Army building
Everything starts from a Crusade Primary Detachment, to which you then add further detachments.
This is the only mandatory detachment. You put in it only what you want: nothing inside it is compulsory. It is simply capped, at a maximum of:
- 1 High Command — your big boss (praetor, some heroes…);
- 3 Command — the line officers (centurions, chaplains, librarian…);
- 4 Troops — your core squads (Tactical, etc.);
- 4 Transports — rhinos and other vehicles to move everyone around.
Example: 1 praetor (High Command), 1 centurion (Command), 2 tactical squads (Troops) and 1 rhino (Transport).
For all other models (dreadnoughts, terminators, tanks…), you need to unlock additional detachments. Your Primary Detachment is the key:
- Each Command lets you take 1 Auxiliary Detachment (Armoured Fist, Tactical Support…). You can take the same one several times.
- The "Officer of the Line (2)"Allows a number of Auxiliary Detachments equal to X to be selected for the Command Slot concerned, instead of only one. rule (the Centurion, for example) lets you select not 1 but 2 Auxiliary Detachments for the Command concerned.
- If you have taken a High Command, you can select 1 Apex Detachment (Combat Escort, Officer Cadre, Army Vanguard) or 1 Auxiliary Detachment (like a Command).
In short: the more officers you take in your Primary Detachment, the more detachments you unlock for the rest of your collection.
Hover over (or tap) each slot to display its description.
Mandatory starting point
Additional Detachments
Auxiliary Detachments
Apex Detachments
Remember: an army must include 1 Primary Detachment. It can always include any number of Allied Detachments, up to 1 Lord of War Detachment, and a number of Auxiliary/Apex Detachments determined by your Command and High Command Slots.
Every unit in the game has a Battlefield Role: a "Troops" slot can only hold a unit with the Troops Battlefield Role, and so on.
| Battlefield Role | Description |
|---|---|
| Warlord | The Primarchs and a handful of mighty warriors. No more than 25% of your points limit may be spent on Warlord + Lord of War. |
| High Command | The highest-ranking officers of an army. |
| Command | The army's line officers. |
| Retinue | The warriors tasked with protecting the army's officers. |
| Elites | The most fearsome warriors of an army. |
| War-engine | Legiones Astartes Dreadnoughts and other similar war machines. |
| Troops | The line troops who hold the field and allow generals to achieve victory. |
| Support | Support troops who help the other warriors accomplish their mission. |
| Lord of War | The most imposing and powerful units of an army. Same 25% limit shared with Warlord. |
| Transport | The units charged with ferrying vulnerable troops. |
| Heavy Assault | Heavy assault units tasked with breaking the enemy lines. |
| Heavy Transport | The heaviest and best-protected transports of an army. |
| Armour | Armoured vehicles equipped with the most powerful weapons that can be deployed on the battlefield. |
| Recon | Light infantry and cavalry tasked with harassing, pursuing and tracking the enemy. |
| Fast Attack | Fast units able to strike the enemy and withdraw at high speed. |
Some slots in the chart bear a special symbol: these are Prime Slots. They grant a benefit: a Prime Advantage of your choice from the 5 below. Most are characteristic upgrades… except one, which is very strong for structuring your list.
Special case: if the chosen unit includes models with the UniqueAn army may include only one of a model with this sub-type. A model with the Unique sub-type, or a unit made up entirely of such models, cannot have any options other than those selected for it in its army list profile. sub-type, the only Prime Advantages available are Special Assignment and Logistical Benefit.
One model with the SergeantThe Controlling Player of a unit that includes one or more models with the Sergeant sub-type may use the characteristics of one of those models to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Leadership, as well as the ChampionA model with the Champion sub-type may issue and accept Challenges. sub-type (if it is already a Champion, it instead gains +1 Leadership).
This advantage may only be selected once per detachment.
Practical tip: suited to your main Tactical squad. A Champion sergeant can issue and accept Challenges.
All models in the unit occupying the Prime Slot gain +1 Leadership, Cool, Intelligence and Willpower (maximum 10). This only applies to models that are part of the unit, not those that join it before or during the battle.
Practical tip: these characteristics are used for morale checks and Tactical Statuses. A Combat Veterans unit resists panic better: suited to the squad holding your main objective.
One model with the CommandA model with the Command sub-type may join and leave units, and issue and accept Challenges. The Controlling Player of a unit that includes one or more such models may use its characteristics to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Ballistic Skill.
Practical tip: best kept for an officer meant for combat. A Paragon of Battle Centurion strikes more often and more accurately.
Can only be chosen for a Command Slot. The slot can then be filled by a High Command unit, while remaining a Command Slot. However, this slot unlocks no additional detachment, whatever the Battlefield Role or special rules of the chosen unit.
Practical tip: handy for fielding a second important character without exceeding the limit of 1 High Command. In exchange, you lose the Auxiliary Detachment this Command would have unlocked.
Adds a slot to the detachment that includes the Prime Slot. This slot can have any Battlefield Role, except High Command, Command, Warlord or Lord of War.
This advantage may only be selected once per detachment.
Some tanks can receive the Legion Decurion upgrade: a seasoned tank commander, represented by a model visible in an otherwise unoccupied cupola or hatch. The army book offers 4, restricted to the Predator, Sicaran (only with the standard twin accelerator autocannon or the Punisher rotary cannon) and Kratos Assault Tank; a fifth, the Decurion Magna, comes from the Journal Tactica Mailed Fist and applies to Fellblade and Falchion super-heavy tanks. Only one Decurion upgrade per Model, and two of them are restricted to a specific Legion.
Available to any Legion. Requires the Model to also have a Pintle Weapon (other than a Pintle Mounted Havoc launcher).
- Predator — +20 Points
- Sicaran — +20 Points
- Kratos Assault Tank — +30 Points
Grants the Point DefenceWhen the Model is the Target of a Charge, it may make an additional Volley Attack with a single Pintle Weapon; if it Removes any Model as a Casualty, the Charging Unit subtracts 1 from the result of any Charge Roll made this Phase. Special Rule.
Available to any Legion.
- Predator — +30 Points
- Sicaran — +30 Points
- Kratos Assault Tank — +40 Points
Grants an augury scanner and the Localised StrikeWhen making a Return Fire Reaction, all of the Model's Turret Mounted weapons are treated as Defensive Weapons; if the Turret Mounted weapon is already a Defensive Weapon, it instead gains +1 to the Hit Tests of its Fire Group. Special Rule.
Restricted to Models with the Imperial Fists Trait, without a Pintle Weapon.
- Predator — +30 Points
- Sicaran — +30 Points
- Kratos Assault Tank — +30 Points
Grants a Pintle Mounted Iliastus assault cannon (which also gains SkyfireAgainst a Flyer, the weapon hits normally using the firer's BS instead of firing Snap Shots — including during Reactions. No effect if the firing unit has a Tactical Status. and Precision (6+)If the Hit Test is equal to or greater than X, the attacker chooses which model suffers the wound.) and an augury scanner.
Restricted to Models with the Sons of Horus Trait, without a Pintle Weapon.
- Predator — +25 Points
- Sicaran — +25 Points
- Kratos Assault Tank — +30 Points
Grants a Pintle Mounted Banestrike bolt cannon and the Brutal SubjugationThe Model may target a friendly Routed Unit with a Shooting Attack using the Banestrike bolt cannon to remove that Tactical Status from it, including during the Reposition Sub-phase against a Unit within 12 inches, without a Leadership Check. Special Rule.
Source: Journal Tactica Mailed Fist. Available to any Legion: many of the Legions' most prestigious Decurions end up commanding super-heavy tanks, bringing to these mobile fortresses the experience gained over many campaigns.
- Fellblade Super-heavy Battle Tank — +60 Points
- Falchion Super-heavy Tank Destroyer — +60 Points
Grants an Incursor pattern command matrixThe (Super-heavy) Model may make the Overwatch and Return Fire Reactions in response to the actions of any Unit, not only Units that include Models with the Paragon Type or the Super-heavy, Knight or Titan Sub-type. While it is Suppressed or Stunned, it has the Auto-repair (4+) Special Rule..
Practical tip: the corresponding options appear greyed out on the Predator, Sicaran and Kratos Assault Tank cards until their conditions (Legion, Pintle Weapon) are met. The Decurion Magna, for its part, is selected on the Fellblade and Falchion cards.
Reminder: these cards are a manual transcription; if in doubt, the rulebook and the army book take precedence.
A knight is a vehicle with the knight sub-type. This section details the rules specific to the Questoris Knights army book: army composition, household rank Prime Advantages, additional detachments, household paradigms, Questoris vows and Questoris Familia Advanced Reactions.
When you add a unit to your army, you must choose one of the following traits — this choice replaces every instance of the [Questoris Familia] trait:
- Questoris Imperialis
- Questoris Mechanicum
- Questoris Mendicus
Each time you select a Faction Trait from this list, the corresponding household paradigm is automatically selected, which confers a range of special rules. This choice corresponds to the Household menu — the [Questoris Familia] trait is simply hidden on a unit's card, like [Legiones Astartes] for the Astartes Legions.
Bonus Reaction Allotment. If an army contains a Knight Households Primary Detachment, the player gains a bonus Reaction Allotment if that detachment contains at least one unit with the Seneschal household rank Prime Advantage.
The Crusade Primary Detachment of the Crusade Force Organisation Chart is replaced by the Knight Households Primary Detachment. This detachment is treated as a Crusade Primary Detachment for the purposes of the army selection process, and the army's faction is defined by the Faction Trait of the units selected to fill Force Organisation slots in this detachment (there must be at least one).
An army using this Primary Detachment may include any number of points of units with the Lord of War Battlefield Role, up to the army's points limit, but it cannot include any Allied Detachment, Warlord Detachment or Lord of War Detachment.
In addition, units selected to fill Prime Slots in this detachment may only be given household rank Prime Advantages.
Household rank Prime Advantages are Prime Advantages restricted to units made up solely of models with the Knight sub-type, but which otherwise follow all the standard rules and limitations for Prime Advantages — including the "0-1 per army" restriction stated for most of them.
Martial Paragon
- Martial Paragons represent the standard on which the unit profiles in the Questoris Familia army list are based: this advantage does not modify any model's profile.
- Unlocks the Support Banner additional detachment.
Preceptor (0-1)
- Models in the unit gain Battlesmith (2)In the Movement Phase, may attempt to repair or restore a friendly Vehicle/Automata model within 6 inches. and count as having an Intelligence of 8 for this special rule.
- Unlocks the Automata Talon additional detachment.
Uhlan (0-1)
- Models in the unit gain Fleet (2)A unit made up entirely of models with this rule gains a bonus of X inches when Rushing, and of X to the Charge Roll. and Impact (A)When charging, the model gains +1 to characteristic X..
- Only the Vow of Haste may be declared for a model in the unit.
Auctellier (0-1)
- Models in the unit gain Precision (5+)If the Hit Test is equal to or greater than X, the attacker chooses which model suffers the wound. on their melee weapons.
- Only the Vow of Execution may be declared for a model in the unit.
Mourner (0-1)
- Models in the unit gain Fear (2)Enemy units within 12 inches suffer a penalty of X to their Leadership, Cool, Willpower and Intelligence characteristics..
- Only the Vow of Slaughter may be declared for a model in the unit.
Implacable Paragon (0-1)
- Models in the unit gain FirestormThe unit is not limited to Snap Shots when making a Volley Attack: it fires normally..
- Only the Vow of Resolution may be declared for a model in the unit.
Seneschal (0-1)
- A Penetrating Hit allocated to the unit has its Damage modified by -1 (minimum 1).
- The unit counts as a High Command choice for the Slay the Warlord (X) Secondary Objective.
- Unlocks the bonus Reaction Allotment (see above).
Paragon Lord (0-1)
- Models in the unit get two Repair Tests per Status Sub-Phase instead of one.
- Unlocks the Commoner Household additional detachment.
Arbalester (0-1)
- A move of no more than half the model's Movement characteristic still retains the benefit of the Heavy (X)If the firer is stationary: +1 to characteristic X./Ordnance (X)Doubles the value of characteristic X if the firer remained stationary in the previous turn (an AP becomes AP2 instead of being doubled). variant of its weapons.
Aspirant Paragon
- Models in the unit gain Expendable (1)Reduces by X (minimum 1) the Victory Points scored by the opponent when this unit is destroyed. and modify by -1 the value of X of their Auto-repair (X)Bonus to a Vehicle's Repair Tests: succeeds on X or more, instead of the usual 6. special rule.
- Unlocks the Armiger Talon additional detachment.
Unlike other additional detachments, these detachments are added when certain household rank Prime Advantages are selected for units filling a slot in the Knight Households Primary Detachment, and they are linked to the detachment for which those Prime Slot units were selected (usually the Knight Households Primary Detachment).
Armiger Talon
- Unlocked by the Aspirant Paragon advantage.
- 4 War-engines slots (Armigers).
Support Banner
- Unlocked by the Martial Paragon advantage.
- 2 Lords of War slots, all Prime: only household rank advantages can be selected for them.
Automata Talon
- Unlocked by the Preceptor advantage.
- 1 Elites slot (Domitar Maniple), 1 Support (Castellax Maniple), 1 Recon (Vorax Maniple), 1 Fast Attack (Vultarax Stratos Squadron) — Liber Mechanicum, not transcribed on this site.
Commoner Household
- Unlocked by the Paragon Lord advantage.
- Solar Auxilia (Liber Auxilia) or Imperialis Militia units — not transcribed on this site.
When a Faction Trait is selected to replace the [Questoris Familia] trait, a corresponding household paradigm is automatically selected, which confers a range of special rules and effects. The three household paradigms (Questoris Imperialis, Questoris Mechanicum and Questoris Mendicus) are detailed in the following sections.
Questoris Tactica
An army that includes models with the Questoris Imperialis Faction Trait also gains the Imperial House household paradigm, and is subject to the following special rule:
Baronial Court
A single Commoner Household additional detachment may be added to an army with the Imperial House household paradigm, without the corresponding household rank Prime Advantage having to be selected for a unit in that army. This additional detachment is linked either to a Knight Households Primary Detachment or to an Additional Lord of War Detachment (player's choice), as long as that detachment contains at least one model with the Questoris Imperialis Faction Trait.
In addition, an army with the Imperial House household paradigm is not subject to the 0-1 per army restriction that applies to the Paragon Lord household rank Prime Advantage.
Questoris Vow — Vow of Domination
When declaring Questoris vows for an army with the Imperial House household paradigm, the Vow of Domination may be declared in addition to the common Questoris vows.
The first time in a battle that each model that has taken this Questoris vow scores Victory Points by virtue of the Vanguard (X)+X Victory Points when the unit destroys an enemy unit within 3 inches of an objective or routs it in combat; never more than 1 Victory Point for controlling an objective. special rule, increase by 2 the number of Victory Points its Controlling Player scores.
Advanced Reaction — Rallying Cry
The Controlling Player of units made up solely of models with the Questoris Imperialis Faction Trait may spend Reaction Allotments to make the following Advanced Reaction:
This Reaction allows all the knights in an army to make a Repair Test when the Active Player scores Victory Points in their End Phase.
- Trigger: once per battle, the Reactive Player may declare this Advanced Reaction during the Victory Sub-Phase of the Active Player's End Phase, when the latter scores 1 or more Victory Points.
- Cost: 1 Reaction Allotment, paid upon declaration.
- Target: any unit controlled by the Reactive Player made up solely of models with the Knight sub-type that have the Questoris Imperialis trait.
Process
Once declared, the Reactive Player may make a single Repair Test for every model with the Knight sub-type under their control.
Questoris Tactica
An army that includes models with the Questoris Mechanicum Faction Trait also gains the Mechanicum Vassals household paradigm, and is subject to the following special rule:
Servants of the Machine
A single Automata Talon additional detachment may be added to an army with the Mechanicum Vassals household paradigm, without the corresponding household rank Prime Advantage having to be selected for a unit in that army. This additional detachment is linked either to a Knight Households Primary Detachment or to an Additional Lord of War Detachment (player's choice), as long as that detachment contains at least one model with the Questoris Mechanicum Faction Trait.
In addition, an army with the Mechanicum Vassals household paradigm is not subject to the 0-1 per army restriction that applies to the Preceptor household rank Prime Advantage.
Questoris Vow — Vow of Obedience
When declaring Questoris vows for an army with the Mechanicum Vassals household paradigm, the Vow of Obedience may be declared in addition to the common Questoris vows.
The first time in a battle that a friendly unit with at least one model within 12 inches of a model that has taken this Questoris vow scores an objective, modify the value of that objective by +2 for the duration of the Victory Sub-Phase of that End Phase.
Advanced Reaction — Rad Purge
The Controlling Player of units made up solely of models with the Questoris Mechanicum Faction Trait may spend Reaction Allotments to make the following Advanced Reaction:
This Reaction allows the reacting model to attack every enemy model in base contact.
- Trigger: the Reactive Player may declare this Advanced Reaction at the end of step 5 of the Fight Sub-Phase of any combat that involves at least one unit under their control made up solely of models with the Knight sub-type that have the Questoris Mechanicum trait.
- Cost: 1 Reaction Allotment, paid upon declaration.
- Target: a unit controlled by the Reactive Player made up solely of models with the Knight sub-type that have the Questoris Mechanicum trait, and that is in combat.
Process
- Once this Advanced Reaction is declared, each enemy unit with one or more models in base contact with at least one model in the Reacting Unit suffers a number of automatic hits equal to the number of its models engaged with at least one model in the Reacting Unit. Each of these hits has a Strength of 2, an AP of 5 and a Damage of 1, as well as the Phage (T)Each unsaved wound permanently reduces one of the target's characteristics by 1 for the rest of the battle. and Poisoned (2+)The Wound Test is always made on X, whatever the target's Toughness. special rules.
- Once these hits have been resolved and any Casualties they caused have been removed, the round of combat ends. Casualties inflicted by this Advanced Reaction count in the following Resolution Sub-Phase for the purposes of scoring Combat Resolution Points.
Questoris Tactica
An army that includes models with the Questoris Mendicus Faction Trait also gains the Landless Company household paradigm, and is subject to the following special rules:
Faithful Sworn
A single Armiger Talon additional detachment may be added to an army with the Landless Company household paradigm, without the corresponding household rank Prime Advantage having to be selected for a unit in that army. This additional detachment is linked either to a Knight Households Primary Detachment or to an Additional Lord of War Detachment (player's choice), as long as that detachment contains at least one model with the Questoris Mendicus Faction Trait.
Mendicant Knights
Units selected in a Lord of War Detachment of an army with the Landless Company household paradigm, and taken from the Questoris Familia army list, may each be given a single household rank Prime Advantage as if they had been selected to fill a Prime Force Organisation slot.
Questoris Vow — Vow of Belligerence
When declaring Questoris vows for an army with the Landless Company household paradigm, the Vow of Belligerence may be declared in addition to the common Questoris vows. Unlike other Questoris vows, the Vow of Belligerence may be declared for a single model with the Knight sub-type in an army that does not use the Knight Households Primary Detachment, but that otherwise follows all the standard rules for declaring Questoris vows.
If a model that has taken this Questoris vow was involved in the first combat of a battle in which its Controlling Player is declared the winner, that Controlling Player gains 2 Victory Points.
Advanced Reaction — Valiant End
The Controlling Player of units made up solely of models with the Questoris Mendicus Faction Trait may spend Reaction Allotments to make the following Advanced Reaction:
This Reaction allows the Reactive Player to automatically apply the effects of the Explodes (X)When the model explodes, every unit within 6 inches suffers a number of Hit Tests equal to the exploding model's base Wounds (Strength 8, Damage 1). special rule when a knight under their control is Removed as a Casualty.
- Trigger: the Reactive Player may declare this Advanced Reaction at step 11 of a Shooting Attack or at step 10 of an Initiative Step in the Active Player's turn, when a model with the Knight sub-type that has the Questoris Mendicus trait under their control would be Removed as a Casualty after losing its last Hull Point.
- Cost: 1 Reaction Allotment, paid upon declaration.
- Target: always the model with the Knight sub-type that has the Questoris Mendicus trait under the Reactive Player's control that has lost its last Hull Point and would be Removed as a Casualty.
Process
- The Reactive Player immediately resolves the version of the Explodes (X)When the model explodes, every unit within 6 inches suffers a number of Hit Tests equal to the exploding model's base Wounds (Strength 8, Damage 1). special rule that the reacting model has, and is considered to have automatically rolled a 6 on the dice rolled as part of the special rule.
- Once the Explodes (X)When the model explodes, every unit within 6 inches suffers a number of Hit Tests equal to the exploding model's base Wounds (Strength 8, Damage 1). special rule has been resolved, the reacting model is immediately Removed as a Casualty.
The Questoris vows that may be declared for a model with the Knight sub-type are listed below, in addition to the vow specific to the army's household paradigm.
Vow of Execution
- Knights swearing the Vow of Execution go in search of the leaders among the enemy's hosts, striving to break its chain of command as well as its ranks.
- If an attack by a model that has taken this vow results in the last model of a unit selected to fill a High Command Force Organisation slot being Removed as a Casualty, increase by 2 the Victory Points scored for achieving a version of the Slay the Warlord (X) Secondary Objective.
Vow of Resolution
- A grim oath, sworn only when a knightly host's chances of survival seem slim: the Vow of Resolution binds the pilot to stand firm, no matter what the enemy hurls at them.
- If a model that has taken this vow is still on the battlefield at the end of the battle, increase by 2 the Victory Points scored for achieving a version of the Last Man Standing (X) Secondary Objective.
Vow of Slaughter
- The Vow of Slaughter has its origins in the great hunts held to track and kill the megafauna of many knight worlds: the scions bound by this vow swear to be the first to bring down the mightiest combatants the opponent can muster, be they flesh or machine.
- If, during the Controlling Player's first turn, an attack by a model that has taken this vow results in the last model of an enemy unit selected to fill a Lord of War Force Organisation slot being Removed as a Casualty, increase by 2 the Victory Points scored for achieving a version of the Giant Killer (X) Secondary Objective.
Vow of Haste
- A vow common among a household's most impetuous scions: those who swear the Vow of Haste thereby pledge to be the first to bring down an enemy.
- If, during the Controlling Player's first turn, an attack by a model that has taken this vow results in the last model of an enemy unit being Removed as a Casualty, increase by 2 the Victory Points scored for achieving a version of the First Strike (X) Secondary Objective.
These three Advanced Reactions are available to any unit made up solely of models with the Knight sub-type, whatever its household paradigm — in addition to each household's own Advanced Reaction.
Stomp
This Reaction allows the Reactive Player to move a knight towards an enemy unit that has come within 8 inches and make a stomp attack.
- Trigger: at step 2 of the Reposition Sub-Phase process, if an enemy unit made up solely of Infantry, Cavalry or Automata models ends a move within 8 inches of and in Line of Sight of a unit controlled by the Reactive Player made up solely of models with the Knight sub-type.
- Cost: 1 Reaction Allotment, paid upon declaration.
- Target: the Target Unit is always the unit whose move triggered the Reaction. Once the cost has been paid, the Reactive Player chooses a unit under their control within 8 inches of and in Line of Sight of the Target Unit, made up solely of models with the Knight sub-type: this unit is the Reacting Unit.
Process
- Once the Stomp Reaction has been declared, the Active Player must fully resolve the Target Unit's move.
- Once the Target Unit has finished its move, the Reactive Player may move each model in the Reacting Unit up to a number of inches equal to its base Initiative characteristic, straight towards the Target Unit, without ending within 1 inch of any enemy model that is not part of the Target Unit.
- Once this move is finished, the Reactive Player may place a 3-inch Blast marker in base contact with a single model in the Reacting Unit, without fully or partially covering any model that is not part of the Target Unit with that marker.
- Once this Blast marker has been placed, the Target Unit suffers a number of automatic hits equal to the number of its models fully or partially covered by the marker. These hits are resolved with a Strength equal to the highest base Hull Points characteristic of a model in the Reacting Unit, an AP of 3 and a Damage of 2.
Angle Shields
This Reaction allows the Reactive Player to improve a knight's Invulnerable Save by +1 against a single Shooting Attack, but modifies its Invulnerable Save by −1 against all subsequent Shooting Attacks in that Player Turn.
- Trigger: in the Shooting Phase, at step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player against a unit made up solely of models with the Knight sub-type.
- Cost: free.
- Target: always the unit that was the target of the Shooting Attack that triggered the Reaction.
Process
- All models in the Reacting Unit immediately improve by +1 the Invulnerable Save they have against Shooting Attacks made against their front arc, for the duration of the Shooting Attack that triggered the Reaction.
- The Active Player finishes resolving the original Shooting Attack that triggered the Reaction.
- Once this Shooting Attack has been resolved, all models in the Reacting Unit modify by −1 all the Invulnerable Saves they have against Shooting Attacks made against their front arc, for the rest of the Active Player's turn.
Joust!
This Reaction allows the Reacting Unit to charge an enemy unit that has declared a charge.
- Trigger: at the end of step 3 of the charge process of any charge declared by the Active Player where the charging unit is within 12 inches of a unit controlled by the Reactive Player, made up solely of models with the Knight sub-type and that is not the target of the charge.
- Cost: 1 Reaction Allotment, paid upon declaration.
- Target: the Target Unit is always the unit whose charge triggered the Reaction. The Reacting Unit is always a unit controlled by the Reactive Player within 12 inches of at least one model in the Target Unit, made up solely of models with the Knight sub-type and that is not the target of the charge.
Process
- Once this Reaction is declared, the Reactive Player makes a Charge Roll for the Reacting Unit.
- If the result is enough to bring a model in the Reacting Unit into base contact with a model in the Target Unit, a Charge Move is made and the units are locked in combat. No model in the Target Unit can claim any bonus from a special rule that requires a successful charge, while the models in the Reacting Unit gain the bonuses of any special rules that apply on a successful charge.
- If the result is not enough to bring any model in the Reacting Unit into base contact with a model in the Target Unit, no Charge Move is made and the players move on to step 4 of the charge process.
The Legio Titanicus army list gathers the unit profiles describing the immense Titans of the Legios and the warriors who guard them, allowing small Legio Titanicus detachments to be assembled and fielded. These rules are used in conjunction with the Armies of the Age of Darkness rules (Warhammer: The Horus Heresy — Age of Darkness rulebook), which describe the process for building an army.
All units in the Legio Titanicus army list are Core units: they represent the backbone of the Legio Titanicus, backed by a wide range of models. Upcoming Expanded units will be described in rules downloadable from the Warhammer Community website, in White Dwarf magazine, or elsewhere. Both categories may be freely used in any Horus Heresy battle, with no effect either on their availability in an army or detachment or on the rules for using them in battle.
Units from the Legio Titanicus army list can be fielded in two ways:
- By selecting a single Lord of War choice in a Lord of War Detachment of an army that fills its Primary Detachment from another army list;
- By using the Titanic Ordinal Primary Detachment, restricted to Engine Kill missions.
The Legio Titanicus army list can also be used to fill an Allied Detachment, but as soon as an Allied Detachment includes a Lord of War unit, the points restrictions confine the use of such a list to battles that set a very high points limit.
This Primary Detachment can only be used if the battle follows one of the Engine Kill missions, or another mission that allows it. A player cannot use this Primary Detachment when selecting an army for a Core mission.
When using this Primary Detachment, ignore the limits on the amount or percentage of army points to be spent on Lords of War in all of the army's detachments; a player is allowed to spend all the points available for selecting an army that includes this Primary Detachment on a single Lord of War choice!
The Titanic Ordinal comprises 1 Lord of War Slot, 1 Command Slot, 4 Troops Slots and 4 Heavy Transports Slots, all restricted to the Legio Titanicus Faction Trait.
- An army using this Primary Detachment may also include a Lord of War Detachment, but that detachment cannot then include any unit from the Legio Titanicus army list.
- Only units with the Legio Titanicus Faction Trait can fill the slots of this Primary Detachment. If a player wants to include units of a different Faction in this army, they must take an Allied Detachment of that Faction.
As in other army lists, the units in the Legio Titanicus army list all have an allegiance, represented by a Trait in their unit profile. For units that are not tied to an allegiance, this is shown as "[Allegiance]". When such a unit is added to an army, this Trait is replaced by "Loyalist" or "Traitor", according to the allegiance chosen for the army — the same mechanism as for [Legiones Astartes].
The rulebook describes the Titan Legions as they were before the schism of the Horus Heresy, the corruption of the Dark Mechanicum and Horus's civil war. This does not mean that only loyalist armies can be represented: within every forge world, factions of all sizes defied their High Princeps and the forge worlds to which they were vassals, to side with whichever camp seemed to them the rightful destiny of the Imperium. This is why players are free to use this book to create armies of either allegiance.
Designer's note. Due to the extreme power of the Lords of War available in the Legio Titanicus army list, it is recommended that these units only be used in battles following the Engine Kill missions. Titans can be included in other missions under the normal rules for selecting Lords of War, or, in very large battles, through an Allied Detachment, but a Titan will most likely dominate the battle, leaving few tactical options to the opponent. In general, if a player wishes to field a Titan outside the Engine Kill missions, it is recommended to warn the opposing player well in advance so they can plan an army able to face such a war engine.
These rules are used in conjunction with the Armies of the Age of Darkness rules (Warhammer: The Horus Heresy — Age of Darkness rulebook, p. 278); the Solar Auxilia use the same Crusade Force Organisation Chart as the Legiones Astartes (Primary Detachment, standard Auxiliary/Apex Detachments, same Battlefield Roles).
Bonus Reaction Allotment. If an Army's Primary Detachment is drawn from the Solar Auxilia Army List, the Controlling Player gains a bonus Reaction Allotment if that Detachment includes at least one Model with the Supreme Cohort Command Trait (Legate Tactical Command Section).
An Army that includes Models with the Solar Auxilia Trait may select a single Cohort Doctrine ("Cohort Doctrine" menu below, see section 3), which confers a range of Special Rules on those Models.
An Army may only have one Cohort Doctrine. Each one confers a range of Special Rules on Models with the Solar Auxilia Trait (see Special Rules for the full text), and unlocks an additional Tercio Auxiliary Detachment — without taking up a Command Slot — for each corresponding Tercio Auxiliary Detachment already present in the Army Roster.
Cohort Ultima
- Makes the Reactions of Lasrifle Sections more reliable and cheaper.
- Additional Infantry Tercio Auxiliary Detachments.
Solar Cohort
- Charges are not Disordered when Disembarking from a Dracosan for Vanguard (X)+X Victory Points when the unit destroys an enemy unit within 3 inches of an objective or routs it in combat; never more than 1 Victory Point for controlling an objective. Models.
- Additional Veletaris Tercio Auxiliary Detachments.
Recon Cohort
- Cavalry Models control Objectives better and Evade further.
- Additional Scout Tercio Auxiliary Detachments.
Mechanised Cohort
- Vehicles can Reposition while remaining "Stationary" for Heavy (X)If the firer is stationary: +1 to characteristic X..
- Additional Armoured Tercio Auxiliary Detachments.
Siege Cohort
- Improves the Pinning (X)If the weapon inflicts a wound (whether or not damage is inflicted), the target takes a Cool Check with a penalty of X. of BarrageAllows firing at a target without Line of Sight (indirect fire). Combined with Blast, a deviation roll determines where the shot lands if it misses. Weapons.
- Additional Artillery Tercio Auxiliary Detachments.
Iron Cohort
- Lasrifle Sections gain Expendable (1)Reduces by X (minimum 1) the Victory Points scored by the opponent when this unit is destroyed..
- Unlocks the Iron Tercio Auxiliary Detachment (Liber Mechanicum units, not transcribed on this site).
Cohort Oblitum
- Loyalist only (Journal Tactica: Prospero Burns), never a Legiones Auxilia Designation.
- Psycho-conditioned: Leadership is never reduced, but a Willpower Check is required to score an Objective or declare a Reaction (failure: Stunned).
- One Helot Tercio (Imperialis Militia, not transcribed on this site) per Veletaris Tercio.
Sublime Cohort
- Traitor only (Journal Tactica: The Battle for the Signus Cluster).
- Disciples of Pain: Slaanesh Trait and Fleet (1); Command Models become Psykers (Rapture Discipline, or Enraptura).
- One Antemasque Detachment (Daemons of Slaanesh) per Infantry Tercio.
Each of these Auxiliary Detachments replaces the standard options of the Crusade Force Organisation Chart when a specific Command Section fills a Command Slot; all Models selected in it gain the corresponding Tercio Trait, and some of its Slots are restricted to specific Units.
Veletaris Tercio
- Unlocked by: Veletaris Command Section.
- Elites: Veletaris Storm/Vanguard Sections only.
- Support: Veletaris Hermes Squadrons only.
Infantry Tercio
- Unlocked by: Line Command Section.
- Troops: Lasrifle Sections only.
- Recon: Hermes Light Sentinel Squadrons only.
Artillery Tercio
- Unlocked by: Artillery Command Section.
- Support: Rapier Sections, Basilisk or Medusa Artillery Tanks only.
Scout Tercio
- Unlocked by: Hermes Command Section.
- Recon: Hermes Light Sentinel Squadrons only.
- War-engine: Aethon Heavy Sentinel Squadrons only.
Armoured Tercio
- Unlocked by: Armoured Command Section.
- Armour: Leman Russ Strike/Assault Tanks or Malcador Heavy Tanks only.
Helot Tercio
- Unlocked by: Cohort Oblitum Cohort Doctrine, one per Veletaris Tercio (no Command Slot required).
- Command: Discipline Master Cadre; Troops: Infantry or Levy Troops; Support: Militia Medicae or Fire Support Troops (Imperialis Militia, not transcribed on this site).
Antemasque Detachment
- Unlocked by: Sublime Cohort Cohort Doctrine, one per Infantry Tercio (no Command Slot required).
- Command, 2 Troops, Fast Attack, Heavy Assault: Daemons of Slaanesh units only (Herald of Slaanesh, Daemonettes, Seekers and Fiends of Slaanesh).
Any Unit or Model with the Solar Auxilia Trait has access to the following Advanced Reactions and Gambit (full text in Special Rules):
- Close Ranks! — tightens a Unit's ranks to give it a temporary 5+ Invulnerable Save.
- Fire Support! — moves away a Unit targeted by a Shooting Attack, which immediately retaliates with a nearby friendly BarrageAllows firing at a target without Line of Sight (indirect fire). Combined with Blast, a deviation roll determines where the shot lands if it misses. Weapon.
- Fix Bayonets! — allows the Target Unit of a failed Charge to retaliate with bayonets.
- Smokescreen — gives Models with this Trait a 5+ Shrouded Damage Mitigation Roll against a Shooting Attack.
- Contemptuous Volley (Challenge Gambit) — makes a single pistol Shooting Attack against the opponent in the Challenge, instead of fighting in close combat.
This book contains additional Rules for Solar Auxilia tied to one of the eighteen Space Marine Legions. Each Legiones Auxilia Designation describes a themed Advanced Reaction, usable in place of an existing Reaction by Solar Auxilia Armies that select it — restricted to a Primary Detachment in which no Model has any [Legiones Astartes] Trait other than that of the stated Legion (full text in Special Rules). The "Legiones Auxilia Designation" menu in the game settings lets you choose yours — this choice is optional and is not automatically checked against the composition of your Primary Detachment.
Calibanite Hunters
- I Legion, Dark Angels.
- Advanced Reaction: Bring It Down!The Reactive Player may declare it at the end of Step 5 of a successful Charge by the Active Player whose Charging Unit includes a Walker/Automata Type Model or a Malefic Sub-type Model with Bulky (3) or more, against a Target Unit made up solely of Models with the Solar Auxilia Trait (cost: 1 Reaction Allotment): each Model in the Reacting Unit with a Weapon that has the Detonation Special Rule immediately attacks the Charging Unit as if Engaged with it at that Initiative Step, with the Casualties inflicted counting towards Combat Resolution..
Archite Palatines
- III Legion, Emperor's Children.
- Advanced Reaction: RedoubleThe Reactive Player may declare it during the Morale Sub-Phase of the Shooting Phase, when a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait but not the Bulky (X) Special Rule passes a Cool or Leadership Check to avoid a Tactical Status (cost: 1 Reaction Allotment): that Unit makes a standard Reposition move (without Rushing), then each friendly non-Vehicle Unit with the Solar Auxilia Trait within 12 inches may in turn move a number of inches equal to its Initiative Characteristic, this move counting as a Reaction in that Battle Turn..
Selucian Thorakites
- IV Legion, Iron Warriors.
- Advanced Reaction: Endure the TormentThe Reactive Player may declare it during the Morale Sub-Phase of the Shooting Phase, when a Unit under their control made up solely of Infantry or Cavalry Type Models with the Solar Auxilia Trait would gain the Pinned, Stunned or Suppressed Tactical Status after a failed Characteristic Test (cost: 1 Reaction Allotment): the Unit does not gain that Status, as if the Test had been passed..
Chogorian Limitanei
- V Legion, White Scars.
- Advanced Reaction: Chosen GroundOnce per Battle, the Reactive Player may declare it for free during the Resolution Sub-Phase of the Assault Phase, when a Panic Check is failed for a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait, at least one Model of which is within 3 inches of an Objective: the Unit does not gain the Routed Status, and the Battle moves directly to the Aftermath Step, where the Reactive Player must declare the Hold option for that Unit..
Fenrisian Kaerls
- VI Legion, Space Wolves.
- Advanced Reaction: Hunter's StrikeOnce per Battle, the Reactive Player may declare it for free when an enemy Unit finishes entering play from Reserves in Line of Sight of a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait but not the Bulky (X) Special Rule: that Unit moves straight towards the enemy Unit (without being able to Rush) then makes a Charge Roll against it, with a Charge Move and becoming Locked in Combat if successful..
Inwit Phalangites
- VII Legion, Imperial Fists.
- Advanced Reaction: Impregnable BulwarkThe Reactive Player may declare it at the start of Step 3 of a Shooting Attack by the Active Player against a Unit under their control made up solely of Models with the Solar Auxilia Trait but not the Bulky (X) Special Rule, the majority of which benefit from a Cover Save (cost: 1 Reaction Allotment): all Models in the Reacting Unit gain +1 Toughness (up to a maximum of 4) for the duration of that Shooting Phase..
Nostraman Damnatii
- VIII Legion, Night Lords.
- Advanced Reaction: Fog of WarThe Reactive Player may declare it during the Morale Sub-Phase of the Shooting Phase, when a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait would gain the Routed Status after a failed Leadership Check (cost: 1 Reaction Allotment): the Unit does not gain that Status, but immediately gains the Negligence and Impact (A) Special Rules for the rest of the Battle, and loses any version of Line (X) as well as any Infantry/Veteranis/Artillery Tercio Traits..
Saiphan Elevatii
- IX Legion, Blood Angels.
- Advanced Reaction: Counter-assaultThe Reactive Player may declare it at Step 2 of the Reposition Sub-Phase, when an enemy Unit ends its move within 6 inches of and in Line of Sight of a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait but not the Bulky (X) Special Rule (cost: 1 Reaction Allotment): the Reacting Unit immediately makes a Charge Roll against that enemy Unit, with no Cool Check if it fails..
Medusan Chain Shroud
- X Legion, Iron Hands.
- Advanced Reaction: Cerebral AugmentationsThe Reactive Player may declare it during the Morale Sub-Phase of the Shooting Phase, or at the Make Panic Checks Step of the Assault Phase, when a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait but not the Bulky (X) Special Rule would gain the Routed Status (cost: 1 Reaction Allotment): the Unit does not gain that Status, but immediately suffers D3 automatic wounds ignoring Armour and Cover Saves (Invulnerable Saves and Damage Mitigation Rolls allowed)..
Nagrakal Thraexii
- XII Legion, World Eaters.
- Advanced Reaction: The Butcher's DueThe Reactive Player may declare it during the Resolution Sub-Phase of the Assault Phase, when an enemy Unit moves as part of a Disengage or Fall Back Aftermath option and is in Line of Sight of a Unit under their control made up solely of Models with the Solar Auxilia Trait that are not Locked in Combat (cost: 1 Reaction Allotment): the Reacting Unit immediately makes a Shooting Attack against that enemy Unit only..
High Guard of Ultramar
- XIII Legion, Ultramarines.
- Advanced Reaction: Combined ArmsThe Reactive Player may declare it at the start of Step 3 of a Shooting Attack by the Active Player against a Unit under their control made up solely of Models with the Solar Auxilia Trait (cost: 1 Reaction Allotment). The Reacting Unit immediately makes a Shooting Attack against the Attacking Unit; if it causes it to lose at least one Wound after Saves and Mitigation, the latter's Charge immediately becomes a Disordered Charge..
Ambaxtoi of Barbarus
- XIV Legion, Death Guard.
- Advanced Reaction: EndureThe Reactive Player may declare it in the Shooting Phase, at the end of Step 11 of a Shooting Attack by the Active Player that would cause a Panic Check for Casualties against a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait but not the Bulky (X) Special Rule (cost: 1 Reaction Allotment), to avoid that Check: the Reacting Unit then makes a Snap Shot Shooting Attack against an enemy Unit in Line of Sight chosen by the Reactive Player, then the avoided Panic Check is resolved normally..
Prosperine Spireguard
- XV Legion, Thousand Sons.
- Advanced Reaction: Psychic ShockThe Reactive Player may declare it in the Shooting Phase, at the end of Step 11 of a Shooting Attack by the Active Player that would cause a Panic Check for Casualties against a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait but not the Bulky (X) Special Rule (cost: 1 Reaction Allotment): the Reacting Unit immediately suffers a result from the Perils of the Warp Table, then another result from the Perils of the Warp Table is immediately resolved against the Unit that made the Shooting Attack, before the Active Player's Shooting Phase continues normally..
Cthonian Headhunters
- XVI Legion, Sons of Horus.
- Advanced Reaction: Warmaster's HarangueThe Reactive Player may declare it during the Rout Sub-Phase of the Movement Phase, when a Unit under their control made up solely of Models with the Solar Auxilia Trait makes its Fall Back Move (cost: 1 Reaction Allotment): that Unit makes a move towards one or more nearby enemy Units instead of Rushing normally, then each friendly Unit made up solely of Models with the Solar Auxilia Trait within 12 inches may in turn move a number of inches equal to its Initiative Characteristic, in Coherency, this move counting as a Reaction in that Battle Turn..
Velites of Therion
- XIX Legion, Raven Guard.
- Advanced Reaction: RepositionThe Reactive Player may declare it at the start of Step 4 of the Charge process of any Charge declared by the Active Player that targets a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait but not the Bulky (X) Special Rule (cost: 1 Reaction Allotment): the Reacting Unit moves up to its Initiative Characteristic in inches in Coherency, then makes a Volley Attack against the Unit that declared the Charge, its Ranged Weapons gaining the Assault Trait for the occasion, before the Active Player moves on normally to Step 4 of the Charge..
Sparatoi Vindictaires
- XX Legion, Alpha Legion.
- Advanced Reaction: DiversionThe Reactive Player may declare it at Step 3 of a Shooting Attack by the Active Player against a Unit under their control made up solely of Infantry Type Models with the Solar Auxilia Trait but not the Bulky (X) Special Rule (cost: 1 Reaction Allotment), if another friendly Unit without Bulky (X) is within 12 inches and within range of all the Weapons declared by the Active Player: the Active Player must immediately take a Cool Check for the original Target Unit; if it fails, the Shooting Attack continues against that other Unit, which becomes the Target in its place..
The Mechanicum Taghmata use the same Crusade Force Organisation Chart as the Legiones Astartes.
For Units that are not tied to a specific Major Techno-arcana, this is shown as "[Mechanicum]". When you add such a Unit to your Army, you must choose one of the following seven Faction Traits instead — the same mechanism as [Allegiance]:
- Archimandrite
- Cybernetica
- Lacrymaerta
- Myrmidax
- Malagra
- Macrotek
- Reductor
When selecting Units in a Primary, Allied or Lord of War Detachment, the selected Units must have a variant of the Mechanicum Faction Trait, but they need not have the same variant as the other Units in the same Detachment. However, all Units in the same Auxiliary or Apex Detachment selected from this Army List must have the same variant.
Exception — Logistical Benefit: a Unit selected thanks to the Logistical Benefit Prime Advantage may have a different variant of the Mechanicum Trait from the other Units in its Auxiliary or Apex Detachment.
How to mix Techno-arcana in a Primary Detachment? All Mechanicum Units are shown in the "Unit to add" selector, whatever the Major Techno-arcana chosen. You can therefore add Archimandrite and Cybernetica Units to your Primary Detachment together, without restriction — this is allowed (p. 13). For each generic [Mechanicum] Unit added, a drop-down menu on its card asks you to choose its own Techno-arcana. Units with a fixed Techno-arcana (e.g. a named Cybernetica Unit) apply it directly, with no choice needed.
Each Major Techno-arcana confers a passive Arcana Benefit, Arcana Options (Mechanicum Prime Advantages or their own Gambits), and unlocks a themed Apex Detachment as soon as a High Command Battlefield Role Model with this Trait is part of the Army (full text in Special Rules).
Archimandrite
- The Engram of Authority; Theurgika Maximus.
- Apex Detachment: The Heart of Power.
Cybernetica
- The Deus Machina; Paragon of Metal.
- Apex Detachment: Command Maniple.
Lacrymaerta
- An Endless Servitude; Choice Specimens.
- Apex Detachment: The Panoply of Cruelty.
Myrmidax
- The Strength of Ages; The Path of the Myrmidon.
- Apex Detachment: The Host of Destruction.
Malagra
- Even the Immortal Can Know Fear; Power of the Machine Spirit.
- Apex Detachment: Torment of Judgement.
Macrotek
- Iron Protector; Prime Mover.
- Apex Detachment: Iron Phalanx.
Reductor
- Wall Breaker; Thallaxi Principle.
- Apex Detachment: Thallax Command Cohort.
Designer's note. Due to the nature of the Mechanicum, players can field armies with a large number of Automata. It is worth highlighting the major consequences of the Rules when playing a large number of Automata: they cannot Control Objectives (except with the Cybernetica Trait), cannot make Reactions (except via a cortex controller), can never gain Tactical Statuses (but can gain Cybertheurgic Statuses), and a unit of Automata joined by a Model that can become Routed becomes Routed if it fails a Panic Check at Step 3 of the Resolution Sub-Phase.
In addition to the standard Auxiliary Detachments of the Crusade Force Organisation Chart, all Primary or Allied Detachments selected from this Army List have access to two additional Auxiliary Detachments, unlocked when a Magos, a Magos on Abeyant or an Arcuitor Magisterium fills a Command Slot.
Taghmata Cohort
- Exact composition unclear on the scan provided: 4 Support Slots used by default.
Apprentice Cadre
- 4 Troops Slots: Tech-priest Units only.
Some Models can use Cybertheurgic abilities to afflict Units with a special Status, called a Cybertheurgic Status, by Invoking a Cybertheurgic Rite. Only a Model with the Cybertheurgist Trait can know and Invoke a Cybertheurgic Rite, and a Model can only Invoke one per Battle Turn (more with the Controller (X) Special Rule).
Each Cybertheurgic Rite states its Difficulty and Range, as well as its Restrictions, Effect and Duration. The full text of the transcribed Rites (Standard, Lacrymaerta, Reductor, Esoteric and Heterodox), of the Cybertheurgic Statuses (Accelerate, Fortify, Guide, Negation) and of Cybertheurgic Feedback can be found in Special Rules.
Some adepts of the Mechanicum did not recognise the limits imposed by the doctrine of the Omnissiah: this book describes two categories of Units for such armies, restricted to the Traitor Allegiance.
- Heterodox — a Model with this Trait may select Heterodox Cybertheurgic Rites and Statuses in addition to those it already knows.
- Malefic — Sub-type for engines of destruction corrupted by the Warp (Decimator, Blood Slaughterer, Brass Scorpion, Kytan Daemon Engine): these Units can never gain a Tactical Status, and suffer automatic Wounds instead.
Everything starts from a Crusade Primary Detachment, to which you then add further detachments.
This is the only mandatory detachment. You put in it only what you want: nothing inside it is compulsory. It is simply capped, at a maximum of:
- 1 High Command — your big boss (no Unit with this Battlefield Role is transcribed for this Faction yet);
- 3 Command — the line officers (Skitarii Combat Peregrine Marshal);
- 4 Troops — your core squads (Skitarii Combat Peregrine Corpus);
- 4 Transports — the light vehicles to move your troops (no Unit with this Battlefield Role is transcribed for this Faction yet).
Example: 1 Skitarii Combat Peregrine Marshal (Command) and 2 Skitarii Combat Peregrine Corpus (Troops).
For all other models (dreadnoughts, terminators, tanks…), you need to unlock additional detachments. Your Primary Detachment is the key:
- Each Command lets you take 1 Auxiliary Detachment (Armoured Fist, Tactical Support…). You can take the same one several times.
- The "Officer of the Line (2)"Allows a number of Auxiliary Detachments equal to X to be selected for the Command Slot concerned, instead of only one. rule (a Model that has it, for example) lets you select not 1 but 2 Auxiliary Detachments for the Command concerned.
- If you have taken a High Command, you can select 1 Apex Detachment (Combat Escort, Officer Cadre, Army Vanguard) or 1 Auxiliary Detachment (like a Command).
In short: the more officers you take in your Primary Detachment, the more detachments you unlock for the rest of your collection.
Hover over (or tap) each slot to display its description.
Mandatory starting point
Additional Detachments
Auxiliary Detachments
Apex Detachments
Remember: an army must include 1 Primary Detachment. It can always include any number of Allied Detachments, up to 1 Lord of War Detachment, and a number of Auxiliary/Apex Detachments determined by your Command and High Command Slots.
Every unit in the game has a Battlefield Role: a "Troops" slot can only hold a unit with the Troops Battlefield Role, and so on.
| Battlefield Role | Description |
|---|---|
| Warlord | The Primarchs and a handful of mighty warriors. No more than 25% of your points limit may be spent on Warlord + Lord of War. |
| High Command | The highest-ranking officers of an army. |
| Command | The army's line officers. |
| Retinue | The warriors tasked with protecting the army's officers. |
| Elites | The most fearsome warriors of an army. |
| War-engine | Legiones Astartes Dreadnoughts and other similar war machines. |
| Troops | The line troops who hold the field and allow generals to achieve victory. |
| Support | Support troops who help the other warriors accomplish their mission. |
| Lord of War | The most imposing and powerful units of an army. Same 25% limit shared with Warlord. |
| Transport | The units charged with ferrying vulnerable troops. |
| Heavy Assault | Heavy assault units tasked with breaking the enemy lines. |
| Heavy Transport | The heaviest and best-protected transports of an army. |
| Armour | Armoured vehicles equipped with the most powerful weapons that can be deployed on the battlefield. |
| Recon | Light infantry and cavalry tasked with harassing, pursuing and tracking the enemy. |
| Fast Attack | Fast units able to strike the enemy and withdraw at high speed. |
Some slots in the chart bear a special symbol: these are Prime Slots. They grant a benefit: a Prime Advantage of your choice from the 5 below. Most are characteristic upgrades… except one, which is very strong for structuring your list.
Special case: if the chosen unit includes models with the UniqueAn army may include only one of a model with this sub-type. A model with the Unique sub-type, or a unit made up entirely of such models, cannot have any options other than those selected for it in its army list profile. sub-type, the only Prime Advantages available are Special Assignment and Logistical Benefit.
One model with the SergeantThe Controlling Player of a unit that includes one or more models with the Sergeant sub-type may use the characteristics of one of those models to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Leadership, as well as the ChampionA model with the Champion sub-type may issue and accept Challenges. sub-type (if it is already a Champion, it instead gains +1 Leadership).
This advantage may only be selected once per detachment.
Practical tip: suited to the Ordinator of your Skitarii Combat Peregrine Corpus. A Champion Ordinator can issue and accept Challenges.
All models in the unit occupying the Prime Slot gain +1 Leadership, Cool, Intelligence and Willpower (maximum 10). This only applies to models that are part of the unit, not those that join it before or during the battle.
Practical tip: these characteristics are used for morale checks and Tactical Statuses. A Combat Veterans unit resists panic better: suited to the squad holding your main objective.
One model with the CommandA model with the Command sub-type may join and leave units, and issue and accept Challenges. The Controlling Player of a unit that includes one or more such models may use its characteristics to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Ballistic Skill.
Practical tip: best kept for an officer meant for combat. A Paragon of Battle Skitarii Combat Peregrine Marshal strikes more often and more accurately.
Can only be chosen for a Command Slot. The slot can then be filled by a High Command unit, while remaining a Command Slot. However, this slot unlocks no additional detachment, whatever the Battlefield Role or special rules of the chosen unit.
Practical tip: handy for fielding a second important character without exceeding the limit of 1 High Command. In exchange, you lose the Auxiliary Detachment this Command would have unlocked.
Adds a slot to the detachment that includes the Prime Slot. This slot can have any Battlefield Role, except High Command, Command, Warlord or Lord of War.
This advantage may only be selected once per detachment.
In addition to [Allegiance] (Loyalist or Traitor), every generic Unit in this Army List has the "[Skitarii]" Trait. When you add it to your Army, you must replace it with one of the following 4 Faction Traits — the same mechanism as [Allegiance]. All Units selected in the same Detachment must have the same Faction Trait.
All models with this Trait (except Vehicle Type models) gain the Line (1)The unit controls objectives better: a bonus of X Victory Points when it controls one, and it counts for more in Tactical Strength. Special Rule.
Practical tip: suited to an Army that intends to hold its Objectives rather than charge headlong into the fray.
All models with this Trait (except Vehicle Type models) gain the Vanguard (3)+3 Victory Points when the unit destroys an enemy unit within 3 inches of an objective or routs it in combat; never more than 1 Victory Point for controlling an objective. Special Rule.
Practical tip: a more aggressive Army, focused on eliminating enemy Units rather than controlling Objectives.
All models with this Trait (except Vehicle Type models) increase by +1 the value of any version of the Deflagrate (X) Special Rule that they or their Weapons have.
Practical tip: restricted to Loyalist Armies — think of Units with Volkite Weapons (Volt caliver, Volkite caliver…), almost all of which have Deflagrate (X) as standard.
All models with this Trait (except Vehicle Type models) add +1 inch to their Setup Moves, up to a maximum of 6 inches.
Practical tip: restricted to Traitor Armies — useful for charging further or repositioning your Units more generously in the Reposition Sub-Phase.
Vassals of the Forge Lords: if your Army's Primary Detachment is drawn from the Mechanicum Taghmata Army List, an Allied Detachment drawn from the Skitarii Conclaves Army List does not count towards the maximum of 50% of the Points Limit reserved for Allied Detachments.
Allows a fallen marshal to be replaced in an emergency. The Reactive Player, controlling Units made up solely of models with the Skitarii Trait, may declare it once per Battle when a friendly Skitarii Combat Peregrine Marshal model is reduced to 0 Wounds (cost: 1 Reaction Allotment, paid upon declaration).
The Target Unit is always a friendly Unit that has the [Skitarii] Trait and includes at least one Ordinator model. In the End Phase of the Turn in which the Reaction was declared, you choose an Ordinator model in the Target Unit: it gains the Command Sub-type, increases its Base Weapon Skill, Attacks and Leadership Characteristics by +1, and you may choose one of its Melee Weapons to gain the Icon of AuthorityWhen, at the Declare Weapons and Set Initiative Steps step of the Fight Sub-Phase, a Weapon with this Special Rule is chosen to make Attacks, all Models with the [Skitarii] Trait that belong to the same Unit as the Model with a Weapon that has this Special Rule are immediately freed from the Pinned, Suppressed and Stunned Tactical Statuses. Special Rule.
Practical tip: keep a Reaction Allotment in reserve if your Marshal is at risk of falling — your Skitarii Combat Peregrine Corpus immediately gets a new leader (its Ordinator) rather than being left without command.
Reminder: these cards are a manual transcription; if in doubt, the rulebook and the army book take precedence.
Everything starts from a Crusade Primary Detachment, to which you then add further detachments.
This is the only mandatory detachment. You put in it only what you want: nothing inside it is compulsory. It is simply capped, at a maximum of:
- 1 High Command — your big boss (Tribune, Constantin Valdor);
- 3 Command — the line officers (Bastion Captain);
- 4 Troops — your core squads (Custodian Guard Sodality, Sentinel Guard Sodality);
- 4 Transports — the light vehicles to move your troops (no Unit with this Battlefield Role is transcribed for this Faction yet).
Example: 1 Tribune (High Command), 1 Bastion Captain (Command) and 2 Custodian Guard Sodalities (Troops).
For all other models (dreadnoughts, terminators, tanks…), you need to unlock additional detachments. Your Primary Detachment is the key:
- Each Command lets you take 1 Auxiliary Detachment (Armoured Fist, Tactical Support…). You can take the same one several times.
- The "Officer of the Line (2)"Allows a number of Auxiliary Detachments equal to X to be selected for the Command Slot concerned, instead of only one. rule (the Bastion Captain with the Prefect Prime Advantage, for example) lets you select not 1 but 2 Auxiliary Detachments for the Command concerned.
- If you have taken a High Command, you can select 1 Apex Detachment (Combat Escort, Officer Cadre, Army Vanguard) or 1 Auxiliary Detachment (like a Command).
In short: the more officers you take in your Primary Detachment, the more detachments you unlock for the rest of your collection.
Hover over (or tap) each slot to display its description.
Mandatory starting point
Additional Detachments
Auxiliary Detachments
Apex Detachments
Remember: an army must include 1 Primary Detachment. It can always include any number of Allied Detachments, up to 1 Lord of War Detachment, and a number of Auxiliary/Apex Detachments determined by your Command and High Command Slots.
Every unit in the game has a Battlefield Role: a "Troops" slot can only hold a unit with the Troops Battlefield Role, and so on.
| Battlefield Role | Description |
|---|---|
| Warlord | The Primarchs and a handful of mighty warriors. No more than 25% of your points limit may be spent on Warlord + Lord of War. |
| High Command | The highest-ranking officers of an army. |
| Command | The army's line officers. |
| Retinue | The warriors tasked with protecting the army's officers. |
| Elites | The most fearsome warriors of an army. |
| War-engine | Legiones Astartes Dreadnoughts and other similar war machines. |
| Troops | The line troops who hold the field and allow generals to achieve victory. |
| Support | Support troops who help the other warriors accomplish their mission. |
| Lord of War | The most imposing and powerful units of an army. Same 25% limit shared with Warlord. |
| Transport | The units charged with ferrying vulnerable troops. |
| Heavy Assault | Heavy assault units tasked with breaking the enemy lines. |
| Heavy Transport | The heaviest and best-protected transports of an army. |
| Armour | Armoured vehicles equipped with the most powerful weapons that can be deployed on the battlefield. |
| Recon | Light infantry and cavalry tasked with harassing, pursuing and tracking the enemy. |
| Fast Attack | Fast units able to strike the enemy and withdraw at high speed. |
Some slots in the chart bear a special symbol: these are Prime Slots. They grant a benefit: a Prime Advantage of your choice from the 5 below, plus 2 specific to the Legio Custodes detailed at the end of the list. Most are characteristic upgrades… except one, which is very strong for structuring your list.
Special case: if the chosen unit includes models with the UniqueAn army may include only one of a model with this sub-type. A model with the Unique sub-type, or a unit made up entirely of such models, cannot have any options other than those selected for it in its army list profile. sub-type, the only Prime Advantages available are Special Assignment and Logistical Benefit.
One model with the SergeantThe Controlling Player of a unit that includes one or more models with the Sergeant sub-type may use the characteristics of one of those models to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Leadership, as well as the ChampionA model with the Champion sub-type may issue and accept Challenges. sub-type (if it is already a Champion, it instead gains +1 Leadership).
This advantage may only be selected once per detachment.
Practical tip: this Advantage requires a Model with the Sergeant Sub-type: no Legio Custodes Unit transcribed here has one yet.
All models in the unit occupying the Prime Slot gain +1 Leadership, Cool, Intelligence and Willpower (maximum 10). This only applies to models that are part of the unit, not those that join it before or during the battle.
Practical tip: these characteristics are used for morale checks and Tactical Statuses. A Combat Veterans unit resists panic better: suited to the squad holding your main objective.
One model with the CommandA model with the Command sub-type may join and leave units, and issue and accept Challenges. The Controlling Player of a unit that includes one or more such models may use its characteristics to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Ballistic Skill.
Practical tip: best kept for an officer meant for combat. A Paragon of Battle Bastion Captain strikes more often and more accurately.
Can only be chosen for a Command Slot. The slot can then be filled by a High Command unit, while remaining a Command Slot. However, this slot unlocks no additional detachment, whatever the Battlefield Role or special rules of the chosen unit.
Practical tip: handy for fielding a second important character without exceeding the limit of 1 High Command. In exchange, you lose the Auxiliary Detachment this Command would have unlocked.
Adds a slot to the detachment that includes the Prime Slot. This slot can have any Battlefield Role, except High Command, Command, Warlord or Lord of War.
This advantage may only be selected once per detachment.
Restricted to a Prime Slot filled by a Bastion Captain unit. All its models gain +1 Base Wounds, as well as the Officer of the Line (2)Allows a number of Auxiliary Detachments equal to X to be selected for the Command Slot concerned, instead of only one. Special Rule.
Practical tip: the only advantage in this list restricted to a specific Unit rather than a Sub-type — no choice possible other than the Bastion Captain.
For the unit occupying the Prime Slot, raises to 2 the value of X of the Eternal Warrior (X)Reduces the Damage of each unsaved wound by X (minimum 1). Special Rule for its Infantry or Cavalry Type models with the Legio Custodes Trait.
Can be selected only once per Army, unless the Army includes at least one model with the Golden Exemplar Trait (Constantin Valdor, Tribune): in that case, it can be selected one more time for each model with that Trait.
Practical tip: available to any unit occupying a Prime Slot, unlike Prefect — check the number of Golden Exemplar models in your army before selecting it several times.
All models with the Legio Custodes Trait, except those of the Vehicle Type, have the Only in DeathIn Combat, Units composed entirely of Models with this Special Rule are Stunned instead of Routed, and can neither Fall Back nor Disengage from a Combat. Special Rule.
In practice: a unit made up entirely of Legio Custodes models (Vehicles excepted) that would Fall Back or become Routed becomes Stunned instead, and can neither flee nor disengage from a Combat — unless it is composed entirely of models of the Antigrav Sub-type, which still keep the option to disengage.
Practical tip: Custodians never flee combat — plan for them to hold to the bitter end rather than counting on a retreat, except for your mounted units (Gyrfalcon Jetbike Sodality, Caladius Grav-tank…).
While a model with the Legio Custodes Trait is engaged in a Challenge, its Controlling Player may choose from the following 4 Gambits instead of any other available to that model.
Grants the model additional attacks based on the number of enemy models involved in the same Combat.
If the opposing player has a higher Outside Support bonus than yours in the Focus Step, the model gains a bonus to its Attacks Characteristic in the following Strike Step equal to the difference between the two bonuses, up to a maximum of +3.
Practical tip: useful when your model finds itself swamped by numbers — the better supported your opponent is compared to you, the harder it strikes.
Halves the model's Attacks Characteristic, but replaces the Critical Hit (6+)A high Hit Test roll (X or more, before modifiers) becomes a Critical Hit: it wounds automatically, with no Wound Test, and inflicts 1 additional Damage. Special Rule with Critical Hit (5+) on its Weapon, if it has one.
Practical tip: fewer attacks, but they score critical hits more often — only worthwhile if the Weapon used already has Critical Hit (6+).
Limits the model to a single attack in the following Strike Step, whatever its Attacks Characteristic, but the Damage Characteristic of that attack becomes equal to its current Wounds value.
Practical tip: deadly against a high-Toughness target or one with a Save that ignores low Damage — but avoid it if your model is already badly hurt.
Only available to a model with the ShieldTrait that grants access to the Legiones Astartes Advanced Reaction “Shield Wall” (cost 1 Reaction Allotment), declared at the start of Step 3 of a Shooting Attack or Step 4 (Volley Attacks) of a Charge made by the opponent: if the majority of the Models in the targeted Unit have this Trait, the Unit gains +1 Toughness for the duration of the Phase. Trait. Modifies the model's Toughness by +1 for the duration of the Strike Step, but all Wound Tests made for it in the same Step automatically fail on a natural roll of 1 or 2.
Practical tip: a good gamble against a low-Strength Weapon that needs a high roll to wound anyway; risky against a Weapon that already wounds on 2+.
Once per Battle, the Reactive Player may declare it in Step 2 of the Reposition Sub-phase if an enemy Unit ends a move within 12" and in Line of Sight of a Unit under their control (cost: 1 Reaction Allotment).
The chosen Reacting Unit must be within 12" and in Line of Sight of the Target Unit, be composed entirely of models with both the Legio Custodes AND The Sodality Traits, and include at least six models.
Once the Target Unit's move has been resolved, you move at least three models of the Reacting Unit (up to a number of inches equal to their Initiative Characteristic) so that they leave Unit Coherency with the rest while keeping it among themselves; the models left behind (at least three, themselves in Unit Coherency) and those moved then form two separate Units for all purposes, including scoring Victory Points.
Practical tip: reserved for large Sodalities (Adrasite/Pyrithite/Sagittarum Guard, Custodian Guard, Sentinel Guard…) of at least six models — lets you split your unit in two to counter-attack or hold two Objectives after an enemy has come a little too close.
Reminder: these cards are a manual transcription; if in doubt, the rulebook and the army book take precedence.
Everything starts from a Crusade Primary Detachment, to which you then add further detachments.
This is the only mandatory detachment. You put in it only what you want: nothing inside it is compulsory. It is simply capped, at a maximum of:
- 1 High Command — your overall leader (Jenetia Krole);
- 3 Command — your line officers (Knight Centura);
- 4 Troops — your core squads (Anathema Cadre);
- 4 Transports — the light vehicles to move your troops (no Unit with this Battlefield Role is transcribed for this Faction yet).
Example: 1 Jenetia Krole (High Command), 1 Knight Centura (Command) and 2 Anathema Cadres (Troops).
For all other models (dreadnoughts, terminators, tanks…), you need to unlock additional detachments. Your Primary Detachment is the key:
- Each Command lets you take 1 Auxiliary Detachment (Armoured Fist, Tactical Support…). You can take the same one several times.
- The "Officer of the Line (2)"Allows a number of Auxiliary Detachments equal to X to be selected for the Command Slot concerned, instead of only one. rule (a Model that has it, for example) lets you select not 1 but 2 Auxiliary Detachments for the Command concerned.
- If you have taken a High Command, you can select 1 Apex Detachment (Combat Escort, Officer Cadre, Army Vanguard) or 1 Auxiliary Detachment (like a Command).
In short: the more officers you take in your Primary Detachment, the more detachments you unlock for the rest of your collection.
Hover over (or tap) each slot to display its description.
Mandatory starting point
Additional Detachments
Auxiliary Detachments
Apex Detachments
Remember: an army must include 1 Primary Detachment. It can always include any number of Allied Detachments, up to 1 Lord of War Detachment, and a number of Auxiliary/Apex Detachments determined by your Command and High Command Slots.
Every unit in the game has a Battlefield Role: a "Troops" slot can only hold a unit with the Troops Battlefield Role, and so on.
| Battlefield Role | Description |
|---|---|
| Warlord | The Primarchs and a handful of mighty warriors. No more than 25% of your points limit may be spent on Warlord + Lord of War. |
| High Command | The highest-ranking officers of an army. |
| Command | The army's line officers. |
| Retinue | The warriors tasked with protecting the army's officers. |
| Elites | The most fearsome warriors of an army. |
| War-engine | Legiones Astartes Dreadnoughts and other similar war machines. |
| Troops | The line troops who hold the field and allow generals to achieve victory. |
| Support | Support troops who help the other warriors accomplish their mission. |
| Lord of War | The most imposing and powerful units of an army. Same 25% limit shared with Warlord. |
| Transport | The units charged with ferrying vulnerable troops. |
| Heavy Assault | Heavy assault units tasked with breaking the enemy lines. |
| Heavy Transport | The heaviest and best-protected transports of an army. |
| Armour | Armoured vehicles equipped with the most powerful weapons that can be deployed on the battlefield. |
| Recon | Light infantry and cavalry tasked with harassing, pursuing and tracking the enemy. |
| Fast Attack | Fast units able to strike the enemy and withdraw at high speed. |
Some slots in the chart bear a special symbol: these are Prime Slots. They grant a benefit: a Prime Advantage of your choice from the 5 below. Most are characteristic upgrades… except one, which is very strong for structuring your list.
Special case: if the chosen unit includes models with the UniqueAn army may include only one of a model with this sub-type. A model with the Unique sub-type, or a unit made up entirely of such models, cannot have any options other than those selected for it in its army list profile. sub-type, the only Prime Advantages available are Special Assignment and Logistical Benefit.
One model with the SergeantThe Controlling Player of a unit that includes one or more models with the Sergeant sub-type may use the characteristics of one of those models to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Leadership, as well as the ChampionA model with the Champion sub-type may issue and accept Challenges. sub-type (if it is already a Champion, it instead gains +1 Leadership).
This advantage may only be selected once per detachment.
Practical tip: suits the Null Mistress of your Anathema Cadre. A Champion Null Mistress can issue and accept challenges.
All models in the unit occupying the Prime Slot gain +1 Leadership, Cool, Intelligence and Willpower (maximum 10). This only applies to models that are part of the unit, not those that join it before or during the battle.
Practical tip: these characteristics are used for morale checks and Tactical Statuses. A Combat Veterans unit resists panic better: suited to the squad holding your main objective.
One model with the CommandA model with the Command sub-type may join and leave units, and issue and accept Challenges. The Controlling Player of a unit that includes one or more such models may use its characteristics to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Ballistic Skill.
Practical tip: best kept for an officer meant for combat. A Paragon of Battle Knight Centura strikes more often and more accurately.
Can only be chosen for a Command Slot. The slot can then be filled by a High Command unit, while remaining a Command Slot. However, this slot unlocks no additional detachment, whatever the Battlefield Role or special rules of the chosen unit.
Practical tip: handy for fielding a second important character without exceeding the limit of 1 High Command. In exchange, you lose the Auxiliary Detachment this Command would have unlocked.
Adds a slot to the detachment that includes the Prime Slot. This slot can have any Battlefield Role, except High Command, Command, Warlord or Lord of War.
This advantage may only be selected once per detachment.
Unlike Units from other Army Lists, those of the Anathema Psykana Army List do not have an optional Allegiance represented by the [Allegiance] Trait, as they always have the Loyalist Trait. As a result, these Units can only be selected in a Loyalist Army — the Allegiance selector in the game settings automatically locks to it as soon as you choose this Faction.
Bonus Reaction Point: if your Army's Primary Detachment is drawn from the Anathema Psykana Army List, you gain a bonus Reaction Point for that Detachment if it includes at least one Unit with the Investigatus-Militant Trait (Knight Centura, Jenetia Krole).
Practical tip: including a Knight Centura or Jenetia Krole in your Primary Detachment therefore doesn't just cost Points — it earns you an extra Reaction Point to spend during the game.
All models with the Anathema Psykana Trait, except those of the Vehicle Type (the Kharon Pattern Acquisitor), have the AnathemaModels with this Special Rule ignore the effects of Psychic Powers and Psychic Weapons, and a Weapon with the Psychic or Immaterial Trait can only wound them on a 5+. Special Rule.
In practice: your Sisters of Silence simply ignore enemy Psychic Powers and Psychic Weapons, and a Weapon with the Psychic or Immaterial Trait only wounds them on a 5+. In addition, against a Unit made up entirely of Anathema models, Wound Tests from a Psychic or Immaterial Weapon that roll an unmodified 1, 2, 3 or 4 always fail, whatever Special Rule normally sets their Target Number — this has no effect, however, on Armour Penetration.
Practical tip: this is the Anathema Psykana's best weapon against Psykers and Malefic Units (see the Hatred (Psykers, Malefic) Special Rule on almost all your Units) — get an Anathema Cadre or a Knight Centura into contact with a Unit containing Psykers to neutralise it.
Reminder: these cards are a manual transcription; if in doubt, the rulebook and the army book take precedence.
Everything starts from a Crusade Primary Detachment, to which you then add further detachments.
This is the only mandatory detachment. You put in it only what you want: nothing inside it is compulsory. It is simply capped, at a maximum of:
- 1 High Command — your overall leader (Daemon Sovereign);
- 3 Command — your line officers (Daemon Hierarch, Daemon Herald);
- 4 Troops — your core hordes (Lesser Daemons, Daemon Swarms);
- 4 Transports — the light vehicles to move your troops (no Unit with this Battlefield Role is transcribed for this Faction yet).
Example: 1 Daemon Sovereign (High Command), 1 Daemon Hierarch (Command) and 2 units of Lesser Daemons (Troops).
For all other models (beasts, behemoths, cavalry…), you need to unlock additional detachments. Your primary detachment acts as the key:
- Each Command lets you take 1 Auxiliary Detachment (Armoured Fist, Tactical Support…). You can take the same one several times.
- The "Officer of the Line (2)"Allows a number of Auxiliary Detachments equal to X to be selected for the Command Slot concerned, instead of only one. rule (a Model that has it, for example) lets you select not 1 but 2 Auxiliary Detachments for the Command concerned.
- If you have taken a High Command, you can select 1 Apex Detachment (Combat Escort, Officer Cadre, Army Vanguard) or 1 Auxiliary Detachment (like a Command).
In short: the more officers you take in your Primary Detachment, the more detachments you unlock for the rest of your collection.
Hover over (or tap) each slot to display its description.
Mandatory starting point
Additional Detachments
Auxiliary Detachments
Apex Detachments
Remember: an army must include 1 Primary Detachment. It can always include any number of Allied Detachments, up to 1 Lord of War Detachment, and a number of Auxiliary/Apex Detachments determined by your Command and High Command Slots.
Every unit in the game has a Battlefield Role: a "Troops" slot can only hold a unit with the Troops Battlefield Role, and so on.
| Battlefield Role | Description |
|---|---|
| Warlord | The Primarchs and a handful of mighty warriors. No more than 25% of your points limit may be spent on Warlord + Lord of War. |
| High Command | The highest-ranking officers of an army. |
| Command | The army's line officers. |
| Retinue | The warriors tasked with protecting the army's officers. |
| Elites | The most fearsome warriors of an army. |
| War-engine | Legiones Astartes Dreadnoughts and other similar war machines. |
| Troops | The line troops who hold the field and allow generals to achieve victory. |
| Support | Support troops who help the other warriors accomplish their mission. |
| Lord of War | The most imposing and powerful units of an army. Same 25% limit shared with Warlord. |
| Transport | The units charged with ferrying vulnerable troops. |
| Heavy Assault | Heavy assault units tasked with breaking the enemy lines. |
| Heavy Transport | The heaviest and best-protected transports of an army. |
| Armour | Armoured vehicles equipped with the most powerful weapons that can be deployed on the battlefield. |
| Recon | Light infantry and cavalry tasked with harassing, pursuing and tracking the enemy. |
| Fast Attack | Fast units able to strike the enemy and withdraw at high speed. |
Some slots in the chart bear a special symbol: these are Prime Slots. They grant a benefit: a Prime Advantage of your choice from the 5 below. Most are characteristic upgrades… except one, which is very strong for structuring your list.
Special case: if the chosen unit includes models of the UniqueAn army may only include a single instance of a model of this sub-type. A model of the Unique sub-type, or a unit composed entirely of such models, may not have any options other than those selected for it in its army list profile. sub-type, the only prime advantages available are Special Assignment and Logistical Benefit — the case for Ka’bandha, Cor’bax Utterblight and Samus, all three of the Unique Sub-type.
One model with the SergeantThe Controlling Player of a unit that includes one or more models with the Sergeant sub-type may use the characteristics of one of those models to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Leadership, as well as the ChampionA model with the Champion sub-type may issue and accept Challenges. sub-type (if it is already a Champion, it instead gains +1 Leadership).
This advantage may only be selected once per detachment.
Practical tip: none of the Units of the Ruinstorm Daemons Army List transcribed on this site has the Sergeant sub-type — this advantage can still be selected, but has no actual effect on your list for now.
All models in the unit occupying the Prime Slot gain +1 Leadership, Cool, Intelligence and Willpower (maximum 10). This only applies to models that are part of the unit, not those that join it before or during the battle.
Practical tip: these characteristics are used for morale tests and tactical statuses. A Combat Veterans unit resists panic better: suited to your horde of Lesser Daemons or Swarms tasked with holding an objective.
One model with the CommandA model with the Command sub-type may join and leave units, and issue and accept Challenges. The Controlling Player of a unit that includes one or more such models may use its characteristics to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Ballistic Skill.
Practical tip: the Daemon Herald has the Command sub-type — Paragon of Battle makes it a fiercer fighter while keeping its Herald of Unreality Special Rule.
Can only be chosen for a Command Slot. The slot can then be filled by a High Command unit, while remaining a Command Slot. However, this slot unlocks no additional detachment, whatever the Battlefield Role or special rules of the chosen unit.
Practical tip: handy for fielding a second Daemon Sovereign without exceeding the limit of 1 High Command — in exchange, you lose the auxiliary detachment that this Command choice would have unlocked.
Adds a slot to the detachment that includes the Prime Slot. This slot can have any Battlefield Role, except High Command, Command, Warlord or Lord of War.
This advantage may only be selected once per detachment.
Unlike Units from other Army Lists, those of the Ruinstorm Daemons Army List do not have an optional Allegiance represented by the [Allegiance] Trait, as they always have the Traitor Trait. This is the mirror image of the Anathema Psykana or the Legio Custodes (locked to Loyalist): the Allegiance selector in the game settings automatically locks to Traitor as soon as you choose this Faction.
Bonus Reaction Point: if your Army's Primary Detachment (or one of your Lord of War Detachments) is drawn from the Ruinstorm Daemons Army List and includes at least one Unit with the Champion of the RuinstormIf an Army's Primary Detachment is drawn from the Ruinstorm Daemons Army List and includes at least one Model with this Trait, or a Lord of War Detachment from the same Army List includes one, the Controlling Player gains a bonus Reaction Point. Trait, you gain a bonus Reaction Point for that Detachment.
Practical tip: your Daemon Sovereign has this Trait — including it in your Primary Detachment therefore earns you an extra Reaction Point. Ka’bandha, Cor’bax Utterblight and Samus have it too: the same reward applies if you field them in a Lord of War Detachment.
Almost all generic Units in this Army List have the “ [Ætheric Dominion] ” Trait. Unlike the [Allegiance] or the Skitarii Conclave Faction Trait (chosen Unit by Unit or Detachment by Detachment), the Ætheric Dominion is chosen once for the whole Army, in a dedicated menu of the game settings: all your Units with this generic Trait then replace it with the same Dominion.
Ka’bandha, Cor’bax Utterblight and Samus each have their own Ætheric Dominion already fixed on their profile (Encroaching Ruin, Putrid Corruption and Heedless Slaughter respectively): this choice does not affect them.
Gains Deep StrikeThis Unit may be placed in Reserves at the start of the Battle and arrive on the battlefield later by dropping from the skies, rather than being Deployed normally. and DesecratorsA Model with this Special Rule that passes a Willpower Test gains the Line (X) Special Rule, the value of X depending on the margin of success. A whole Unit may attempt this Test at the start of each Victory Sub-phase; if it fails, it suffers Perils of the Warp.. Command/Champion models may be given the Psyker Trait and up to two Disciplines from Pyromancy, Telekinesis and Divination (extra Points per Model).
Gains DesecratorsA Model with this Special Rule that passes a Willpower Test gains the Line (X) Special Rule, the value of X depending on the margin of success. A whole Unit may attempt this Test at the start of each Victory Sub-phase; if it fails, it suffers Perils of the Warp.. No Unit that includes a model of this Dominion can ever be the Target or Focus of a psychic Blessing or Curse — a useful immunity against Psyker-heavy Armies.
Gains Desecrators, Feel No Pain (6+) and the Heavy sub-type; any model that already has Bulky (X) also gains Explodes (5+). Command/Champion models may be given the Psyker Trait and the Biomancy Discipline.
Gains Desecrators; any model that does not already have the Heavy sub-type gains the Light sub-type. Command/Champion models may be given the Psyker Trait and up to two Disciplines from Telekinesis and Telepathy.
Gains Desecrators. Any Unit that charges a model of this Dominion has its Set-up Move reduced by D3" (minimum 1). Command/Champion models may be given the Psyker Trait and up to two Disciplines from Divination and Telepathy.
Gains Desecrators and Aflame (1)Each time a Model with this Special Rule inflicts at least one Wound on an enemy Unit in Melee, that enemy Unit suffers a penalty of X to its Leadership Characteristic until the end of the Battle.. Command/Champion models may be given the Psyker Trait and the Pyromancy Discipline.
Gains Desecrators and Hatred (Malefic, Psyker). Command/Champion models may be given the Psyker Trait and up to two Disciplines from Telekinesis, Divination and Telepathy.
Gains Desecrators and Armour-breaker (4+)When this Weapon inflicts an Unsaved Wound on a Model of the Vehicle or Walker Type, a dice roll equal to or greater than X inflicts an additional Hull Point..
Practical tip: this choice is final for the whole Army — think about the overall effect on your list rather than Unit by Unit. Encroaching Ruin/Putrid Corruption/Rapturous Sensation/Formless Distortion/Ravenous Dissolution each open up access to Psychic Powers for your Command/Champion models (Sovereign, Hierarch, Herald) — the other Dominions rely instead on a permanent effect (resilience, fire, armourbane…).
The Daemons of Tzeentch Army List is a sub-faction of the Daemons Faction: its six Units (Lord of Change, Ascendant Lord, Herald, Horrors, Flamers and Screamers of Tzeentch) are available in any Ruinstorm Daemons Army. They have the TzeentchReplaces the [Ætheric Dominion] Trait and can never be replaced. Grants the Summoners Special Rule; Psykers have the Fate-weaver Discipline. Trait instead of the [Ætheric Dominion]: the “Ætheric Dominion” menu does not affect them.
Alignment of the Ruinous Powers: with Tzeentch Units, only the Infernal Tempest, Formless Distortion, Encroaching Ruin and Malevolent Artifice Dominions coexist without penalty. Any other Dominion inflicts -2 to Leadership, Cool, Willpower and Intelligence on all Daemon models in the Army — the “Ætheric Dominion” menu shows this as soon as a Tzeentch Unit is in your list.
- SummonersAt the start of each Victory Sub-phase, a Tzeentch Psyker (Node) may make a Willpower Test to grant Line (1) (or +1 to Line (X), max 3) to a designated Unit, which then loses Vanguard (X). If it fails, the Node suffers D3 Wounds and the designated Unit's Line (X) is reduced by 1.: all Tzeentch models.
- Fate-weaverWeaver of Fate Trait, Metamorphosis and Transphasing Psychic Powers, Warp Shield Psychic Reaction.: default Psychic Discipline of every Tzeentch + Psyker model (Pyromancy and Telekinesis remain optional on their profile).
- Master of FatesGambit: the model makes its Hit and Wound Tests using the WS, S and Weapon Profiles of the Lord of Change.: Gambit reserved for Tzeentch models.
Traitor Legions: any Traitor Legiones Astartes Army (whatever its Legion) may also invite these Daemons. Place an Esoterist (or, for the Thousand Sons, a Sorcerer of Prospero) in a Command Slot to unlock the Aetheric Incursion Auxiliary Detachment (1 Command, 2 Troops, 1 Support, 1 Fast Attack), reserved for the Herald, Horrors, Flamers and Screamers of Tzeentch.
Another sub-faction of the Daemons Faction, on the same principle as Tzeentch: six Units (Keeper of Secrets, Ascendant Lord, Herald, Daemonettes, Seekers and Fiends of Slaanesh) available in any Ruinstorm Daemons Army, with the fixed SlaaneshReplaces the [Ætheric Dominion] Trait and can never be replaced. Grants the Hedonists and Soporific Musk Special Rules; Psykers have the Rapture Discipline. Trait instead of the [Ætheric Dominion].
Alignment of the Ruinous Powers: with Slaanesh Units, only the Infernal Tempest, Rapturous Sensation, Encroaching Ruin and Malevolent Artifice Dominions coexist without penalty. Any other Dominion — or Tzeentch Units in the same Army — inflicts -2 to Leadership, Cool, Willpower and Intelligence on all Daemon models.
- HedonistsAt the start of your Victory Sub-phase, a designated Slaanesh Unit gains Line (1) (or +1 to Line (X), max 3) for each Tactical Status on a non-Vehicle enemy Unit within 18" and in Line of Sight. and Soporific MuskEnemy Units in Combat with it must pass a Willpower Test before choosing an Aftermath option, otherwise they must Hold.: all Slaanesh models.
- RaptureWhisperer Trait, Bewitchment Psychic Power and Malignancy Psychic Weapon.: default Psychic Discipline (Enraptura) of every Slaanesh + Psyker model.
- Blissful PainGambit: the opponent gains the Challenge Advantage, but each Wound Test they pass gives your model +2 Attacks for that Strike Step. (Gambit) and Thirst for BattleAdvanced Reaction (1 point): after the Casualties from an enemy shooting attack, the targeted Unit moves D6" and gains +1 Initiative. (Advanced Reaction).
Traitor Legions: any Traitor Legiones Astartes Army (whatever its Legion) can unlock the Ecstatic Host Auxiliary Detachment (1 Command, 2 Troops, 1 Heavy Assault, 1 Fast Attack, Slaanesh Units only) by placing an Esoterist in a Command Slot. Insidious Corruption also allows the Malefic Sub-type (+20 pts) to be given to a Praetor, Cataphractii/Tartaros Praetor or Saturnine Praetor in the Primary Detachment.
Reminder: these cards are a manual transcription; if in doubt, the rulebook and the army book take precedence.
The Shattered Legions are not a separate Army List: they are a supplement that reuses the Legiones Astartes Army List in full (all Units already on this site remain usable as they are), with a replacement Faction Trait and a few rules of their own. Everything always starts from a Crusade Primary Detachment, to which other detachments are then added.
This is the only mandatory detachment. You put in it only what you want: nothing inside it is compulsory. It is simply capped, at a maximum of:
- 1 High Command — your overall leader;
- 3 Command — your line officers;
- 4 Troops — your core squads;
- 4 Transports — the light vehicles that carry your troops.
Example: 1 Praetor (High Command), 1 Centurion (Command) and 2 Tactical Squads (Troops), with the models of each Unit painted in the colours of one of the Legions chosen for the Army (see below, “The Shattered Legions Trait”).
For all other models (dreadnoughts, terminators, tanks…), you need to unlock additional detachments. Your Primary Detachment is the key:
- Each Command lets you take 1 Auxiliary Detachment (Armoured Fist, Tactical Support…). You can take the same one several times.
- The "Officer of the Line (2)"Allows a number of Auxiliary Detachments equal to X to be selected for the Command Slot concerned, instead of only one. rule (a Model that has it, for example) lets you select not 1 but 2 Auxiliary Detachments for the Command concerned.
- If you have taken a High Command, you can select 1 Apex Detachment (Combat Escort, Officer Cadre, Army Vanguard) or 1 Auxiliary Detachment (like a Command).
In short: the more officers you take in your Primary Detachment, the more detachments you unlock for the rest of your collection.
Hover over (or tap) each slot to display its description.
Mandatory starting point
Additional Detachments
Auxiliary Detachments
Apex Detachments
Remember: an army must include 1 Primary Detachment. It can always include any number of Allied Detachments, up to 1 Lord of War Detachment, and a number of Auxiliary/Apex Detachments determined by your Command and High Command Slots.
Every unit in the game has a Battlefield Role: a "Troops" slot can only hold a unit with the Troops Battlefield Role, and so on.
| Battlefield Role | Description |
|---|---|
| Warlord | The Primarchs and a handful of mighty warriors. No more than 25% of your points limit may be spent on Warlord + Lord of War. |
| High Command | The highest-ranking officers of an army. |
| Command | The army's line officers. |
| Retinue | The warriors tasked with protecting the army's officers. |
| Elites | The most fearsome warriors of an army. |
| War-engine | Legiones Astartes Dreadnoughts and other similar war machines. |
| Troops | The line troops who hold the field and allow generals to achieve victory. |
| Support | Support troops who help the other warriors accomplish their mission. |
| Lord of War | The most imposing and powerful units of an army. Same 25% limit shared with Warlord. |
| Transport | The units charged with ferrying vulnerable troops. |
| Heavy Assault | Heavy assault units tasked with breaking the enemy lines. |
| Heavy Transport | The heaviest and best-protected transports of an army. |
| Armour | Armoured vehicles equipped with the most powerful weapons that can be deployed on the battlefield. |
| Recon | Light infantry and cavalry tasked with harassing, pursuing and tracking the enemy. |
| Fast Attack | Fast units able to strike the enemy and withdraw at high speed. |
Some slots in the chart bear a special symbol: these are Prime Slots. They grant a benefit: a Prime Advantage of your choice from the 5 below. Most are characteristic upgrades… except one, which is very strong for structuring your list.
Special case: if the chosen unit includes models with the UniqueAn army may include only one of a model with this sub-type. A model with the Unique sub-type, or a unit made up entirely of such models, cannot have any options other than those selected for it in its army list profile. sub-type, the only Prime Advantages available are Special Assignment and Logistical Benefit.
One model with the SergeantThe Controlling Player of a unit that includes one or more models with the Sergeant sub-type may use the characteristics of one of those models to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Leadership, as well as the ChampionA model with the Champion sub-type may issue and accept Challenges. sub-type (if it is already a Champion, it instead gains +1 Leadership).
This advantage may only be selected once per detachment.
Practical tip: suits the Sergeant of a Tactical Squad — perfect for a Shattered Legions Detachment led by a field veteran rather than an officer.
All models in the unit occupying the Prime Slot gain +1 Leadership, Cool, Intelligence and Willpower (maximum 10). This only applies to models that are part of the unit, not those that join it before or during the battle.
Practical tip: these characteristics are used for morale checks and Tactical Statuses. A Combat Veterans unit resists panic better: suited to the squad holding your main objective.
One model with the CommandA model with the Command sub-type may join and leave units, and issue and accept Challenges. The Controlling Player of a unit that includes one or more such models may use its characteristics to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Ballistic Skill.
Practical tip: best kept for an officer meant for combat, such as a Centurion leading your Primary Detachment.
Can only be chosen for a Command Slot. The slot can then be filled by a High Command unit, while remaining a Command Slot. However, this slot unlocks no additional detachment, whatever the Battlefield Role or special rules of the chosen unit.
Practical tip: handy for fielding a second Praetor without exceeding the limit of 1 High Command. In exchange, you lose the auxiliary detachment that this Command choice would have unlocked.
Adds a slot to the detachment that includes the Prime Slot. This slot can have any Battlefield Role, except High Command, Command, Warlord or Lord of War.
This advantage may only be selected once per detachment.
Choosing the Shattered LegionsFaction Trait that replaces the [Legiones Astartes] Trait, in the same way as the 18 Legion Traits that can be chosen in its place. An Army that has at least one Detachment with this Trait must choose 2 or 3 Legions from the eighteen and note them on its Army Roster. Faction replaces the [Legiones Astartes] Trait — normally replaced by a single Legion Trait — with this unique Trait, shared by every model from a Shattered Legions Detachment. In exchange, you must choose 2 or 3 Legions for the whole Army, in the new “Chosen Legions” menu of the game settings (instead of the single “Legion” menu of the Legiones Astartes).
Any Unit restricted to one Legion (for example Hibou Khan, restricted to the White Scars) becomes selectable as soon as its Legion is among those chosen — generic Units, on the other hand, remain available whatever Legions are chosen, as for a standard Legiones Astartes Army.
Practical tip: paint the models of each Unit in the colours of one of the chosen Legions, to show visually where your scattered warriors come from — this is a recommendation from the book, not a strict rule.
A model with the Shattered Legions Trait may take wargear options from the Armoury page of any of the Legions chosen for the Army (but never a Prime Advantage) — only one Legion per model.
Implemented on this site: all Legion Armoury options already transcribed here (Salamanders Nocturne artifice, Imperial Fists Solarite gauntlet, etc.) automatically become available on every Unit as soon as the corresponding Legion is among those chosen in “Chosen Legions” — no need to go through the standard “Legion” selector. A deliberate simplification: this site does not lock each model to a single Armoury Legion among those chosen (the book does), so the same model can freely draw from the Armouries of all the ticked Legions.
Five named characters may join a Shattered Legions Detachment, provided their Legion is among those chosen for the Army. Their Allegiance Trait remains unchanged.
- Hibou Khan (White Scars)
- Alexis Polux (Imperial Fists)
- Shadrak Meduson (Iron Hands)
- Saul Tarvitz (Emperor’s Children)
- Garviel Loken (Sons of Horus)
Practical tip: consider these five characters first when choosing your 2 or 3 Legions if you want to build an Army around a specific historical commander.
A Shattered Legions Detachment must choose a Shattered Legions Rite of War; this document offers only one, which applies automatically. Every model with the Shattered Legions Trait (except those of the Vehicle Type) gains the Mutable TacticsLegion Tactica of The Shattered Legions Rite of War. Every Model with the Shattered Legions Trait, except those of the Vehicle Type, gains a bonus for each of the Legions chosen for the Army's Shattered Legions Detachments. If only two Legions have been chosen, these Models also gain the Bound in Blood Special Rule. Special Rule: a bonus for each chosen Legion (detailed below), plus the Bound in BloodIf only two Legions have been chosen for the Army's Shattered Legions Detachments, every Model subject to the Mutable Tactics Special Rule modifies its Leadership and Cool Characteristics by +1 in the second and third Battle Turns, and by +2 from the fourth Battle Turn and every subsequent Battle Turn. Special Rule if only 2 Legions (rather than 3) have been chosen.
Not simulated on this site: like other conditional combat bonuses (Rites of War, Legion Tactica…), the 18 bonuses below are not applied automatically on Unit profiles — apply them manually during the game; this page is for reference only.
Is only affected by a Fear (X)If a Model with this Special Rule must make a Leadership Test, it suffers a penalty of X. Special Rule within 6" (instead of 12") of a Model that has it.
A roll of 4+ on a Hit Test for a Melee Attack is always a success.
A roll of 9 or less on a Leadership Test in the Morale Sub-phase is always a success.
+1 Initiative during a Set-up Move or a Run.
+1" (max. 6") to the distance of the Set-up Move.
May make Volley AttacksA Ranged Weapon with the Assault Trait may make a Volley Attack: a number of additional Attacks equal to the number of Models in the Unit (up to a maximum), at the cost of an unmodified Armour/Invulnerable Save for the Target. with a bolter as if it had the Assault Trait.
+1 Combat Resolution PointTotal that determines the winner of a Combat in the Resolution Sub-phase: each side compares its Combat Resolution Points, the loser usually suffering a Tactical Status. if the Unit causes at least one enemy Model to be Removed as a Casualty.
+1 to the Wound Test of a Melee Attack if a Model from the same Unit has already been Removed as a Casualty during this Phase.
Gains Feel No Pain (4+)Each time a Model with this Special Rule would lose a Wound, on the indicated roll it ignores it and loses no Wound. against Volley Attacks.
+2" to the distance of the Pursuit Move.
Shooting Attacks made against the Unit as part of a Reaction are made as Snap ShotsA Shooting Attack made as Snap Shots can only use the Model's base Ballistic Skill, without any modifiers, and cannot benefit from Special Rules that would modify the Target Number of the Hit Test..
Ignores Difficult Terrain and Dangerous Terrain; automatically passes any Dangerous Terrain Test.
An enemy Unit that Falls Back cannot be Pursued.
+1 to the Hit Test if its side is outnumbered in this Combat.
One additional dice on the Charge Roll, discarding the two lowest results.
Is not affected by the Panic (X)If the weapon inflicts a wound (whether or not damage is inflicted), the target makes a Leadership test with a penalty of X. Special Rule of a Weapon with the Flame Trait.
Gains Shrouded (6+) — distinct from the concealment tied to Damage Mitigation Rolls already established on this site — if it did not remain Stationary in the Movement Sub-phase.
Its Volley Attacks gain Precision (6+)On a roll of 6+ on a Hit Test, the Controlling Player may choose the targeted enemy Model within the Target Unit..
The Rite of War also grants an Advanced Reaction and a Gambit, available to every model with the Shattered Legions Trait:
- Exact the PriceAdvanced Reaction. Once per Battle, when a Unit that includes only Models with the Shattered Legions Trait is Targeted by a Charge, spend 1 to 3 Reaction Allotments to give it +1 Toughness (1 Allotment), and in addition +1 Attacks (2 Allotments) or +1 Attacks and Strength (3 Allotments) to the Models attacking it, until the end of the Phase. (Advanced Reaction) — improves the Charged Unit by spending 1, 2 or 3 Reaction Allotments.
- Spiteful StrikeGambit that can be selected if the Model's Wounds are below their starting value: instead of a Focus Roll, it makes a Melee Attack at +1 to Hit/Wound; if it does not destroy the enemy, the Model is Removed as a Casualty instead. (Gambit) — one last knife thrust if the Model's Wounds have already been reduced.
Reminder: these cards are a manual transcription; if in doubt, the rulebook and the army book take precedence.
The Blackshields are not a separate Army List: they are a supplement that reuses the Legiones Astartes Army List in full (all Units already on this site remain usable as they are, except Units specific to a single Legion), with a replacement Faction Trait and a few rules of their own. Everything always starts from a Crusade Primary Detachment, to which other detachments are then added.
This is the only mandatory detachment. You put in it only what you want: nothing inside it is compulsory. It is simply capped, at a maximum of:
- 1 High Command — your overall leader;
- 3 Command — your line officers;
- 4 Troops — your core squads;
- 4 Transports — the light vehicles that carry your troops.
Example: Endryd Haar (High Command), 1 Centurion (Command) and 2 Tactical Squads (Troops) — a motley warband, with no ties to a single Legion.
For all other models (dreadnoughts, terminators, tanks…), you need to unlock additional detachments. Your Primary Detachment is the key:
- Each Command lets you take 1 Auxiliary Detachment (Armoured Fist, Tactical Support…). You can take the same one several times.
- The "Officer of the Line (2)"Allows a number of Auxiliary Detachments equal to X to be selected for the Command Slot concerned, instead of only one. rule (a Model that has it, for example) lets you select not 1 but 2 Auxiliary Detachments for the Command concerned.
- If you have taken a High Command, you can select 1 Apex Detachment (Combat Escort, Officer Cadre, Army Vanguard) or 1 Auxiliary Detachment (like a Command).
In short: the more officers you take in your Primary Detachment, the more detachments you unlock for the rest of your collection.
Hover over (or tap) each slot to display its description.
Mandatory starting point
Additional Detachments
Auxiliary Detachments
Apex Detachments
Remember: an army must include 1 Primary Detachment. It can always include any number of Allied Detachments, up to 1 Lord of War Detachment, and a number of Auxiliary/Apex Detachments determined by your Command and High Command Slots.
Every unit in the game has a Battlefield Role: a "Troops" slot can only hold a unit with the Troops Battlefield Role, and so on.
| Battlefield Role | Description |
|---|---|
| Warlord | The Primarchs and a handful of mighty warriors. No more than 25% of your points limit may be spent on Warlord + Lord of War. |
| High Command | The highest-ranking officers of an army. |
| Command | The army's line officers. |
| Retinue | The warriors tasked with protecting the army's officers. |
| Elites | The most fearsome warriors of an army. |
| War-engine | Legiones Astartes Dreadnoughts and other similar war machines. |
| Troops | The line troops who hold the field and allow generals to achieve victory. |
| Support | Support troops who help the other warriors accomplish their mission. |
| Lord of War | The most imposing and powerful units of an army. Same 25% limit shared with Warlord. |
| Transport | The units charged with ferrying vulnerable troops. |
| Heavy Assault | Heavy assault units tasked with breaking the enemy lines. |
| Heavy Transport | The heaviest and best-protected transports of an army. |
| Armour | Armoured vehicles equipped with the most powerful weapons that can be deployed on the battlefield. |
| Recon | Light infantry and cavalry tasked with harassing, pursuing and tracking the enemy. |
| Fast Attack | Fast units able to strike the enemy and withdraw at high speed. |
Some slots in the chart bear a special symbol: these are Prime Slots. They grant a benefit: a Prime Advantage of your choice from the 5 below. Most are characteristic upgrades… except one, which is very strong for structuring your list.
Special case: if the chosen unit includes models of the UniqueAn army may only include a single instance of a model of this sub-type. A model of the Unique sub-type, or a unit composed entirely of such models, may not have any options other than those selected for it in its army list profile. sub-type, the only prime advantages available are Special Assignment and Logistical Benefit — the case for Endryd Haar, of the Unique Sub-type.
One model with the SergeantThe Controlling Player of a unit that includes one or more models with the Sergeant sub-type may use the characteristics of one of those models to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Leadership, as well as the ChampionA model with the Champion sub-type may issue and accept Challenges. sub-type (if it is already a Champion, it instead gains +1 Leadership).
This advantage may only be selected once per detachment.
Practical tip: suits the Sergeant of a Tactical Squad — perfect for a warband led by a field veteran rather than an officer.
All models in the unit occupying the Prime Slot gain +1 Leadership, Cool, Intelligence and Willpower (maximum 10). This only applies to models that are part of the unit, not those that join it before or during the battle.
Practical tip: these characteristics are used for morale checks and Tactical Statuses. A Combat Veterans unit resists panic better: suited to the squad holding your main objective.
One model with the CommandA model with the Command sub-type may join and leave units, and issue and accept Challenges. The Controlling Player of a unit that includes one or more such models may use its characteristics to resolve any Characteristic Test made for the unit. sub-type in the unit occupying the Prime Slot gains +1 Attacks, Weapon Skill and Ballistic Skill.
Practical tip: best kept for an officer meant for combat, such as a Centurion leading your Primary Detachment.
Can only be chosen for a Command Slot. The slot can then be filled by a High Command unit, while remaining a Command Slot. However, this slot unlocks no additional detachment, whatever the Battlefield Role or special rules of the chosen unit.
Practical tip: handy for fielding a second officer without exceeding the limit of 1 High Command — in exchange, you lose the auxiliary detachment that this Command choice would have unlocked.
Adds a slot to the detachment that includes the Prime Slot. This slot can have any Battlefield Role, except High Command, Command, Warlord or Lord of War.
This advantage may only be selected once per detachment.
Choosing the BlackshieldsFaction Trait that replaces the [Legiones Astartes] Trait on every Unit selected for a Detachment with this Trait. Only Units from the Legiones Astartes Army List that do not have a specific variant of the [Legiones Astartes] Trait may be selected for such a Detachment, which may not include any Model with another Legion Trait. Faction replaces the [Legiones Astartes] Trait with this unique Trait, shared by every model from a Blackshields Detachment — no Legion to choose, unlike the Legiones Astartes or the Shattered Legions.
The trade-off: no Unit specific to a single Legion (those with a fixed Legion Trait, e.g. the Sons of Horus Reaver Attack Squad) may be selected for a Blackshields Detachment. Only generic Units, with no imposed Legion, remain available — exactly as for the Shattered Legions, but without having to choose 2 or 3 Legions.
Unlike the Legio Custodes, the Anathema Psykana or the Ruinstorm Daemons, the Blackshields impose no Allegiance: the Allegiance selector in the game settings remains entirely free — Loyalist or Traitor, as you choose.
If your Army's Primary Detachment is drawn from the Legiones Astartes Army List — including a Blackshields Primary Detachment — you gain a bonus Reaction Point if that Detachment, or a Warlord Detachment from the same Army List, includes a Model with the Master of the LegionGrants an additional reaction. Trait.
Practical tip: Endryd Haar has this Trait — including him in your Primary Detachment therefore earns you an extra Reaction Point.
Every model with the Blackshields Trait (except those of the Vehicle Type) gains the Bastard Sons of FateBlackshields Tactica. Every Model with the Blackshields Trait, except those of the Vehicle Type, that is affected by the Pinned, Suppressed or Stunned Tactical Status gains a +1 bonus to its Toughness and Strength Characteristics; if it is affected by more than one of these Tactical Statuses at once, this bonus increases to +2. Tactica: +1 Toughness and Strength (or even +2) when it is Pinned, Suppressed or Stunned. It also has access to the Beholden to NoneBlackshields Rite of War Gambit, which can be selected instead of any other available Gambit, only if the opposing Model engaged in the same Challenge has the Unique Trait or the Paragon Type. If this Model is Removed as a Casualty during the Strike Step while this Gambit was selected for it, the opposing Model automatically suffers D3 wounds at the end of the following Glory Step, with the Damage and Armour Penetration Characteristics of the Weapon it was carrying. Gambit: even when defeated by an exceptional opponent (Unique Trait or Paragon Type), the model can still inflict D3 wounds on it in return.
An Army that includes Blackshields Detachments may select Oaths of Moment for each of them — sets of rules that add options and Special Rules to the Units in the Detachment. The number of Oaths depends on the type of Detachment: 2 for a Primary Detachment, 1 for an Allied Detachment. Any Auxiliary or Apex Detachment attached to a Blackshields Primary or Allied Detachment must use the same Oaths as it — other types of Detachment have none.
Oaths are ticked directly on the card of the relevant Primary/Allied Detachment (“Force organisation” section below), with an “Attached to” menu on each Auxiliary/ Apex Detachment to choose whose Oaths it inherits. Two Oaths (Panoply of Old, The Broken Helix) show an additional sub-menu once ticked (chosen Legion, Clone or Aberrant).
Implemented on this site: the Special Rules/Traits granted, the conversion of Line (X)/Vanguard (X) → Loot the Dead/Doomed Heroics, the replacement of Infantry → Automata (The Flesh is Weak), the restructured Slots (Troops → Elites/Command, High Command/ Command lockout from In Disgrace all are Equal and its Petty Warlord Advantage), the Characteristic bonuses/ penalties of The Broken Helix and the weapons unlocked by The Taint of the Xenos/The Weapons of Desperation are all applied automatically as soon as the Oath is ticked. Not simulated (update manually during the game, as with any Rite of War): rules that only take effect during the Battle without changing the profile (Only in Death does Duty End, An Eternity of War, the Victory scoring of Reapers of Lives/Loot the Dead…), and the order of application between several Oaths affecting the same Special Rule (this site simply makes them mutually incompatible rather than offering a choice of order).
Against an opposing Legiones Astartes Army, gains Hatred (Legiones Astartes) — extended to +1 to all Hit Tests in Combat if the opposing Primary Detachment is also Legiones Astartes. In exchange, any Unit that starts the Assault Sub-phase within 12" of a Legiones Astartes enemy must charge it if able.
Choose a single Legion: all Units in the Detachment may use the wargear options of its Armoury (excluding Rites of War and Prime Advantages).
In the End Phase, a Routed Unit may have this Tactical Status removed, at the cost of 1D3+1 wounds (Damage 1, AP -).
Loses Line (X)/Vanguard (X) (which can never be regained) in exchange for Loot the Dead (X)Gives a Unit that wins a Combat the Pillage and Plunder option in the Aftermath: if all enemy Units in the Combat have been destroyed, Fallen Back or Disengaged, a single Unit per Combat may score X Victory Points instead of moving/attacking, then gains the Pinned Tactical Status.; can no longer Control or Contest Objectives. Incompatible with Reapers of Lives.
The Fall Back Move may be made in any direction (even into contact with the enemy, which removes the Routed Status); but when out of Combat at the end of the Turn (from Turn 2 onwards), a failed Cool test imposes the Routed Status.
Every Infantry model becomes Automata and swaps Bastard Sons of Fate for Linked Cogitator UnitsAn Automata Model with this Special Rule may Control/Contest Objectives without Line (X), with a Victory Point bonus/ penalty depending on the size of the Unit (-1 if 4 Models or fewer, minimum 0; +1 if 10 Models or more).; Transports gain Augmetic Transport BayOnly embarks Automata Models with the Blackshields Trait, and increases its Transport Capacity by 3..
Every Sergeant/Champion/Specialist/Command model gains the Psyker Trait and the MalignantPsychic Discipline. A Model that has it gains the Malignant Special Rule, the Warp Torrent Psychic Weapon and the “Maleficent” Trait. A Model with the Malignant Special Rule suffers more from Perils of the Warp: on a Warp Rupture result, its Willpower is set to 5 to resolve the incident. Discipline.
Loses Fury of the Legion/Line (X)/Vanguard (X) (which can never be regained) in exchange for, as the Detachment chooses, CloneExcept Command/Champion/Specialist/ Sergeant models: -1 to Leadership, Willpower, Intelligence, Cool. Cannot make Reactions or Advanced Reactions, but gains a 5+ Cloned Resilience Damage Mitigation Roll. or AberrantExcept Command/Champion/Specialist/ Sergeant models: -1 to Leadership, Willpower, Intelligence, Cool, but +1 Strength and Attacks. Must charge any enemy within 12" at the start of the Assault Sub-phase, even if out of range..
No High Command choices; all other Slots become Supreme Force Organisation Slots, reserved for the Petty WarlordA Sergeant Model in the Unit gains +1 Attacks/Weapon Skill/Leadership and the Champion Sub-type (or an additional +1 Leadership if it already has it). May unlock an additional Auxiliary Detachment, also limited to this Advantage. Prime Advantage (never for a Vehicle).
All Troops Slots become Elites Slots; no Troops choices are possible any more, including in attached Auxiliary/Apex Detachments.
Unlocks the Deathlock (+15 Points) and the Doomlock (+10 Points) in the Legion Special Weapons list, and the Halo blade (+15 Points) in the Legion Officer Wargear.
All bolters/bolt pistols are exchanged for free for a weapon from The Weapons of Desperation list (scavenged: Autogun, Autopistol, Lasrifle, Laspistol, Shotgun, Heavy stubber, or Melee weapon — the latter limited to 1 Model in 3).
Loses Line (X)/Vanguard (X) (which can never be regained) in exchange for Doomed Heroics (X)If a Unit made up mostly of Models with this Special Rule wins a Combat in which the enemy side clearly outnumbers it, has more Command Models/a Paragon, or a majority with higher Weapon Skill, it scores X Victory Points. (double the value lost, or 3 by default). Incompatible with Reapers of Lives and The Spoils of Victory.
Loses Line (X)/Vanguard (X) and all Objective Victory Points in exchange for D3 Victory Points per enemy Unit completely destroyed (only 1 if the Unit bearing the Oath is a Vehicle, reduced by Expendable (X) on the enemy side). Incompatible with The Spoils of Victory and The Blade of the Just.
High Command choices only; Troops Slots become High Command Slots reserved for Centurions (on foot or in Terminator Armour), who gain +1 base W, +1 to a Characteristic of choice, Reckless and To Fight and Die AloneCannot join or be joined. Alone in a Combat: +1 to the Combat Resolution Score per Wound lost this Round, 1 Victory Point if it issues/accepts a Challenge, and no Victory Points for anyone if it is Removed as a Casualty..
Endryd Haar, The Riven Hound, Praetor of the Blackshield, formerly of the XIIth Legion, the World Eaters, is the only named character with a full profile in this supplement — available only in a Blackshields Faction Army (he does not appear in the “Unit to add” selector for the Legiones Astartes or the Shattered Legions).
If he is your only High Command choice, every Unit in your Primary Detachment made up entirely of Blackshields Infantry models without Bulky (X) gains Infiltrate (12). He also has Hatred (World Eaters) — an old grudge against his former Legion — and can sacrifice himself in a Challenge with The Riven Hound Gambit, for a single blow at +4 Strength and +2 Damage.
Practical tip: combine Endryd Haar with the Bonus Reaction Point (he has Master of the Legion) and the Bastard Sons of Fate Tactica for a resilient Primary Detachment that is hard to hold back.
Reminder: these cards are a manual transcription; if in doubt, the rulebook and the army book take precedence.