Forces of the Emperor – Solar Auxilia Artillery Command Section
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HEAVY SUPPORT

Tasked with the coordination of the cohort’s artillery fire in the war zone’s tactical arena, the Solar Auxilia Artillery Command Section is made up of a core of seasoned veterans that accompany keen-eyed junior officers into battle. There, the junior officer directs the deployment and firing protocols of the cohort’s artillery batteries, conveying targeting solutions so that the guns may saturate enemy positions with high explosive shells and leave them open for waves of Solar Auxilia Infantry Tercios.

Should the cohort’s artillery positions come under attack by enemy infiltrators or foes that manage to break through the front line defences, the Artillery Command Section can intercept and swiftly neutralise such threats, so that the batteries may continue their destructive work unhindered.

  • Solar Auxilia Artillery Command Section 65 pts
M WS BS S T W I A Ld Sv Base
Auxilia Veteran (base: 25mm)
Auxilia Veteran 6 3 3 3 3 1 3 2 6 4+ 25mm
Auxilia Troop Master (base: 25mm)
Auxilia Troop Master 6 4 4 3 3 2 3 3 7 4+ 25mm
Unit Composition
  • 4 Auxilia Veterans
  • 1 Auxilia Troop Master
Wargear
  • Lasrifle
  • Void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Artillery Command Section may include:
  • - Up to 5 additional Auxilia Veterans
    +8 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Command vox
    +10 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • The Auxilia Troop Master may exchange their lasrifle for the following:
  • - Laspistol and close combat weapon
    Free
  • The Auxilia Troop Master may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Troop Master may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +10 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • The Auxilia Troop Master may select any of the following:
  • - Refractor field
    +5 points
  • - Cognis-signum
    +15 points
  • - Melta bombs
    +5 points
AUXILIA ARTILLERY TERCIO
Auxilia Artillery Tercio Each Auxilia Artillery Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Artillery Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Artillery Tercio organisation chart (shown below). An Auxilia Artillery Tercio may not include more than three units.

Auxilia Artillery Tercio Organisation Chart
An Auxilia Artillery Tercio may include the following units:
Melee Type
Weapons with the Melee type can only be used in close combat.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

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.
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.
Instant Death

Some blows can slay an enemy outright, no matter how hardy they may be.

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.
Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

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 Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

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.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

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.
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.
Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Army List
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Two-handed

This weapon is particularly heavy and requires both hands to wield.

A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
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
Laspistol

Range
Str
AP
Laspistol
12"
3
-
Pistol 1

Void Armour, Reinforced Void Armour & Heavy Void Armour

Designed to allow warriors to operate in some of the harshest conditions possible, void armour provides both a high degree of protection and a limited life support capacity. Primarily based around a series of interlocking plates and enhanced with a servo motor armature to allow a normal human to bear the weight of the armour, void armour is a significant improvement over the more common flak armour issued to regular Imperial Army troopers.

Void armour confers a 4+ Armour Save. Reinforced void armour confers a 4+ Armour Save and any model with reinforced void armour also gains the Heavy Unit Sub-type. Heavy void armour confers a 3+ Armour Save and any model with heavy void armour also gains the Heavy Unit Sub-type.
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.
Solar Auxilia Tercios

Core to the tactics and organisation of the Solar Auxilia cohorts was the Tercio – a grouping of units that allowed the large and unwieldy forces of those cohorts to act in a unified manner on the field of war. These Tercios drilled and practised the skills of close-order fighting until they were second nature, the disparate units that formed them operating almost as a single entity on the battlefield.

A Tercio is a group of units selected together – any Army List that allows the selection of units as a Tercio will specifically state this and identify the units that can make up the Tercio (all of which must have the Tercio special rule). A Tercio occupies a single slot on the Force Organisation chart, but is made up of separate units. At the start of the battle, if any unit from a Tercio is placed in Reserves then all units from that Tercio must be placed into Reserves (and if assigned to a Deep Strike Assault or Flanking Assault, must all be assigned to that Reserves Action). If deployed onto the battlefield at the start of the battle, all units that are part of the same Tercio must be deployed with at least one model from any given unit within 3" of at least one model from another unit in the same Tercio. If, for any reason, a Tercio cannot be deployed in this fashion then the entire Tercio must be placed into Reserves. Once the battle starts, units that make up a Tercio are not required to remain within a certain distance of each other and may move as the controlling player desires.
Tercio

The warriors of the Solar Auxilia fight in small detachments known as Tercio – groups of three that operate in close formation to cover each other and provide overlapping fields of fire as they advance inexorably across the field of battle.

Models with this special rule may only be selected as part of a Tercio (see Solar Auxilia Tercios). When a Reaction is declared for a unit with this rule that allows it to make a Shooting Attack or Move, then all units from the same Tercio that are ‘In Formation’ with the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made (all units that Move or Shoot are counted as having made a Reaction, and thus cannot make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made). A unit is ‘In Formation’ when that unit is in unit coherency and has at least one model within 3" of a model from a different unit in the same Tercio that is also in unit coherency.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this profile.
Range
Str
AP
Type
Power sword
-
User
3
Melee, Rending (6+)
Power axe
-
+1
2
Melee, Unwieldy
Power maul
-
+2
3
Melee
Power lance
-
+1
3
Melee, Reach (1)
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.
Duellist’s Edge (X)

Some weapons have such a fine balance that they leap and spin in their wielder’s hands like living things, eager to spill the blood of the foe.

When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

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 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in 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).
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.
Charnabal Weapons

With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them.

All weapons listed here are counted as ‘Charnabal’ weapons for those rules that affect such weapons. A model that is eligible to select a Charnabal weapon may take any of the weapons included in this entry.
Range
Str
AP
Type
Charnabal sabre
-
User
-
Melee, Breaching (5+), Duellist’s Edge (1)
Charnabal tabar
-
+2
-
Melee, Breaching (6+), Duellist’s Edge (1)
Charnabal glaive
-
+1
-
Melee, Breaching (5+), Duellist’s Edge (2), Two-handed
Hand flamer

Range
Str
AP
Hand flamer
Template
3
-
Pistol 1

Poisoned (X)

There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal.

If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
Needle pistol

Range
Str
AP
Needle pistol
12"
2
-
Pistol 2, Poisoned (3+), Pinning

Plasma pistol

Range
Str
AP
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

Power fist

Range
Str
AP
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon

Basic Combat Weapons
As stated in the Horus Heresy: Age of Darkness rulebook, all models are considered to have some form of basic close combat weapon – be it a knife, entrenchment tool or simply bared fists and stubborn determination. In most Imperial armies this is most often the ubiquitous combat blade, a single edged, pattern welded blade forged of several non-terrestrial alloys, whose size varies between forces. Regardless of the nature of this weapon, all basic close combat weapons share the same profile, repeated here for ease of reference:
Range
Str
AP
Type
Basic close combat weapon
-
User
-
Melee
Augury Scanner

This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity.

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 line of sight when making Shooting Attacks while the Night Fighting rules are in effect.
  • 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 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.
Cyber-familiar

Utilised by adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These minion-drones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
Refractor Fields & Iron Halos

These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit.

A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other 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.
Blast pistol

Range
Str
AP
Blast pistol
9"
6
4
Pistol 2

Lasrifle

Range
Str
AP
Lasrifle
 - (Volley)
30"
3
6
Heavy 2
 - (Blast Charger)
18"
6
4
Heavy 1

Bayonet

Range
Str
AP
Bayonet
-
+1
-
Melee, Two-handed

Vox Interlock

Dedicated vox relays, these units allow a direct link between a field unit and its immediate command section. While lacking in the versatility of more complex vox units, and prone to disruption by enemy action, these communication devices are robust and easily operated by troopers from worlds whose knowledge of technology is limited.

Any friendly unit that includes at least one model with a vox interlock may choose to use the Leadership value of any model in a friendly unit with a command vox when making Pinning tests or Morale checks – this includes any friendly units with a command vox that are in Reserves or are Embarked on a model with the Vehicle Unit Type.
Command Vox

These complex vox arrays allow command units of the Solar Auxilia to communicate with either individual units or entire Tercio, coordinating the actions of hundreds of warriors with ease. Lesser vox interlinks are tied directly to such units, and if the command vox is eliminated by enemy action then the entire network is thrown into chaos.

Any friendly unit that includes at least one model with a command vox may choose to use the Leadership value of any model in a friendly unit with another command vox when making Pinning tests or Morale checks – this includes any friendly units with command voxs that are in Reserves or Embarked on unit with the Vehicle Unit Type. A unit that includes a command vox also offer benefits to friendly units that include a vox interlock.
Auxilia Vexilla

Most units within a given Tercio or cohort will bear a vexilla into battle, a reminder of their battle history as well as a sign by which they can be tracked through the chaos of battle by their superiors.

A unit that includes at least one model with an Auxilia vexilla adds +1 to the Wounds score used to decide if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with an Auxilia vexilla may 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.
Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified Leman Russ Battle Tank, these enable the wearer to co-ordinate battlefield data with blinding speed.

A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum.
Heavy Support
Heavy Support units are the big guns of the army and comprise the heaviest items of equipment and the toughest creatures. Assigned to the heaviest fighting, and to destroy the most dangerous foes, these units are vital for any army to claim victory.
© Vyacheslav Maltsev 2013-2024