport can
Assault Transport (X)
also receive Charge order.
Large Transport (X) Can also Transport Bulky Infantry (count as 1) and Walkers (count as 2).
Large Assault
Same as Large Transport. Detachments in Transport can also receive Charge order.
Transport (X)
WEAPONS TRAITS - Titans WEAPONS TRAITS
Draw line to target, roll hits against all models crossed by line. Line stops at structure or Accurate Re-roll failed hits.
Beam
impassable terrain. Detachments in structure suffer hits. Cannot overwatch. Arc (Front/Rear) Only shoot targets in Front/Rear arc.
Bypass Bypass void shields. Armourbane Vehicle, Supre-heavy vehicle, Knights, Titans: re-roll successful Armour Save.
Collapsing Roll d6 before hit roll. 1- firing unit suffers 1 wound. 6- bypass ion shields, void shields, Anti-tank AP0 against Infantry and Cavalry.
Singularity invulnerable saves. Assault Double dice attacks at half range or less.
Additional X wounds to Vehicles, Super-heavy Vehicles, Knights, Titans. Indirect fire -1 to hit. Half dice attacks against all Detachments garrisoning. Cannot
Engine Killer (X) If weapon has Engine Killer (X) and Rend vs Vehicles, Knights, Titans: target suffers additional Barrage
overwatch.
X Wounds if they lose a Fight. Template over target point, scatter d3+1” / d6+1”. Cannot overwatch.
Flame template. Models at least 50% under template: rolls to hit. Models less than 50% Models fully within template: rolls to hit. Models partially within template: on 4+ roll to hit.
under template: on a 4+ roll to hit. Firestorm with Skyfire only hits Flyer units. Firestorm Structure: if central hole is wholly within Structure then each model in Detachments in the
Firestorm without Skyfire can’t hit Flyers. No hit penalties due to area terrain. No cover saves. structure count as partially within template. If central hole not over structure, then no
Can target secondary target even if main Detachment fires at another Detachment. Blast (3”/5”) models are hit.
Cannot overwatch. Detachment firing other weapons: blast template must cover at least one model from
To hit number is equal to Save of majority of target Detachment (use worse if equal different Detachment’s target unit. Blast with Skyfire only hits Flyer units. Blast without Skyfire does
Saves; Save of “-“ requires natural 6). Ignore AP to determine Hit roll. Cannot overwatch. not hit Flyers. Multiple blast weapons: additional templates within 2” of first scattered
Structures: if weapon can damage structures, Hit value is 3+. Each Save roll passed inflicts template.
Graviton Pulse
d3+1 damage. Each Save roll that is failed inflicts 0 damage. Can damage structures. Cannot be used in Combat Phase.
Flyers: if weapon has skyfire then follow rules above. If weapon does not have Skyfire rule, Used at any time during movement, as often as the number of bombing run weapons.
then hit on 6 only. Bombing Run Target unit within 3”. If target is structure: full dice vs structure, half dice vs all
Same as Barrage. Can damage structures. Target is structure: full dice vs structure, half dice Detachments garrisoning. Hit structure first, if collapsed, then resolve hits against surviving
Heavy Barrage vs all Detachments garrisoning. Hit structure first, if collapsed, then resolve hits against models.
surviving models. Bunker Buster Can damage structures. AP is doubled against structures.
Heavy Beam Same as Beam but not stopped by Structures (still stopped by impassable). Burrowing Count as firing into rear arc. Bypass void shields.
vs size 3+. Firing player nominates target model. Bypass Void Shields. Instead of Save roll, Co-axial Can only fire at same target as co-axial main weapon.
Impale both player roll d6+size. Add 1 (3+ wounds remaining), add 2 (5+ wounds remaining). If firing Deflagrate Additional hit for each unsaved wound.
player roll is higher, target suffers additional wounds equal to difference. No Save rolls. Demolisher Can damage structures.
Neutron-flux vs Cybernetica Cortex counts as Armourbane and Shred. Ignores Cover No negative to hit for target in area of terrain. Hit bypass Cover Saves.
Power Cannot damage Vehicle, Super-heavy Vehicle, Knight, Titan. Automatically discarded vs
Double attack Dice if First Fire order. Light
Capacitor active Void Shields (irrespective of AP).
Psi Bypass Invulnerable Saves, Cover Saves, Ion Shields and Void Shields. Cannot overwatch. Light AT AP=0 vs Vehicle, Super-heavy Vehicle, Knight, Titan.
Detachment hit by Quake weapon: half movement and -1 on rolls to hit. Until end of round. Limited (X) Can only be fired X times in game.
Quake
Ignore if hits are allocated to Void Shields. Can fire at Detachment designated target or secondary target.
Can Fight models within 2” in same Combat if target model has not fought and is not already Can fire during movement phase if Advance or March order, immediately before or after
Reach Point Defense
paired of. If both players have Reach, player with Initiative resolves additional Fights first. move. Can only fire Point Defense weapons once per round.
Targets all visible Detachments (friends and foes) within range of firing model. Roll hits In overwatch ignore -2 to hit penalty.
Saturation Fire against all affected Detachments. If weapon has random number of Dice, roll once and use Precise Hits are allocated by the firing player.
that for each Detachment targeted. Rapid Fire Additional Hit on natural 6s.
Shieldbane Can be allocated to Void Shields even if they normally could not. Rend +1d6 on Fights to a maximum of 6d6.
vs Vehicle, Super-heavy Vehicle, Knight, Titan: halve movement and can only fire one Ripple Fire Re-roll hits of 1 if First Fire order.
Shock Pulse
weapon this round. Each hit allocated to Void Shield reduces Void Shield by 2 instead of 1.
Siege Weapon Double range if model has not yet moved this round.
Shred Re-roll successful Armour Save if Infantry, Cavalry, Walker.
Can target Flyers. If overwatch, -1 to hit instead of -2. If multiple weapons in Detachment,
Dice = number of visible models within range in target Detachment. Titans cannot split Dice Skyfire can fire all Skyfire weapons at another target than Detachment designated target if this
Warp vs multiple target Detachments. vs Titans and Knights, attack Dice = 1. secondary target is Flyer.
Bypass Armour Saves, Cover Saves, Invulnerable Saves, Ion Shields, Void Shields.
Tracking Re-roll failed hits against Flyer.
Can attempt to destroy building when activated in First Fire or Advance Fire stage. Choose
structure in base contact, opponent rolls Save, if failed Structure receives X Wounds.
Wrecker (X) If model has multiple Wrecker (X) weapons, it can target multiple Structures or a single
Structure. Use combined total of weapons AP for the Structure Save roll and Structure
suffers combined X Wounds if Save failed.