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 | ||
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 |
Aethon Heavy SentinelCarried 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 BatteryThe 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.
Heavy IncineratorHeavy 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.
Melta LanceThe 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.
| |||||||||||||||||||||||||||||
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.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 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.
|
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).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.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).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.
|
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.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.
|
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.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.This datasheet has Heavy Support Battlefield Role. Full list of Forces of the Emperor units sharing same Battlefield Role follows:
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.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.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 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: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.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.
|
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) |
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 |
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.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") |
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) |