Forces of the Emperor – Orion Assault Dropship
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LORDS OF WAR

Created as a dedicated super-heavy assault dropship for the Legio Custodes, the Enyalas pattern Orion can carry a full task force of the Emperor’s Talons into combat. Protected by frontal armour superior to that of the Legiones Astartes Thunderhawk Gunship, its Arachnus heavy blaze cannon and heavy bolters can swiftly clear a landing zone of hostile infantry and armour with brutal efficiency, allowing the units within to deploy before it soars back into the sky to unleash death upon any foe who dares approach.

  • Orion Assault Dropship 600 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Orion (base: 160mm)
Orion 19 5 13 12 11 7 24 160mm
Unit Composition
  • 1 Orion Assault Dropship
Wargear
  • Two Centreline Mounted Arachnus heavy blaze cannon
  • Two Hull (Front) Mounted twin Lastrum bolt cannon
  • Two Hull (Front) Mounted Spiculus heavy bolt launchers
  • Eclipse shield
Unit Type
Special Rules
  • Power of the Machine Spirit
  • Assault Vehicle
  • Deep Strike
  • Transport Bay
  • Loyalist
Access Points
  • An Orion Assault Dropship has one Access Point at the rear of the vehicle.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

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.
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
Army List
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Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

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.
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

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

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

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

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Weapon Mounts
Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs.

For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc.

Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction.

Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc.

Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profile will note if this is not the case) and fire into the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be fired at another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target.

Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics.
Twin Lastrum bolt cannon

Range
Str
AP
Twin Lastrum bolt cannon
36"
6
4
Heavy 8, Shred

Lance

The terror of tank commanders, a lance weapon fires a concentrated beam of energy that can bore through any armour, regardless of thickness.

Weapons with the Lance special rule count Vehicle Armour Values that are higher than 12 as 12.
Exoshock (X)

Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.

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

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

The interface between this vehicle’s advanced machine spirit and its fire control mechanisms allows the crew to target foes with incredible accuracy.

A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any Shooting Attack.
Deep Strike

Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.

A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.
Access Points
Each Vehicle capable of carrying passengers will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. Transports on flying bases also count the base as an Access Point.

This datasheet has Lords of War Battlefield Role. Full list of Forces of the Emperor units sharing same Battlefield Role follows:

Arachnus heavy blaze cannon

Range
Str
AP
Arachnus heavy blaze cannon
48"
9
1
Heavy 2, Lance, Exoshock (6+)

Spiculus heavy bolt launchers

Range
Str
AP
Spiculus heavy bolt launchers
48"
6
4
Heavy 12, Pinning

Eclipse Shield

These energy fields are designed to absorb and reflect incoming kinetic and energy strikes, a powerful defence that few weapons can penetrate. The only flaw of these ancient and inscrutable devices is the huge power drain they exert and the rarity of their construction.

A Vehicle with an eclipse shield reduces the Strength of Shooting Attacks made against its Front Armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. An eclipse shield has no effect on attacks inflicted with weapons of the Destroyer type. If a Shooting Attack targeting the Front Armour of a model with the Vehicle Type with an eclipse shield inflicts a Glancing Hit or Penetrating Hit then that model with the Vehicle Type immediately gains the Shrouded (5+) special rule against all subsequent Shooting Attacks targeting it in the Front Armour during the same Phase.
Assault Vehicle

This vehicle is specifically designed to disgorge troops into the thick of the action.

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

Some of the largest transport vehicles are specially designed to carry both infantry and engines of war into battle, allowing versatile battle groups to be deployed to the battlefield at once. These rare war machines are often restricted to the most elite of an army, and used to tackle the most perilous of missions.

A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.
© Vyacheslav Maltsev 2013-2024