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LA - VI: Space Wolves - Sky hunters - (3497 Pts)

Crusade Force Organisation Chart (LA - VI: Space Wolves) (3497 Pts)

Expanded Army Lists


Expanded Army List Profiles Legacy Units On, Exemplary Units On

Rules: Expanded Army Lists

Allegiance
Allegiance Loyalist

VI: Space Wolves Rules: The Armoury of the Space Wolves, Legiones Consularis: Speaker of the Dead, Legiones Consularis:
Caster of Runes, Legiones Astartes (Space Wolves)
Reactions: Space Wolves Advanced Reaction

Rite of War
Rite of War Sky-Hunter Phalanx

Rules: Sky-Hunter Phalanx

HQ (792 Pts)
Centurion (1) Psychic Discipline: Winds of Fenris, Psychic Hood, Master-crafted Nemesis Bolter, Scout, Master-crafted
(215 Pts) Power Maul, Caster Of Runes
• Caster of Runes: Heavy Bolter, Æther-rune Armour, Scimitar Jetbike, Meltabombs, Minor Combi-Weapon -
Flamer, Magna Combi-Weapon - Disintegrator, Thunder Hammer, Force Axe, Exchange Bolt Pistol for Force
Weapon, Force Staff

Rules: Infantry Unit Type, Relentless, Independent Character, Grenades, Force, Reach (1), Unwieldy,
Specialist Weapon, Brutal (2), Detonation, Armourbane (Melta), Instant Death, Firing Protocols (2), Hammer
of Wrath (1), Adamantium Will (4+), Legiones Consularis, Shrouded (3+ or 5+), Template Weapons,
Deflagrate
Wargear Item: Æther-rune Armour, Frag Grenades, Krak Grenades, Psychic Hood, Refractor Field, Scimitar
Jetbike
Weapon: Force Staff, Heavy Bolter, Meltabombs, Thunder Hammer
Psychic Power: Stormwrought
Psychic Weapon: Wrath of the Death Wolf
Unit: Legion Centurion

Centurion, Cataphractii (1) Speaker Of The Dead, Master-crafted Power Maul


(165 Pts) • Legion Cataphractii Centurion: Cataphractii Terminator Armour, Power Sword, Chainfist, Combi-Bolter, Minor
Combi-Weapon - Flamer, Magna Combi-Weapon - Disintegrator

Rules: Heavy Sub-type, Infantry Unit Type, Relentless, Inexorable, Bulky (2), Independent Character,
Legiones Astartes (Space Wolves), Twin-linked, Unwieldy, Armourbane (Melee), Legiones Consularis,
Stubborn, Hatred (Everything), Master-crafted
Weapon: Chainfist, Combi-bolter, Power Maul
Wargear Item: Cataphractii Terminator Armour, Narthecium
Unit: Legion Cataphractii Centurion

Praetor, Cataphractii (6) Command Squad, Cataphractii, Hunger of the Void, Warlord
(412 Pts) • 4x Cataphractii Chosen w/Lightning Claws
• Cataphractii Standard Bearer w/Melee Weapon: Power Sword, Thunder Hammer
• Jarl: Minor Combi-Weapon - Flamer, Magna Combi-Weapon - Disintegrator, Volkite Charger, Power
Weapon, Great Frost Blade, Cataphractii Terminator Armour, Jarl, Grenade Harness

Rules: Heavy Sub-type, Infantry Unit Type, Relentless, Inexorable, Bulky (2), Independent Character, Master
of the Legion, Counter-Attack (2), Two-handed, Reaping Blow (1), Deflagrate, Chosen Warriors, Retinue,
Unwieldy, Specialist Weapon, Brutal (2), Rending (6+), Shred
Unit: Cataphractii Chosen, Cataphractii Standard Bearer, Legion Cataphractii Praetor
Wargear Item: Cataphractii Terminator Armour, Grenade Harness, Legion Standard
Weapon: Great Frost Blade, Lightning Claw, Thunder Hammer, Volkite Charger
Warlord Trait: Hunger of the Void

Elites (530 Pts)


Apothecarion Detachment (4) • 2x Apothecary: Artificer Armour, Power Weapon, Power Axe, Chainsword, Bolt Pistol, Minor Combi-Weapon
(310 Pts) - Flamer, Magna Combi-Weapon - Meltagun
• 2x Apothecary: Heavy Bolter, Artificer Armour, Power Weapon, Power Axe, Chainsword, Bolt Pistol, Minor
Combi-Weapon - Flamer, Magna Combi-Weapon - Meltagun, Scimitar Jetbike

Rules: Apothecarion Detachment, Infantry Unit Type, Grenades, Unwieldy, Firing Protocols (2), Hammer of
Wrath (1), Legiones Astartes (Space Wolves)
Wargear Item: Artificer Armour, Frag Grenades, Krak Grenades, Narthecium, Scimitar Jetbike
Weapon: Bolt Pistol, Heavy Bolter, Power Axe
Unit: Apothecary[1], Apothecary[2]
Techmarine Covenant (2) • 2x Techmarine: Heavy Bolter, Bolt Pistol, Scimitar Jetbike, Nuncio-Vox, Thunder Hammer, Minor
(220 Pts) Combi-Weapon, Minor Combi-Weapon - Grenade Launcher, Magna Combi-Weapon - Meltagun

Rules: Techmarine Covenant, Relentless, Battlesmith (5+), Infantry Unit Type, Grenades, Servo-Arm,
Unwieldy, Blast, Pinning, Specialist Weapon, Brutal (2), Firing Protocols (2), Hammer of Wrath (1), Legiones
Astartes (Space Wolves)
Wargear Item: Artificer Armour, Frag Grenades, Krak Grenades, Nuncio-Vox, Scimitar Jetbike
Weapon: Bolt Pistol, Bolter (Primary), Grenade launcher - Frag (Secondary), Grenade launcher - Krak
(Secondary), Heavy Bolter, Servo-Arm, Thunder Hammer
Unit: Techmarine

Troops (1710 Pts)


Grey Stalker Pack (10) Bolter, Dreadclaw Drop Pod, Dreadclaw Drop Pod
(270 Pts) • 9x Grey Stalker w/ Chainsword
• Huscarl: Power Armour, Chainsword, Bolt Pistol

Rules: Heart of the Legion, Relentless, Counter-Attack (1), Infantry Unit Type, Skirmish Sub-type, Line
Sub-type, Shred, Grenades, Inertial Guidance System, Deep Strike, Dreadnought Transport, Heat Blast,
Hover Sub-type
Unit: Grey Stalker, Huscarl
Weapon: Bolt Pistol, Bolter, Chainsword
Wargear Item: Frag Grenades, Krak Grenades, Power Armour
Vehicle: Dreadclaw Drop Pod

Grey Stalker Pack (10) Bolter, Dreadclaw Drop Pod, Dreadclaw Drop Pod
(270 Pts) • 9x Grey Stalker w/ Chainsword
• Huscarl: Power Armour, Chainsword, Bolt Pistol

Rules: Heart of the Legion, Relentless, Counter-Attack (1), Infantry Unit Type, Skirmish Sub-type, Line
Sub-type, Shred, Grenades, Inertial Guidance System, Deep Strike, Dreadnought Transport, Heat Blast,
Hover Sub-type
Unit: Grey Stalker, Huscarl
Weapon: Bolt Pistol, Bolter, Chainsword
Wargear Item: Frag Grenades, Krak Grenades, Power Armour
Vehicle: Dreadclaw Drop Pod

Proteus Land Speeder Squadron (3) • 3x Proteus Land Speeder: Bolt Pistol, Multi-Melta, Graviton Gun
(285 Pts)
Rules: Deep Strike, Firing Protocols (4), Harbingers of the Legion, Hit & Run, Outflank, Relentless, Cavalry
Sub-type, Blast, Concussive (1), Graviton Pulse, Haywire, Armourbane (Melta), Twin-linked, Shred, Legiones
Astartes (Space Wolves)
Unit: Proteus Land Speeder
Weapon: Bolt Pistol, Chainsword, Graviton Gun, Multi-Melta
Wargear Item: Power Armour

Proteus Land Speeder Squadron (3) • 3x Proteus Land Speeder: Bolt Pistol, Plasma Cannon, Plasma Cannon
(255 Pts)
Rules: Deep Strike, Firing Protocols (4), Harbingers of the Legion, Hit & Run, Outflank, Relentless, Cavalry
Sub-type, Blast, Breaching (4+), Gets Hot, Shred, Legiones Astartes (Space Wolves)
Unit: Proteus Land Speeder
Weapon: Bolt Pistol, Chainsword, Plasma Cannon
Wargear Item: Power Armour

Sky-Hunter Squadron (6) • Legion Sky-Hunter Sergeant: Volkite Serpenta, Multi-Melta, Chainsword, Power Weapon, Power Lance,
(345 Pts) Artificer Armour
• Legion Sky-Hunter: Chainsword, Legion Vexilla, Volkite Serpenta, Multi-Melta
• 4x Legion Sky-Hunter: Chainsword, Volkite Serpenta, Multi-Melta

Rules: Deep Strike, Firing Protocols (2), Hammer of Wrath (1), Hit & Run, Relentless, Cavalry Sub-type, Line
Sub-type, Armourbane (Melta), Twin-linked, Deflagrate, Shred, Reach (1), Legiones Astartes (Space Wolves)
Weapon: Chainsword, Heavy Bolter, Multi-Melta, Power Lance, Volkite Serpenta
Wargear Item: Artificer Armour, Legion Vexilla, Power Armour, Scimitar Jetbike
Unit: Legion Sky-Hunter, Legion Sky-Hunter Sergeant

Sky-Hunter Squadron (6) • Legion Sky-Hunter Sergeant: Volkite Serpenta, Volkite Culverin, Chainsword, Power Weapon, Power Lance,
(285 Pts) Artificer Armour
• Legion Sky-Hunter: Chainsword, Legion Vexilla, Volkite Serpenta, Volkite Culverin
• 4x Legion Sky-Hunter: Chainsword, Volkite Serpenta, Volkite Culverin

Rules: Deep Strike, Firing Protocols (2), Hammer of Wrath (1), Hit & Run, Relentless, Cavalry Sub-type, Line
Sub-type, Deflagrate, Shred, Reach (1), Legiones Astartes (Space Wolves)
Weapon: Chainsword, Heavy Bolter, Power Lance, Volkite Culverin, Volkite Serpenta
Wargear Item: Artificer Armour, Legion Vexilla, Power Armour, Scimitar Jetbike
Unit: Legion Sky-Hunter, Legion Sky-Hunter Sergeant

Fast Attack (105 Pts)


Xiphon Interceptor Rules: Talons of the Legion, Twin-linked, Exoshock (6+), Ignores Cover, Sunder, Legiones Astartes (Space
(105 Pts) Wolves)
Vehicle: Xiphon Interceptor
Reactions: Advanced Reaction: Combat Air Patrol
Weapon: Rotary Missile Launcher, Twin-linked Lascannon

Heavy Support (360 Pts)


Caestus Assault Ram (1) 2x Centreline Mounted missile launchers, Centreline-mounted Magna-Melta Cannon
(360 Pts) • Caestus Assault Ram

Rules: Deep Strike, Assault Vehicle, Armourbane (Melta), Twin-linked, Skyfire, Blast, Pinning
Vehicle: Caestus Assault Ram
Wargear Item: Flare Shield, Misericord
Weapon: Magna-Melta Cannon, Missile Launcher - Flak, Missile Launcher - Frag, Missile Launcher - Krak

Lords of War Have Moved to "Lords of War Detachment"


Lords of War Have Moved to "Lords of Rules: LoW (where are they?) THIS ENTRY CAN BE REMOVED FROM YOUR ROSTER WITHOUT ISSUE
War Detachment"
Rules:

Expanded Army Lists Some events/group choose not to allow official rules in "Legacies of The Age of Darkness" download pdf (which are not
playtest). This option is included to make it easier for users for those events/groups.

The Armoury of the Space • Any model with the Legiones Astartes (Space Wolves) special rule may exchange a Chainsword for a Fenrisian Axe for +2
Wolves points each.

• Any model with both the Legiones Astartes (Space Wolves) and Independent Character special rules may exchange a
Power Weapon for a Frost Blade (Frost Sword, Frost Axe or Frost Claw) for +5 points each. Any model with both the Legiones
Astartes (Space Wolves) and Independent Character Special Rules may excahnge a Power Weapon for a Great Frost Blade
for +10 points.

• Any model with both the Legiones Astartes (Space Woves) and Independent Character Special Rules that does not have the
Unique Unit Sub-type may exchange artificer armour for Aether-rune Armour for +25 points each.

•The Space Wolves gain access to three Legion-Specific Legion Consularis Upgrades in the "Caster of Runes", "Speaker of
the Dead" and "Pack Thegn"

Legiones Consularis: A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves)
Speaker of the Dead special rule may be upgraded to a Speaker of the Dead Consul instead of selecting any of the Standard Consul upgrades,
gaining the following benefits:

• A Speaker of the Dead must increase his Leadership to 10, and the Speaker of the Dead and all models with the Legions
Astartes (Space Wolves) special rule in a unit they join gains the Stubborn and Hatred (Everything) special rules.

• A Speaker of the Dead gains a Narthecium and a Master-crafted Power Maul for no additional points cost.

• A Speaker of the Dead may not select two lightning claws, or a boarding shield.

Legiones Consularis: A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves)
Caster of Runes special rule may be upgraded to a Caster of Runes instead of selecting any of the Standard Consul upgrades, gaining the
following benefits:

• A Caster of Runes gains the Psyker Sub-type and must select one of the following Psychic Disciplines: Winds of Fenris,
Divination, Telekinesis or Biomancy. A Caster of Runes may not select any other Discipline. In addition, a Caster of Runes
gains the Adamantium Will (4+) special rule.

• A Caster of Runes may replace a power weapon, bolt pistol or combi-bolter with a Force Weapon at no additional points
cost. In addition, a Caster of Runes may select a Psychic Hood for +15 points.

Legiones Astartes (Space Bestial Savagery: A unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Space Wolves)
Wolves) special rule that chooses to Run in the Movement phase may still make a Shooting Attack in the Shooting phase, and declare
a Charge in the Assault phase of the same turn – but any Shooting Attacks made in the same turn as that in which a unit with
this special rule has Run are made as Snap Shots. Units that cannot Run (such as Legion Cataphractii Terminators) or models
that do not have the Vehicle or Infantry Unit Type instead gain +1 WS on any turn in which they successfully Charge, even if
that Charge is considered Disordered. Models with the Vehicle Unit Type and this special rule that make Ram Attacks increase
the Strength of any Hits inflicted as part of that attack by +1, to a maximum of 10.

Any Legion Centrurions, Legion Cataphractii Centurions and Legion Tartaros Centurions with this special rule may not select
the Chaplain, Librarian or Primus Medicae Consul Upgrades. Instead these models gain access to the Pack Thegn, Speaker
of the Dead and Caster of Runes Upgrades.

Sky-Hunter Phalanx Effects


• Legion Sky-hunter Squadrons and Legion Proteus Land Speeder Squadrons may be taken as Troops choices in a
Detachment using this Rite of War.
• Any Legion Sky-hunter Squadrons selected as Troops choices in a Detachment using this Rite of War gain the Line
Sub-type.
Limitations
• Models with the Vehicle Unit Type included in a Detachment using this Rite of War must have one of the following Unit
Sub-types: Flyer, Fast, or Skimmer.
• All units in a Detachment using this Rite of War composed entirely of models with the Infantry Unit Type must begin the battle
Embarked upon a model with both the Flyer and Transport Sub-types.
• A Detachment using this Rite of War may not include any models with the Dreadnought Unit Type.
• An Allied Detachment may not use this Rite of War.
• A Detachment using this Rite of War may not select any Fortification choices.

Infantry Unit Type An Infantry unit may only include or be joined by models of the Infantry or Primarch Unit Type, unless a special rule states
otherwise.

Relentless Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous
Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Independent Character Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata
or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can
join other Independent Characters though to form a powerful multicharacter unit.

Joining and Leaving a Unit


An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the
unit is in Reserve, by you informing your opponent which unit it has joined.

In order to join a unit, an Independent Character simply has to move so that they are within unit coherency distance of a
friendly unit at the end of their Movement phase. If the Independent Character is within unit coherency of more than one unit at
the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to,
or cannot, join a unit, it must, where possible, remain outside of unit coherency with that unit at the end of the Movement
phase. This is to make clear whether they have joined a unit or not. Note that after an Independent Character joins a unit, that
unit can Move no further that Movement phase.
An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. They cannot
join or leave during any other Phase – once shots are fired or Charges are declared.

An Independent Character cannot leave a unit while either they or the unit are in Reserve, locked in combat, Falling Back or
have been Pinned. They cannot join a unit that is in Reserve, locked in combat or Falling Back. If an Independent Character
joins a unit, and all other models in that unit are killed, they again become a unit of one model at the start of the following
Phase. While an Independent Character is part of a unit, they count as part of the unit for all rules purposes, though they still
follow the rules for Characters.

Special Rules
When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the
rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the
Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply
for as long as the Independent Character is with them.

Independent Characters and Infiltrate


An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.

Independent Characters and Ongoing Effects


Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those
bestowed by the Blind special rule, for example. If the Independent Character leaves the unit, both the Independent Character
and the unit continue to be affected by the effect, so you’ll need to mark the Independent Character accordingly.

Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after
they themselves have been the target of an ongoing effect), benefits and penalties from that effect are not shared.

Grenades Grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not
count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do
not use these rules and are Shooting Weapons governed by the standard Shooting rules.

Force Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks
with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If
the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the
Psyker survives Perils of the Warp then it may attack as normal.

Reach (1) A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as
part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that
model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that
model to attack during the Fight Sub-phase. A weapon that is not used to attack does not modify the model’s Initiative
Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second
weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative
by +1.

Unwieldy A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or
Monstrous sub-type.

Specialist Weapon A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more
Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one
used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.

Brutal (2) When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead
a number of Wounds equal to the number in brackets associated with the specific varient of this special rule, with all of the
Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted
separately, but note that Wounds do not spill over to other models and are lost. This special rule has no effect on models that
do not hae a Toughness value.

Detonation A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any
model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack
with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase,
regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Armourbane (Melta) If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or,
when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects
apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane
(Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special
rule when at half range or less. If the attack is more than half its Maximum Range away, it rolls to penetrate as normal. If a
weapon with this version of Armourbane also has the Blast special rule (see page 234), measure the distance to the centre of
the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the
Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the
Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the
Armourbane special rule when making Shooting Attacks.

Instant Death If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a
casualty.

Firing Protocols (2) When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the
value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the
model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing
Protocols (2) special rule may attack with up to two different weapons.

Hammer of Wrath (1) If a model with this special rule ends its Charge Move in base or hull contact with an enemy model, it makes a number of
additional attacks equal to the value in brackets listed as part of this special rule.These attacks hit automatically and are
resolved at the models unmodified Strength with AP-. These attacks do not benefit from any of the model's special rules (such
as Furious Charge, Rending, etc.).These attacks are resolved during the Fight sub-phase at Initiative step 10 but do not grant
the model an additional Pile-in Move.

If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of
the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target
model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle
that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.

Adamantium Will (4+) Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the
Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in
brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound
inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any
reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium
Will (5+).

Legiones Consularis Any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may select a single Consul upgrade; no
model may take more than one such upgrade (note that some upgrades are not available to Legion Cataphractii Centurions or
Legion Tartaros Centurions, or Legion Centurions that have selected certain upgrades).

Shrouded (3+ or 5+) When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special
Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that 'no Saves of any kind
are allowed'). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or
for models with the Fearless special rule.
Roll a D6 each time an unsaved Wound, Glancing Hit or Penetrating Hit is suffered by a model with this special rule. On a
result that is equal to or greater than the value in brackets, that unsaved Wound, Glancing Hit or Penetrating Hit is ignored. On
any other result, the Wound, Glancing Hit or Penetrating Hit is applied as normal. For example, a unit with the special rule
Shrouded (6+) would need to score a 6 in order to ignore a Wound, Glancing Hit or Penetrating Hit inflicted upon it.
If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+)
This is a Damage Mitigation roll - any model may make only a single Damage Mitigation roll of any type for any given Wound,
Glancing Hit or Penetrating Hit (see page 174).
Template Weapons Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit,
simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s
barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible,
without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially
under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without
touching a friendly model. The position of the firer is used to determine which armour Facing is hit (see page 207). A Template
weapon never hits the model firing it.

Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are
allocated following the normal rules.

Multiple Templates
If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining
and recording how many Hits are scored by each template. Once the number of Hits from all templates has been determined,
roll To Wound as normal.

Wall of Death
Template weapons can fire Snap Shots at any non-Flyer target. If a Template weapon fires as a Snap Shot, it automatically
inflicts D3 Hits on the target unit, resolved at its normal Strength and AP value, as long as the target unit either has at least
one model within 8" or if the target unit is resolving a Charge against the unit making the Shooting Attack. If the weapon is
also a Hellstorm weapon then it instead inflicts D6 Hits.

Hellstorm Weapons
Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the Hellstorm
template (see page 152), but otherwise obey the rules for other Template weapons.

Deflagrate After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit.
Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of
unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these
additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other
special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).

Heavy Sub-type • A unit that includes only models with the Heavy subtype may re-roll failed Armour Saves against Template and Blast
weapons.
• A unit that includes any models with the Heavy subtype may not Run and when making a Movement during a Reaction
based on its Initiative Characteristic, reduces the distance moved by -1.

Inexorable A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning
test - except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the
Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.

Bulky (2) Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport
Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when
attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit.

Twin-linked When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.

Twin-linked Blast Weapons


If the Scatter dice does not roll a Hit, you can choose to re-roll the dice when making a Shooting Attack with a Twin-linked
Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the Scatter dice.

Twin-linked Template Weapons


Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and Armour
Penetration rolls.

Armourbane (Melee) If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or,
when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects
apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane
(Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special
rule when at half range or less. If the attack is more than half its Maximum Range away, it rolls to penetrate as normal. If a
weapon with this version of Armourbane also has the Blast special rule (see page 234), measure the distance to the centre of
the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the
Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the
Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the
Armourbane special rule when making Shooting Attacks.

Stubborn When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any
negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Hatred (Everything) This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe,
then the unit has Hatred against everyone. This can refer to a Faction or a specific unit. For example, Hatred (Mechanicum)
means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in
close combat re-rolls all failed To Hit rolls during the first round of each close combat.

The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either
Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does
count as a new ‘first’ turn of combat for the effects of Hatred.

Master-crafted Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.

Master of the Legion The Master of the Legion special rule grants the following benefits:
• Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion
special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Appendix: Legiones
Astartes Rites of War, found on page 96.
• The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This
counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with
the Master of the Legion special rule, and an army that includes at least 2,000 points may include up to two models with the
Master of the Legion special rule, etc.
• Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or
Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion
special rule. The full rules for doing so can be found in the Appendix: Legiones Astartes Special Rules on page 124.

Counter-Attack (2) If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counterattack special
rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed
then the unit gains +1 Attack.
If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counterattack special
rule has no effect.

Two-handed A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons (see page 177).

Reaping Blow (1) If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of
Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X
as 1).

Chosen Warriors A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a
model with this special rule to use any other special rules associated with the Character type.

Retinue A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only
be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit
selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to
as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the
Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not
use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue
Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily
leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion
Tartaros Command Squad may not be selected as part of an army without a Leader.

Rending (6+) If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a
chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value
listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve
these Wounds at AP 2 instead of the weapon’s normal AP value.
Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or
greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.
In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to
be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead
resolved using the weapon’s AP value.
For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound
automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of
their weapon.

Shred If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound
rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Apothecarion Detachment An Apothecarion Detachment is selected as any other unit, using up a single Force Organisation slot and bought in the same
manner. However, before the first turn begins and any models are deployed to the battlefield, all models in an Apothecarion
Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion
Apothecaries that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units
composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion
Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that have selected a Legion
Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the
same Legiones Astartes (X) special rule as the Legion Apothecary, and any Legion Apothecaries that have selected a Legion
Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same
Legiones Astartes (X) special rule as the Legion Apothecary. No Apothecary may be assigned to any unit that includes one or
more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes
an Apothecary as normal during either deployment or any following turn). No more than one Apothecary may be assigned to
any given unit.

Once assigned to a unit, the Legion Apothecary is considered part of that unit and may not leave it under any circumstances –
if that unit is removed as a casualty when the Legion Apothecary is removed as well. In battles using Victory points, no Victory
points are ever scored for removing an Legion Apothecary as a casualty. When assigned to a unit, a Legion Apothecary gains
all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit
Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the
unit to which it is assigned.

Techmarine Covenant A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same
manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine
Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion
Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units
composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion
Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion
Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the
same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion
Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same
Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes
one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that
includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion
Techmarine may be assigned to any given unit.
Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances –
if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory
points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine gains
all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit
Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the
unit to which it is assigned.

Battlesmith (5+) If a model with the Battlesmith (X) special rule is in base contact with, or Embarked upon, one or more damaged Vehicles,
Dreadnoughts or Automata during the Shooting phase, they can attempt to repair one of them instead of firing a weapon. Roll
a D6. If the result is equal to or more than the value listed in brackets as part of this rule then one of the following options may
be applied to any one Vehicle, Dreadnought or Automata the model is in base contact with or Embarked upon:
• Restore a lost Hull Point.
• Restore a lost Wound.
• Repair a Weapon Destroyed result.
• Repair an Immobilised result.
If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. The Battlesmith cannot
use this ability if they are Pinned or Falling Back.

Servo-Arm A model with a servo-arm may make a single additional attack in the Assault phase as well as any they would normally be
eligible to make. These attacks are made using the weapon profiles shown below.
Blast When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast
(3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of
the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any
friendly model is even partially under it.

The large area affected by the blast means it is going to be very hard to miss completely. Nonetheless, the shot might not land
exactly where intended. Roll for the Blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that
it scatters, to a minimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon’s
Maximum or Minimum Range and line of sight. This represents the chance of ricochets, the missile blasting through cover and
other random events. In these cases, Hits are worked out as normal and can hit and Wound units out of range and line of sight
(or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond
the battlefield’s edge, the shot is a complete miss and is discarded.

Once the final position of the Blast marker has been determined, take a good look at it from above – each unit suffers one Hit
for each of the models included in that unit that is fully or partially beneath the Blast marker, even if those models are not
within the firer’s line of sight.

Once the number of Hits inflicted on the unit has been worked out, roll To Wound and Save as normal. Note that, unlike other
attacks, Wounds inflicted by an attack with the Blast special rule can be allocated to any models in the target unit, even if they
are out of sight of any models from the attacking unit.

Multiple Blasts
If a unit is firing more than one shot with the Blast special rule, scatter each shot, one at a time, as described above and
determine how many Hits are scored with each individual Blast marker. After the last shot, add up the total number of Hits
scored and roll all of the To Wound rolls as normal.

Blast Weapons and Re-rolls


If a model has the ability to re-roll its rolls To Hit and chooses to do so after firing a Blast weapon, the player must re-roll both
the Scatter dice and the 2D6. Note that this applies only to models able to fully re-roll a To Hit roll, not to models that may
re-roll To Hit rolls of a specific value – for example, models that can re-roll To Hit rolls of a ‘1’ cannot re-roll either the Scatter
dice or 2D6 unless another rule allows them to do so.

Blast Weapons and Snap Shots


Blast weapons cannot be fired as Snap Shots.

Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.

Massive Blast
Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons.

Apocalyptic Blast
Apocalyptic Blast weapons use the 10" Blast marker, but otherwise obey all the rules for Blast weapons.

Apocalyptic Mega-blast (5"/7"/10")


Apocalyptic Mega-blast weapons use the Apocalyptic Blast marker. They obey the rules for Blast weapons, with the following
exceptions:

Apocalyptic Mega-blast weapons have three Strength values and three AP values. Correspondingly, the Apocalyptic Blast
marker is divided into three zones, as shown in the diagram on the next page, one for each Strength and AP value.

The Strength and AP of any Hits depends on the zone in which the target model is located. The first Strength and AP value
are used for the inner zone, the second Strength and AP value are used for the middle zone, and the third Strength and AP
value are used for the outer zone. Always use the best Strength and AP if a model straddles two or more zones. If a unit has
models in several zones, work out the Hits inflicted for each zone separately. Note that there will be a different Wound Pool for
each zone.

To determine whether a unit wounded by an Apocalyptic Mega-blast weapon is allowed a Cover Save, and when determining
Wound allocation, always assume the shot is coming from the centre of the Apocalyptic Blast marker, instead of from the firing
model.

Hits from Apocalyptic Mega-blast weapons made against Vehicles are always resolved against their Side Armour Value.
Pinning If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a
Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit
fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single
turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered
to automatically pass them:
• The unit is locked in combat.
• The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
• The unit is composed entirely of Vehicle models.
• The unit is Embarked on a Transport Vehicle.
• The target unit is affected by the Fearless special rule.

A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting
phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free
to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale
checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted,
the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty
for assaulting a unit in Difficult Terrain (sec page 222), even if the unit is in Difficult Terrain. If a unit becomes Pinned during a
Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.

Heart of the Legion When a unit that includes at least one model with this special rule has at least half of its models within 6" of an Objective then
all models in the unit gain the Feel No Pain (6+) and Stubborn special rules. If any model in the unit already has a variant of
the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least
half of its models within 6" of an Objective (for example, a model that already had Feel No Pain (5+) could choose to increase
this to Feel No Pain (4+) while it fulfils the conditions of this special rule).

Counter-Attack (1) If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counterattack special
rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed
then the unit gains +1 Attack.
If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counterattack special
rule has no effect.

Skirmish Sub-type • A unit that includes only models with the Skirmish Sub-type has a unit coherency range of 3" rather than 2"
• A unit that includes only models with the Skirmish Sub-type increases all Cover Saves granted by tarrain by one (i.e, from 6+
to 5+). This only increase existing Cover Saves and does not grant one when in terrain that does not normally grant Cover
Saves. This rule cannot increase a Cover Save to better than 2+.

Line Sub-type • A unit that includes at least one model with the Line sub-type counts as both a Scoring and Denial unit.

Inertial Guidance System When deployed as the first model placed during a Deep Strike Assault, or other deployment that requires a model with this
special rule to scatter, the distance the model scatters is reduced by half and if it scatters into Impassable Terrain or off of the
battlefield then it is moved the minimum distance required to avoid such obstacles. In addition, if all units included in a Deep
Strike Assault have the Inertial Guidance System special rule or are models Embarked on a model with that special rule then
any rolls made to determine if the Deep Strike Assault is Disordered may be re-rolled.

Deep Strike A unit made up entirely of models with this special rule may perform a Deep Strike Assault as described on page 310. Certain
Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.

Dreadnought Transport A model with this special rule may transport a single model with the Dreadnought Unit Type with no more than 8 Wounds
instead of any other models. A Dreadnought model may not Embark upon a model with this special rule if any other models
are already Embarked on it, and while a Dreadnought model is Embarked on a model with this special rule then no other
models may Embark.

Heat Blast When a model with this special rule is deployed onto the battlefield using the Deep Strike special rule, and once all models
arriving from Deep Strike in the same phase have been placed in their final positions, but before any models Embarked on the
model with this special rule have Disembarked, any models within 3+D3" (friendly or enemy) suffer a Str 6 AP 5 Hit (models
with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as a Flame
attack).

In addition, when moving in Hover mode, the controlling player may choose to inflict D6 Str 6 AP 5 Hits on any unit that a
model with this special rule moves over. These Hits are distributed randomly within the target unit and models with the Vehicle
Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as a Flame attack. Once the
model has finished moving, the controlling player must roll a D6 for each unit it has inflicted Hits upon using this special rule –
any results of a ‘1’ inflict a Hull Point of damage on the model with this special rule.

Hover Sub-type A Flyer with the Hover sub-type must declare whether it is going to Zoom or Hover before it moves, and before any Embarked
models Disembark, each Movement phase. This means that if the Flyer arrives from Reserves, you must declare which type
of Movement it is using before placing it on the board. If a Flyer is in a Squadron, all Vehicles in the Squadron must choose
the same type of Movement A Flyer in Hover mode cannot switch to Zoom mode if it is Immobilised.
If a Flyer is Hovering, it is treated exactly as a Skimmer (see page 214).

Firing Protocols (4) When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the
value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the
model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing
Protocols (2) special rule may attack with up to two different weapons.
Harbingers of the Legion A unit that includes any models with this special rule may not join or be joined by any model that does not also have this
special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit that includes
any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring
unit or a Denial unit regardless of any other special rules or Mission rules in use – however, a model with this special rule may
re-roll all failed Shrouded Damage Mitigation rolls.

Hit & Run A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the
end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.
If the Test is failed, nothing happens and the models remain locked in the fight.
If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as
the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are
locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen
direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance
rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their
Initiative.
A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to
move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both
sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends
up no longer in combat, it Consolidates instead.

Outflank A unit made up entirely of models with this special rule may perform a Flanking Assault as described on page 311. Certain
Faction or unit special rules may present other options for the deployment of units with the Outflank special unit.

Cavalry Sub-type • Cavalry models cannot be Pinned.


• Cavalry models are not slowed down by Difficult Terrain, even when Charging. However, Cavalry models treat all Difficult
Terrain as Dangerous Terrain instead.
• Cavalry models move 3D6" when Falling Back, rather than 2D6".
• No model that is not also of the Cavalry Unit Type may join a unit that includes a Cavalry model.

Concussive (1) A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a
weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part
of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that
unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no
value is listed then reduce the target unit’s WS by -1).

No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may
only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with
different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks –
the effects do not stack or otherwise become cumulative.

Graviton Pulse Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type
that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll
of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place
after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain
until the end of the next Game Turn.

Haywire ‘For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6
to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
D6 Result
1: No Effect.
2-5: Vehicles suffer a Glancing Hit, other models suffer 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be
taken against Wounds inflicted by this result.
6: Vehicles suffer a Penetrating Hit, Dreadnoughts and Automata suffer 1 Wound. No Saves or Damage Mitigation rolls may
be taken against Wounds inflicted by this result.

Breaching (4+) When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the
Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player
must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not
have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound
inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the
Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on
the attacking model.
Gets Hot When firing a weapon that Gets Hot. roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately
suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable
Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) - this Wound cannot be allocated to any
other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a
Glancing Hit.

Gets Hot and Weapons that do not Roll To Hit


Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the
shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately
suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable
Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any
other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 to Hit. If this roll results in a 1 or 2, the Vehicle suffers a
Glancing Hit.

Gets Hot and Re-rolls


If a model has the ability to re-roll its rolls To Hit (including because of BS 6+ or the Twin-linked special rule), a Wound is only
suffered if the To Hit re-roll is a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.

Talons of the Legion 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.

Exoshock (6+) If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the
value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves
may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the
score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional
Hits.

If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.

Ignores Cover Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point
damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other
special rules as well as Cover Saves conferred by terrain.

Sunder Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting
Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result
must be kept.

Assault Vehicle Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including
when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.

Skyfire A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when
shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.

LoW (where are they?) To add Lords of War you now need to add the additional detachment to your list. To do this:
THIS ENTRY CAN BE
REMOVED FROM YOUR A - On Mobile, after adding your initial detachment, press the + sign at the bottom left
ROSTER WITHOUT ISSUE B - On Desktop after adding your first force then just press add force again
Then choose the army you wish to have a lord of war from, then pick "Lord of War Detachment". This allows the choice of any
LoW from any army as per the rules of HH2 (apart from the new Ruinstorm Deamons one can only be taken in a Lord of War
Detachment for Ruinstorm Daemons).
THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEFULLY EVERYONE
WILL BE USED TO WHERE THE NEW LOCATION IS, AND I DON’T GET 100S OF BUG REPORTS FROM PEOPLE NOT
BEING ABLE TO FIND THEIR LOW
Reactions

Advanced Reaction: Combat Air Patrol

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 a 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.

Space Wolves Advanced Reaction

This Advanced Reaction is available only to units made up entirely of models with the Legiones Astartes (Space Wolves) 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.

No Prey Escapes the Wolf – This Advanced Reaction may be made once per battle in the opposing player’s turn, when any enemy unit with one or more
models within 12" of a friendly unit made up entirely of models with the Legiones Astartes (Space Wolves) special rule is moved during the Movement phase.
Once the enemy unit that triggered this Reaction has been moved, but before any other units are moved, a single friendly unit made up entirely of models with
the Legiones Astartes (Space Wolves) special rule that can draw a line of sight to the enemy unit that moved may immediately move up to a number of inches
equal to the highest Initiative Characteristic in the unit and then declare a Charge targeting the enemy unit that moved if it is within 12". A Charge declared as
part of this Reaction is resolved immediately (the enemy unit may not declare any Reaction against this Charge), and if successful the combat will be fought as
normal in the following Assault phase, with a Charging unit with the Legiones Astartes (Space Wolves) special rule gaining all the normal benefits of Charging.
Wargear Item

Æther-rune Armour

Æther-rune armour confers a 2+ Armour Save. In addition, it increases the Wounds Characteristic of a model with it by +1 and grants the Adamantium Will
(4+) special rule to that model.

Artificer Armour

Artificer armour confers a 2+ Armour Save.

Cataphractii Terminator Armour

Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii
Terminator armour may not make Sweeping Advances.

Flare Shield

A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special
rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.

Frag Grenades

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged
through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a
Charge through Difficult Terrain or Dangerous Terrain.

Grenade Harness

A unit that includes at least one model with a grenade harness makes attacks at its normal Initiative Step during an Assault after it has successfully Charged
through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a
Charge through Difficult Terrain or Dangerous Terrain.

Krak Grenades

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building
or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of
attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item
of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).

Legion Standard

All of the controlling player’s units with the Legiones Hereticus (X) special rule within 6" of a friendly model with a Legion standard are considered to have a
Leadership Characteristic of 10 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Legion
standard gain the Line Sub-type as long as they remain part of that unit – this benefit is lost immediately if the model with the Legion standard is removed as a
casualty.

Legion 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 Legion 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.

Misericord

A unit made up entirely of models with Terminator armour, including Indomitus Terminator armour, Tartaros Terminator armour, Cataphractii Terminator armour
and Legion-specific Terminator Armour such as Iron Hands Gorgon Terminator armour, or models with the Primarch Unit Type, may Charge on the same turn
that they have Disembarked from a model with this special rule.

Narthecium

All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gains the Feel No Pain (5+) special rule. Units
that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not
affected by this special rule and do not gain the Feel No Pain (X) special rule.

Nuncio-Vox

While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter
rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit
targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1
penalty to Leadership imposed by the Night Fighting rules.

Power Armour

Power armour provides a 3+ Armour Save.

Psychic Hood
Any enemy model within 18" and line of sight of a model with a psychic hood must reduce its Leadership by -2 when making Psychic checks. This modifier is
not cumulative and no model may suffer from penalties from more than one psychic hood.

Refractor Field

A model with a refractor field gains a 5+ Invulnerable Save.


Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that
specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.

Scimitar Jetbike

A Legion Scimitar jetbike has one heavy bolter. In addition, a model with a Legion Scimitar jetbike that chooses to Run gains the Shrouded (5+) special rule
until the start of the controlling player’s next turn.

A model with the Infantry Unit Type that selects a Legion Scimitar jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav), keeping any other
Unit Sub-types it previously had, changes its Movement Characteristic to 16 and gains the Firing Protocols (2) and Hammer of Wrath (1) special rules.
Weapon Range Strength AP

Bolt Pistol 12" 4 5

Pistol 1

Bolter 24" 4 5

Rapid Fire

Bolter (Primary) 24" 4 5

Rapid Fire

Chainfist - 2x 2

Melee, Armourbane (Melee), Unwieldy

Chainsword - User -

Melee, Shred

Combi-bolter 24" 4 5

Rapid Fire, Twin-linked

Force Staff . +1 3

Melee, Reach (1), Force

Graviton Gun 18" † 4

Heavy 1, Blast (3"), Concussive (1), †Graviton Pulse, Haywire

Great Frost Blade - +2 2

Melee, Reaping blow (1), Two-handed

Grenade launcher - Frag (Secondary) 24" 3 6

Assault 1, Blast (3"), Pinning

Grenade launcher - Krak (Secondary) 24" 5 4

Assault 1

Heavy Bolter 36" 5 4

Heavy 4

Lightning Claw - User 3

Melee, Shred, Rending (6+), Specialist Weapon

Magna-Melta Cannon 36" 8 1

Heavy 3, Armourbane (Melta), Twin-linked

Meltabombs - 8 1

Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Missile Launcher - Flak 48" 7 3

Heavy 1, Skyfire

Missile Launcher - Frag 48" 4 6

Heavy 1, Blast (3"), Pinning

Missile Launcher - Krak 48" 8 3

Heavy 1

Multi-Melta 24" 8 1

Heavy 1, Armourbane (Melta), Twin-linked


Plasma Cannon 36" 7 4

Heavy 1, Blast (3"), Breaching (4+), Gets Hot

Power Axe - +1 2

Melee, Unwieldy

Power Lance - +1 3

Melee, Reach (1)

Power Maul - +2 3

Melee

Rotary Missile Launcher 60" 8 2

Heavy 3, Exoshock (6+), Ignores Cover, Twin-linked

Servo-Arm - 8 2

Melee, Unwieldy

Thunder Hammer - x2 2

Melee, Unwieldy, Brutal (2), Specialist Weapon

Twin-linked Lascannon 48" 9 2

Heavy 1, Sunder, Twin-linked

Volkite Charger 15" 5 5

Assault 2, Deflagrate

Volkite Culverin 45" 6 5

Heavy 5, Deflagrate

Volkite Serpenta 10" 5 5

Pistol 2, Deflagrate

Psychic Power

Stormwrought

Instead of making a Shooting Attack, the controlling player of a Psyker with this Psychic Power may select a single friendly unit with at least on model within 6"
of the Psyker that is composed entirely of models with the Infantry, Cavalry or Dreadnought Unit-types. The chosen unit gains the Shrouded (5+) special rule
until the beginning of the controlling player's next Shooting Phase. When using this power the controlling player may choose to have the Psyker take a Psychic
Check if the Psychic Check is successful the effect is improved to Shrouded (3+), if the Check is failed the Shrouded (5+) special rule is applied to the target
unit and the Psyker suffers Perils of the Warp.

Psychic Weapon Range Strength AP Type

Wrath of the Death Wolf Template 5 4 Assault 1, Deflagrate, Force


Unit Unit Type Move WS BS S T W I A Ld Save

Apothecary[1] Infantry (Character) 7 4 4 4 4 1 4 2 8 2+

Apothecary[2] Cavalry (Character) (Antigrav) 16 4 4 4 4 1 4 2 8 2+

Cataphractii Chosen Infantry (Heavy) 6 5 4 4 4 2 4 2 8 2+

Cataphractii Standard Bearer Infantry (Heavy) 6 5 4 4 4 2 4 2 8 2+

Grey Stalker Infantry (Skirmish, Line) 7" 4 4 4 4 1 4 1 7 3+

Huscarl Infantry (Character, Skirmish, Line) 7" 4 4 4 4 1 4 2 8 3+

Legion Cataphractii Centurion Infantry (Heavy, Character) 6 5 5 4 4 3 5 3 10 2+

Legion Cataphractii Praetor Infantry (Heavy, Character) 6 6 5 4 4 4 5 4 10 2+

Legion Centurion Cavalry (Character) (Psyker) 16 5 5 4 4 3 5 3 9 2+

Legion Sky-Hunter Cavalry (Antigrav) (Line) 16 4 4 4 4 2 4 1 7 3+

Legion Sky-Hunter Sergeant Cavalry (Antigrav, Character) (Line) 16 4 4 4 4 2 4 2 8 2+

Proteus Land Speeder Cavalry (Antigrav) 16 4 4 4 5 3 4 2 8 3+

Techmarine Cavalry (Character) (Antigrav) 16 4 4 4 4 1 4 2 8 2+

Warlord Trait

Hunger of the Void

A Warlord with this Trait gains an additional Wound at the end of any Assault phase in which he inflicts at least one unsaved Wound on an enemy model. This
can not increase the Warlord’s Wounds Characteristic above his starting value (including any bonuses from Wargear items like Æther-rune armour), but if this
effect is triggered while the Warlord has his maximum possible number of Wounds then he instead gains +1 Attacks and Strength until the end of the
controlling player’s next turn. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Assault phase so
long as the Warlord has not been removed as a casualty.

Vehicle Unit Type Move BS Front Side Rear HP Transport Capacity

Caestus Assault Ram Vehicle (Flyer, Hover, Transport) 14" 4 13 13 11 4 16

Two at the front of the hull.

Dreadclaw Drop Pod Vehicle (Transport) 15 4 12 12 12 3 12

The entire hull of the Legion Dreadclaw Drop Pod is counted as an access point.

Xiphon Interceptor Vehicle (Flyer) 20 4 11 11 11 3 -

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