Imperial Fists Army List Overview
Imperial Fists Army List Overview
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Lascannon
1x Legion Support Sergeant: Artificer
Armour, Bolt Pistol
6x Legionaries (collective): Bolt Pistol
1x Legionary w/ Options: Bolt Pistol,
(10) Heavy Support Augury Scanner
Heavy Support 265
Squad 1x Legionary w/ Options: Bolt Pistol,
Legion Vexilla
1x Legionary w/ Options: Bolt Pistol,
Nuncio-Vox
Autocannon
Lords of War Have Lords of War Have
Moved to "Lords of Moved to "Lords of
War Detachment" War Detachment"
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0 PTS RITE OF WAR
Categories Rite of War:
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95 PTS CENTURION
Models Options
1x Frag Grenades, Krak Grenades, Refractor Field, Bolt Pistol, Chainsword (Chainsword), Artificer
Champion Armour
Unit Unit Type Move WS BS S T W I A Ld Save
Legion Centurion Infantry (Character) 7 6 5 4 4 2 5 3 9 2+
Weapon Range Strength AP Type
Bolt Pistol 12" 4 5 Pistol 1
Chainsword - User - Melee, Shred
Paragon Blade - +1 2 Melee, Murderous Strike (6+), Specialist Weapon
Wargear Item Description
Artificer
Artificer armour confers a 2+ Armour Save.
Armour
A unit that includes at least one model with frag grenades makes attacks at its normal
Initiative Step during an Assault after it has successfully Charged through Difficult
Frag
Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by
Grenades
Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain
or Dangerous Terrain.
The controlling player may choose to have a model with krak grenades that is Engaged
or otherwise in base contact during the Assault phase with a Building or Fortification, or
a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str
Krak 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in
Grenades a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or
make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a
model in the same Assault phase (but may participate in Sweeping Advances as
normal).
A model with a refractor field gains a 5+ Invulnerable Save.
Refractor Invulnerable Saves granted by a refractor field or iron halo do not stack with other
Field Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically
increase existing saves. If a model has another Invulnerable Save then the controlling
player must choose which one to use.
Warlord Trait Text
This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait and all models in any friendly unit that Warlord joins gain +1 to
their Weapon Skill Characteristic when locked in combat with one or more enemy units
Solar
that have the Traitor Allegiance. In addition, an army whose Warlord has this Trait may
Marshal
make one additional Reaction per turn in any one of the opposing player’s Phases, as
long as the Warlord has not been removed as a casualty. This additional Reaction may
only be made by the Warlord’s unit and does not allow any unit to make more than one
Reaction per Phase.
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Rules Fearless, Grenades, Independent Character, Infantry Unit Type, Legiones Consularis,
Murderous Strike (6+), Never Back Down, Relentless, Shred, Specialist Weapon
Categories Character, Compulsory HQ:, HQ:, Independent Character, Infantry Unit Type, Legion Consularis:,
Legiones Astartes, Unit:
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110 PTS APOTHECARION DETACHMENT
Models Options
2x Frag Grenades, Krak Grenades, Narthecium, Bolt Pistol, Chainsword (Chainsword), Artificer
Apothecary Armour
Unit Unit Type Move WS BS S T W I A Ld Save
Apothecary Infantry (Character) 7 4 4 4 4 1 4 2 8 2+
Weapon Range Strength AP Type
Bolt Pistol 12" 4 5 Pistol 1
Chainsword - User - Melee, Shred
Wargear Item Description
Artificer
Artificer armour confers a 2+ Armour Save.
Armour
A unit that includes at least one model with frag grenades makes attacks at its normal
Initiative Step during an Assault after it has successfully Charged through Difficult
Frag
Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by
Grenades
Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain
or Dangerous Terrain.
The controlling player may choose to have a model with krak grenades that is Engaged
or otherwise in base contact during the Assault phase with a Building or Fortification, or
a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str
Krak 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in
Grenades a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or
make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a
model in the same Assault phase (but may participate in Sweeping Advances as
normal).
All models with the Infantry or Cavalry Unit Types in a unit that includes at least one
model with a narthecium gains the Feel No Pain (5+) special rule. Units that include
Narthecium more than one narthecium do not stack the Feel No Pain (X) special rule and gain no
additional benefit. Models with the Artillery Sub-type are not affected by this special rule
and do not gain the Feel No Pain (X) special rule.
Rules Apothecarion Detachment, Grenades, Infantry Unit Type, Legiones Astartes (Imperial Fists), Shred
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235 PTS TACTICAL SQUAD
Models Options
1x Legion Tactical Sergeant Chain Bayonet, Bolter, Bolt Pistol, Power Fist, Artificer Armour, Meltabombs
1x Legionary w/ Options Chain Bayonet, Bolt Pistol, Bolter, Nuncio-Vox
1x Legionary w/ Options Chain Bayonet, Bolt Pistol, Bolter, Legion Vexilla
12x Legionary Chain Bayonet, Bolt Pistol, Bolter
Unit Unit Type Move WS BS S T W I A Ld Save
Legion Tactical Sergeant Infantry (Character, Line) 7 4 4 4 4 1 4 2 8 2+
Legionary Infantry (Line) 7 4 4 4 4 1 4 1 7 3+
Weapon Range Strength AP Type
Bolt Pistol 12" 4 5 Pistol 1
Bolter 24" 4 5 Rapid Fire
Chain Bayonet - +1 - Melee, Two-handed, Shred
Meltabombs - 8 1 Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death
Power Fist - x2 2 Melee, Unwieldy, Specialist Weapon
Wargear Item Description
Artificer
Artificer armour confers a 2+ Armour Save.
Armour
A unit that includes at least one model with frag grenades makes attacks at its normal
Initiative Step during an Assault after it has successfully Charged through Difficult
Frag
Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by
Grenades
Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain
or Dangerous Terrain.
The controlling player may choose to have a model with krak grenades that is Engaged
or otherwise in base contact during the Assault phase with a Building or Fortification, or
a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str
Krak 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in
Grenades a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or
make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a
model in the same Assault phase (but may participate in Sweeping Advances as
normal).
A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds
score used to determine if they win a Combat in the Assault phase. In addition, a unit
that includes at least one model with a Legion vexilla may, before any dice are rolled to
Legion Vexilla
determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a
D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced to move off the edge of the
battlefield will instead stop with each model 1" away from the edge of the battlefield.
While at least one model with a nuncio-vox is present on the battlefield and not
Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls
made (whether as part of a weapon attack or the deployment of a model or unit), as
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Nuncio-Vox long as the model with the nuncio-vox has line of sight to the unit targeted by the attack
or the point chosen as the target of the deployment. In addition, a unit that includes at
least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the
Night Fighting rules.
Power
Power armour provides a 3+ Armour Save.
Armour
Rules Armourbane (Melta), Detonation, Fury of the Legion, Grenades, Heart of the Legion,
Infantry Unit Type, Instant Death, Line Sub-type, Shred, Specialist Weapon, Two-handed, Unwieldy
Categories Character, Compulsory Troops:, Infantry Unit Type, Legiones Astartes, Line Sub-type, Troops:,
Unit:
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135 PTS TACTICAL SQUAD
Models Options
1x Legion Tactical Sergeant Bolter, Bolt Pistol, Chainsword (Chainsword), Artificer Armour
1x Legionary w/ Options Bolt Pistol, Bolter, Legion Vexilla
1x Legionary w/ Options Bolt Pistol, Bolter, Nuncio-Vox
7x Legionary Bolt Pistol, Bolter
Unit Unit Type Move WS BS S T W I A Ld Save
Legion Tactical Sergeant Infantry (Character, Line) 7 4 4 4 4 1 4 2 8 2+
Legionary Infantry (Line) 7 4 4 4 4 1 4 1 7 3+
Weapon Range Strength AP Type
Bolt Pistol 12" 4 5 Pistol 1
Bolter 24" 4 5 Rapid Fire
Chainsword - User - Melee, Shred
Wargear Item Description
Artificer
Artificer armour confers a 2+ Armour Save.
Armour
A unit that includes at least one model with frag grenades makes attacks at its normal
Initiative Step during an Assault after it has successfully Charged through Difficult
Frag
Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by
Grenades
Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain
or Dangerous Terrain.
The controlling player may choose to have a model with krak grenades that is Engaged
or otherwise in base contact during the Assault phase with a Building or Fortification, or
a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str
Krak 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in
Grenades a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or
make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a
model in the same Assault phase (but may participate in Sweeping Advances as
normal).
A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds
score used to determine if they win a Combat in the Assault phase. In addition, a unit
that includes at least one model with a Legion vexilla may, before any dice are rolled to
Legion Vexilla
determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a
D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced to move off the edge of the
battlefield will instead stop with each model 1" away from the edge of the battlefield.
While at least one model with a nuncio-vox is present on the battlefield and not
Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls
made (whether as part of a weapon attack or the deployment of a model or unit), as
Nuncio-Vox long as the model with the nuncio-vox has line of sight to the unit targeted by the attack
or the point chosen as the target of the deployment. In addition, a unit that includes at
least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the
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Night Fighting rules.
Power
Power armour provides a 3+ Armour Save.
Armour
Rules Fury of the Legion, Grenades, Heart of the Legion, Infantry Unit Type, Line Sub-type, Shred
Categories Character, Compulsory Troops:, Infantry Unit Type, Legiones Astartes, Line Sub-type, Troops:,
Unit:
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160 PTS HEAVY SUPPORT SQUAD
Models Options
1x Legion Support Sergeant Artificer Armour, Bolt Pistol
4x Legionaries (collective) Bolt Pistol
Unit Unit Type Move WS BS S T W I A Ld Save
Legion Support Sergeant Infantry (Heavy, Character) 7 4 4 4 4 1 4 2 8 2+
Legionary Infantry (Heavy) 7 4 4 4 1 4 1 7 3+
Weapon Range Strength AP Type
Bolt Pistol 12" 4 5 Pistol 1
Lascannon 48" 9 2 Heavy 1, Sunder
Wargear Item Description
Artificer
Artificer armour confers a 2+ Armour Save.
Armour
A unit that includes at least one model with frag grenades makes attacks at its normal
Initiative Step during an Assault after it has successfully Charged through Difficult
Frag
Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by
Grenades
Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain
or Dangerous Terrain.
The controlling player may choose to have a model with krak grenades that is Engaged
or otherwise in base contact during the Assault phase with a Building or Fortification, or
a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str
Krak 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in
Grenades a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or
make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a
model in the same Assault phase (but may participate in Sweeping Advances as
normal).
Power
Power armour provides a 3+ Armour Save.
Armour
Rules Grenades, Heavy Sub-type, Infantry Unit Type, Sunder
Categories Character, Heavy Sub-type, Heavy Support:, Infantry Unit Type, Legiones Astartes, Unit:
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265 PTS HEAVY SUPPORT SQUAD
Models Options
1x Legion Support Sergeant Artificer Armour, Bolt Pistol
6x Legionaries (collective) Bolt Pistol
1x Legionary w/ Options Bolt Pistol, Augury Scanner
1x Legionary w/ Options Bolt Pistol, Legion Vexilla
1x Legionary w/ Options Bolt Pistol, Nuncio-Vox
Unit Unit Type Move WS BS S T W I A Ld Save
Legion Support Sergeant Infantry (Heavy, Character) 7 4 4 4 4 1 4 2 8 2+
Legionary Infantry (Heavy) 7 4 4 4 1 4 1 7 3+
Weapon Range Strength AP Type
Autocannon 48" 7 4 Heavy 2, Rending (6+)
Bolt Pistol 12" 4 5 Pistol 1
Wargear Item Description
Artificer
Artificer armour confers a 2+ Armour Save.
Armour
A unit that includes at least one model with an augury scanner gains all of the following
benefits:
• Enemy models cannot be deployed using the Infiltrate special rule within 18" of a
model with an augury scanner.
• A unit that includes at least one model with an augury scanner ignores the 24" limit to
Augury
line of sight when making Shooting Attacks while the Night Fighting rules are in effect.
Scanner
• When any enemy unit is deployed to the battlefield from Reserves, a unit that includes
at least one model with an augury scanner may make the Interceptor Advanced
Reaction (see the Horus Heresy: Age of Darkness rulebook, page 309) without
expending a point of the Reactive player’s Reaction Allotment. This does not allow the
unit to make more than one Reaction per Phase, but does allow the controlling player to
exceed the normal three Reactions limit in a given Phase.
A unit that includes at least one model with frag grenades makes attacks at its normal
Initiative Step during an Assault after it has successfully Charged through Difficult
Frag
Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by
Grenades
Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain
or Dangerous Terrain.
The controlling player may choose to have a model with krak grenades that is Engaged
or otherwise in base contact during the Assault phase with a Building or Fortification, or
a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str
Krak 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in
Grenades a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or
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make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a
model in the same Assault phase (but may participate in Sweeping Advances as
normal).
A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds
score used to determine if they win a Combat in the Assault phase. In addition, a unit
that includes at least one model with a Legion vexilla may, before any dice are rolled to
Legion Vexilla
determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a
D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced to move off the edge of the
battlefield will instead stop with each model 1" away from the edge of the battlefield.
While at least one model with a nuncio-vox is present on the battlefield and not
Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls
made (whether as part of a weapon attack or the deployment of a model or unit), as
Nuncio-Vox long as the model with the nuncio-vox has line of sight to the unit targeted by the attack
or the point chosen as the target of the deployment. In addition, a unit that includes at
least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the
Night Fighting rules.
Power
Power armour provides a 3+ Armour Save.
Armour
Rules Grenades, Heavy Sub-type, Infantry Unit Type, Rending (6+)
Categories Character, Heavy Sub-type, Heavy Support:, Infantry Unit Type, Legiones Astartes, Unit:
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LORDS OF WAR HAVE MOVED TO "LORDS OF WAR DETACHMENT"
Rules LoW (where are they?) THIS ENTRY CAN BE REMOVED FROM YOUR ROSTER WITHOUT ISSUE
Selection Rules
Apothecarion Detachment:
An Apothecarion Detachment is selected as any other unit, using up a single Force Organisation slot and
bought in the same manner. However, before the first turn begins and any models are deployed to the
battlefield, all models in an Apothecarion Detachment must be assigned to another unit from the same
Detachment of the army they were selected as part of. Legion Apothecaries that have not selected a
Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely
of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion
Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that
have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models
with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion
Apothecary, and any Legion Apothecaries that have selected a Legion Scimitar jetbike may only be
assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones
Astartes (X) special rule as the Legion Apothecary. No Apothecary may be assigned to any unit that
includes one or more models with the Independent Character special rule or Unique Sub-type (but such
models may join a unit that includes an Apothecary as normal during either deployment or any following
turn). No more than one Apothecary may be assigned to any given unit.
Once assigned to a unit, the Legion Apothecary is considered part of that unit and may not leave it
under any circumstances – if that unit is removed as a casualty when the Legion Apothecary is removed
as well. In battles using Victory points, no Victory points are ever scored for removing an Legion
Apothecary as a casualty. When assigned to a unit, a Legion Apothecary gains all of the special rules
(with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-
types listed for the unit to which it is attached, but does not gain access to any additional Wargear
options available to the unit to which it is assigned.
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Armourbane (Melta):
If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when
targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-
rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat
attacks.
Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for
example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:
Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of
the Armourbane special rule when at half range or less. If the attack is more than half its Maximum
Range away, it rolls to penetrate as normal. If a weapon with this version of Armourbane also has the
Blast special rule (see page 234), measure the distance to the centre of the Blast marker after it has
scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane
special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.
Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the
benefits of the Armourbane special rule when attacking in close combat.
Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains
the benefits of the Armourbane special rule when making Shooting Attacks.
Detonation:
A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or
Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications.
Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault
phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and
any bonus attacks from Charging or other special rules.
Fearless:
Units with one or more models with the Fearless special rule automatically pass Pinning tests. Regroup
tests and Morale [Link] addition, models with the Fearless special rule ignore the effects of the Fear
special rule.
However, units containing one or more models with the Fearless special rule cannot use any Reactions
that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check
due to the Our Weapons Are Useless special rule (see page 188). If a unit has become Pinned and then
gains the Fearless special rule,all the effects of being Pinned are immediately cancelled.
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Grenades:
Grenades are represented in battle as Wargear items with a specific effect rather than as weapons.
Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules
presented here. Note that grenade launchers do not use these rules and are Shooting Weapons
governed by the standard Shooting rules.
Heavy Sub-type:
• A unit that includes only models with the Heavy subtype may re-roll failed Armour Saves against
Template and Blast weapons.
• A unit that includes any models with the Heavy subtype may not Run and when making a Movement
during a Reaction based on its Initiative Characteristic, reduces the distance moved by -1.
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Independent Character:
Independent Characters can join other units. They cannot, however, join units that contain Vehicles,
Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character
also has that Unit Type or sub-type). They can join other Independent Characters though to form a
powerful multicharacter unit.
Joining and Leaving a Unit
An Independent Character can begin the game already with a unit, either by being deployed in unit
coherency with it or, if the unit is in Reserve, by you informing your opponent which unit it has joined.
In order to join a unit, an Independent Character simply has to move so that they are within unit
coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character
is within unit coherency of more than one unit at the end of its Movement phase, the player must
declare which unit it is joining. If an Independent Character does not intend to, or cannot, join a unit, it
must, where possible, remain outside of unit coherency with that unit at the end of the Movement
phase. This is to make clear whether they have joined a unit or not. Note that after an Independent
Character joins a unit, that unit can Move no further that Movement phase.
An Independent Character can leave a unit during the Movement phase by moving out of unit coherency
with it. They cannot join or leave during any other Phase – once shots are fired or Charges are declared.
An Independent Character cannot leave a unit while either they or the unit are in Reserve, locked in
combat, Falling Back or have been Pinned. They cannot join a unit that is in Reserve, locked in combat
or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed,
they again become a unit of one model at the start of the following Phase. While an Independent
Character is part of a unit, they count as part of the unit for all rules purposes, though they still follow
the rules for Characters.
Special Rules
When an Independent Character joins a unit, it might have different special rules from those of the unit.
Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not
conferred upon the Independent Character, and the Independent Character’s special rules are not
conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the
Independent Character is with them.
Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during
deployment, and vice versa.
Independent Characters and Ongoing Effects
Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful
effect, such as those bestowed by the Blind special rule, for example. If the Independent Character
leaves the unit, both the Independent Character and the unit continue to be affected by the effect, so
you’ll need to mark the Independent Character accordingly.
Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing
effect (or joins a unit after they themselves have been the target of an ongoing effect), benefits and
penalties from that effect are not shared.
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Infantry Unit Type:
An Infantry unit may only include or be joined by models of the Infantry or Primarch Unit Type, unless a
special rule states otherwise.
Instant Death:
If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds
and is removed as a casualty.
Legiones Consularis:
Any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may select a single
Consul upgrade; no model may take more than one such upgrade (note that some upgrades are not
available to Legion Cataphractii Centurions or Legion Tartaros Centurions, or Legion Centurions that have
selected certain upgrades).
Line Sub-type:
• A unit that includes at least one model with the Line sub-type counts as both a Scoring and Denial
unit.
LoW (where are they?) THIS ENTRY CAN BE REMOVED FROM YOUR ROSTER
WITHOUT ISSUE:
To add Lords of War you now need to add the additional detachment to your list. To do this:
A - On Mobile, after adding your initial detachment, press the + sign at the bottom left
B - On Desktop after adding your first force then just press add force again
Then choose the army you wish to have a lord of war from, then pick "Lord of War Detachment". This
allows the choice of any LoW from any army as per the rules of HH2 (apart from the new Ruinstorm
Deamons one can only be taken in a Lord of War Detachment for Ruinstorm Daemons).
THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEFULLY
EVERYONE WILL BE USED TO WHERE THE NEW LOCATION IS, AND I DON’T GET 100S OF BUG
REPORTS FROM PEOPLE NOT BEING ABLE TO FIND THEIR LOW
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Never Back Down:
If possible, a unit that includes a model with this special rule must issue a Challenge when Engaged in
combat, and if an enemy player issues a Challenge to a unit including one or more models with special
rule then a model with this special rule must accept. In addition, during any Assault phase where this
model begins the Fight sub-phase Engaged in a Challenge, or enters into a Challenge with an enemy
model, this model and all friendly models in the same combat gain the Fearless special rule until the end
of that Assault phase.
Relentless:
Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they
moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire
Heavy, Ordnance, or Rapid Fire weapons.
Rending (6+):
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending
special rule, there is a chance that their close combat attacks will strike a critical blow. For each To
Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless
of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the
weapon’s normal AP value.
Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To
Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness,
and is resolved at AP 2.
In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value
allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are
not resolved at AP 2, but are instead resolved using the weapon’s AP value.
For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle
model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an
AP value of 2 instead of the AP value of their weapon.
Shred:
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-
rolls failed To Wound rolls in close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed
To Wound rolls.
Specialist Weapon:
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is
armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does
not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule
in order to grant an additional Attack for fighting with two weapons.
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Sunder:
Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings
(both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get
a Penetrating Hit, but the second result must be kept.
Two-handed:
A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons (see
page 177).
Unwieldy:
A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought
Unit Type or Monstrous sub-type.
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