Forces of the Emperor – Solar Auxilia Aethon Heavy Sentinel Squadron
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HEAVY SUPPORT

Aethon Heavy Sentinels are a common sight among the ranks of the Solar Auxilia, their squat forms striding into battle alongside the cohorts. Often piloted by older and more experienced specialists, these grizzled veterans are adept at identifying key enemy targets and eliminating them with overwhelming firepower. Though cumbersome in appearance, these robust constructions are able to traverse void station interiors and ruined cityscapes with ease, often forming the lynchpin around which many a successful close quarters assault has swung

  • Solar Auxilia Aethon Heavy Sentinel Squadron 70 pts
M WS BS S T W I A Ld Sv Base
Aethon Heavy Sentinel (base: 80mm)
Aethon Heavy Sentinel 7 3 3 6 6 5 3 2 8 2+ 80mm
Unit Composition
  • 1 Aethon Heavy Sentinel
Wargear
  • Aethon Heavy Sentinel
Unit Type
Special Rules
  • None
Options
  • The Aethon Heavy Sentinel Squadron may take:
  • - Up to 2 additional Aethon Heavy Sentinels
    +65 points each
  • Any model may replace the Aethon Heavy Sentinel’s multi-laser with one of the following:
  • - Autocannon
    +10 points
  • - Volkite culverin
    +10 points
  • - Lascannon
    +20 points
  • - Heavy incinerator
    +15 points
  • - Melta lance
    +25 points
  • Any model may replace the Aethon Heavy Sentinel’s Aethon missile battery with:
  • - 4 Hunter-killer missiles
    +20 points

Aethon Heavy Sentinel

Carried along by a robust, bipedal mobility unit, the Aethon Heavy Sentinel is able to traverse engagement zones unsuited to larger armoured vehicles or even mobile Rapier platforms, as well as spearheading Zone Mortalis assaults, shielding its supporting infantry with its heavily armoured chassis. Capable of mounting a fearsome array of weaponry suited for most battlefield targets, the Aethon is a common sight among the Solar Auxilia, with many cohorts maintaining large numbers of these resilient and deadly war machines.

An Aethon Heavy Sentinel has one multi-laser and one Aethon missile battery.

Aethon Missile Battery

The Aethon mounts paired missile pods high on its stable carapace, firing flurries of explosive ordnance over the heads of the advancing cohorts.

All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.
Range
Str
AP
Aethon Missile Battery
30"
4
5
Assault 1, Large Blast (5"), Barrage, Twin-linked

Heavy Incinerator

Heavy incinerators are often used in aggressive actions, clearing out enemy strongpoints with blasts of flame

All weapons listed here are counted as ‘Flame’ weapons for those rules that affect such weapons.
Range
Str
AP
Heavy Incinerator
Template
6
4
Assault 1, Torrent (6")

Melta Lance

The barrel of the melta lance features a number of focusing rings. These auto-adjust as a target is acquired, allowing the weapon to retain its potency over a greater distance before dissipating. While undoubtedly effective, its near-constant maintenance requirements have limited the weapon’s usage to units designated for less protracted engagements.

All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.
Range
Str
AP
Melta Lance
18"
8
1
Heavy 1, Armourbane (Ranged)
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.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

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

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Concussive (X)

Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.

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

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

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

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 gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, 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.
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Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

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

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
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
Multi-laser

Range
Str
AP
Multi-laser
36"
6
6
Heavy 3

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.
Torrent (X)

This weapon fires massive gouts of flame, gas or lethal fluids across the battlefield.

A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end.

For example, a weapon with the Torrent (18) special rule must place the narrow end of the template at a point within 18" and the wide end no closer to the firing model than the narrow end.
One Use/One Shot

Certain items can only be used once, so a general must choose wisely when to do so.

A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.
Sunder

Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.

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.
Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.
Massive Blast
Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons.
Ignores Cover

This weapon fires ammunition that cheats an enemy of their shelter.

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

Barrage weapons lob shells high into the air, landing them in the midst of the foe.

All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:

Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.

Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

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

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Ordnance Weapons

Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.

When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.

Ordnance weapons hit with such force that when you roll to penetrate a Vehicle’s armour with an Ordnance weapon, roll two dice instead of one and pick the highest result.

RangeSAPType
Earthshaker cannon36"-240"94Ordnance 1, Barrage, Large Blast (5"), Pinning
Flame Weapons

Among the most ancient of weapons employed within the ranks of the armies of the Imperium, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Emperor’s warriors consider the cleansing power of flame a key part of their arsenal, and indeed, the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.

All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Hand flamer
Template
3
-
Pistol 1
Flamer
Template
4
5
Assault 1
Heavy flamer
Template
5
4
Assault 1
Infernus incinerator
Template
6
4
Heavy 1
Infernus firepike
Template
6
6
Heavy 1, Torrent (9")
Infernus firebomb clusters
Bomb
6
4
Heavy 1, Massive Blast (7"), Ignores Cover
Inferno cannon
Helstorm
8
4
Ordnance 1, Torrent (9"), Breaching (6+), Concussive (1)
Hunter-killer missile

Range
Str
AP
Hunter-killer missile
48"
8
3
Heavy 1, One Shot

Lascannon

Range
Str
AP
Lascannon
48"
9
2
Heavy 1, Sunder

Autocannon

Range
Str
AP
Autocannon
48"
7
4
Heavy 2, Rending (6+)

Aethon Missile Battery

The Aethon mounts paired missile pods high on its stable carapace, firing flurries of explosive ordnance over the heads of the advancing cohorts.

All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.
Range
Str
AP
Aethon Missile Battery
30"
4
5
Assault 1, Large Blast (5"), Barrage, Twin-linked

Aethon Heavy Sentinel

Carried along by a robust, bipedal mobility unit, the Aethon Heavy Sentinel is able to traverse engagement zones unsuited to larger armoured vehicles or even mobile Rapier platforms, as well as spearheading Zone Mortalis assaults, shielding its supporting infantry with its heavily armoured chassis. Capable of mounting a fearsome array of weaponry suited for most battlefield targets, the Aethon is a common sight among the Solar Auxilia, with many cohorts maintaining large numbers of these resilient and deadly war machines.

An Aethon Heavy Sentinel has one multi-laser and one Aethon missile battery.
Volkite culverin

Range
Str
AP
Volkite culverin
45"
6
5
Heavy 5, Deflagrate

Heavy Incinerator

Heavy incinerators are often used in aggressive actions, clearing out enemy strongpoints with blasts of flame

All weapons listed here are counted as ‘Flame’ weapons for those rules that affect such weapons.
Range
Str
AP
Heavy Incinerator
Template
6
4
Assault 1, Torrent (6")

Melta Lance

The barrel of the melta lance features a number of focusing rings. These auto-adjust as a target is acquired, allowing the weapon to retain its potency over a greater distance before dissipating. While undoubtedly effective, its near-constant maintenance requirements have limited the weapon’s usage to units designated for less protracted engagements.

All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.
Range
Str
AP
Melta Lance
18"
8
1
Heavy 1, Armourbane (Ranged)
© Vyacheslav Maltsev 2013-2024