Forces of the Emperor – Solar Auxilia Hermes Veletaris Squadron
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ELITES

Squadrons of Incursus pattern Hermes Sentinels are utilised in a much more aggressive role than other patterns, allowing many commanders to increase pressure on especially mobile foes who might otherwise outmanoeuvre the somewhat unwieldy Auxilia cohorts. Augmented with more comprehensive protection for both their elite pilot, as well as their more fragile motility mechanisms, the Incursus pattern is purpose built to support the frontal assaults the veletaris cohorts are famed for, moving into position around the flanks of enemy positions before unleashing a storm of antiinfantry firepower from their volkite calivers or driving their enemies back with gouts of searing flame.

  • Solar Auxilia Hermes Veletaris Squadron 65 pts
M WS BS S T W I A Ld Sv Base
Hermes Veletarii Sentinel (base: 60mm)
Hermes Veletarii Sentinel 8 4 4 5 5 2 3 1 7 3+ 60mm
Unit Composition
  • 2 Hermes Veletaris Sentinels
Wargear
  • Laspistol
  • Reinforced void armour
  • Incursus pattern Hermes Light Sentinel
Unit Type
Special Rules
  • Tercio
  • Storm Section
Options
  • The Hermes Veletaris Squadron may take:
  • - Up to 4 Hermes Veletaris Sentinels
    +24 points each
  • Any model may replace their volkite caliver with a:
  • - Heavy flamer
    Free

Storm Section

On battlefields where additional mobility was required, Veletaris Storm Sections would deploy modified Hermes units, utilising speed and aggression to bring their potent weaponry to bear.

When selecting units for an Auxilia Veletaris Tercio, one Solar Auxilia Hermes Veletaris Squadron unit can be included in place of one Solar Auxilia Veletaris Storm Section unit.

Incursus pattern Hermes Light Sentinel

Though the basic pattern lacked the armoured plating common on heavier frames such as the Aethon, sub-patterns of the Hermes exist with some additional protection for the pilot and other key components. The Incursus pattern favoured by Veletaris units eschews the scanning equipment of lighter patterns in favour of more potent weaponry and more comprehensive armour covering.

An Incursus pattern Hermes Light Sentinel has one volkite caliver. In addition, it confers a 3+ Armour Save.
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
Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Army List
Datasheets collated

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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
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
Volkite caliver

Range
Str
AP
Volkite caliver
30"
6
5
Heavy 3, Deflagrate

Incursus pattern Hermes Light Sentinel

Though the basic pattern lacked the armoured plating common on heavier frames such as the Aethon, sub-patterns of the Hermes exist with some additional protection for the pilot and other key components. The Incursus pattern favoured by Veletaris units eschews the scanning equipment of lighter patterns in favour of more potent weaponry and more comprehensive armour covering.

An Incursus pattern Hermes Light Sentinel has one volkite caliver. In addition, it confers a 3+ Armour Save.
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.
Auxilia Veletaris Tercio

As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack.

Each Auxilia Veletaris Tercio is a single Elites choice, using up a single Elites slot on the Force Organisation chart. Each Auxilia Veletaris Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Veletaris Tercio Organisation chart (shown below). An Auxilia Veletaris Tercio may not include more than three units.

Auxilia Veletaris Tercio Organisation Chart
An Auxilia Veletaris Tercio may include the following units:
Storm Section

On battlefields where additional mobility was required, Veletaris Storm Sections would deploy modified Hermes units, utilising speed and aggression to bring their potent weaponry to bear.

When selecting units for an Auxilia Veletaris Tercio, one Solar Auxilia Hermes Veletaris Squadron unit can be included in place of one Solar Auxilia Veletaris Storm Section unit.
Heavy flamer

Range
Str
AP
Heavy flamer
Template
5
4
Assault 1

© Vyacheslav Maltsev 2013-2024