FAST ATTACK Many Solar Auxilia cohorts go to war accompanied by squadrons of Hermes Light Sentinels. Leading from the front, these fast-moving scouting units mount potent weaponry, striking at their foes and disengaging before significant resistance can be brought to bear. Through these attacks, enemy forces are unable to mount a cohesive defence, leaving them easy prey for the main advance. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Hermes Light Sentinel (base: 60mm) | |||||||||||
Hermes Light Sentinel | 10 | 3 | 3 | 5 | 5 | 2 | 3 | 1 | 7 | 4+ | 60mm |
Hermes Light SentinelEmployed as scout walkers and mobile fire platforms, the Hermes Light Sentinel is little more than a bipedal frame and saddle, equipped with robust weaponry and scanners. Despite its light construction, it is employed widely by the cohorts of the Solar Auxilia and forms a vital component of their scouting and encircling tactics. A Hermes Light Sentinel has one multi-laser. In addition, when a model with a Hermes Light Sentinel chooses to Run, it gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.Hermes Grenade LauncherEmployed to fire larger explosive charges than the patterns issued to frontline Auxilia units, the Hermes grenade launcher was utilised in a variety of roles, from pinning enemy troops in place to destroying light armour units.
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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.
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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.
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This datasheet has Fast Attack Battlefield Role. Full list of Forces of the Emperor units sharing same Battlefield Role follows:
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.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.
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The source of the darkness around these warriors matters not – only a lucky shot has any chance of piercing the shroud that hides them from view.
When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that ‘no Saves of any kind are allowed’). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models (excluding models with the Primarch Unit Type) with the Fearless special rule.Employed as scout walkers and mobile fire platforms, the Hermes Light Sentinel is little more than a bipedal frame and saddle, equipped with robust weaponry and scanners. Despite its light construction, it is employed widely by the cohorts of the Solar Auxilia and forms a vital component of their scouting and encircling tactics.
A Hermes Light Sentinel has one multi-laser. In addition, when a model with a Hermes Light Sentinel chooses to Run, it gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.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.Employed to fire larger explosive charges than the patterns issued to frontline Auxilia units, the Hermes grenade launcher was utilised in a variety of roles, from pinning enemy troops in place to destroying light armour units.
Range | Str | AP | ||
Hermes grenade launcher | ||||
- Frag | 18" | 4 | 5 | Assault 1, Blast (3"), Pinning |
- Krak | 18" | 6 | 4 | Assault 2 |