Forces of the Emperor – Solar Auxilia Legate Marshal
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HQ

Auxilia field officers are known by many titles, but each is an individual with a unique history, demeanour and command style. Some are despots hated and feared by their troops in equal measure while others are strutting martinets, seemingly more concerned with parades than with battle. Both are equally deadly, for to reach their station they have proven themselves able leaders indeed and survived the many deadly rivalries of high office.

Legate Marshals often bear noble patent in addition to military rank, and many are motivated by the promise of planetary settlement rights at the end of a hard fought campaign. Some attain such high acclaim that they are granted Warrants of Trade by the Council of Terra itself, affording them the unparalleled status, power and personal wealth of a Rogue Trader Militant.

Regardless of their roots, Legate Marshals are tough and experienced fighters, masters of tactics and strategy and, most importantly, inspirational leaders upon whose orders the Solar Auxilia would march into hell itself.

  • 0-1 Solar Auxilia Legate Marshal 85 pts
M WS BS S T W I A Ld Sv Base
Solar Auxilia Legate Marshal (base: 25mm)
Solar Auxilia Legate Marshal 6 5 5 3 3 4 4 4 10 3+ 25mm
Unit Composition
  • 1 Solar Auxilia Legate Marshal
Wargear
  • Laspistol
  • Close combat weapon
  • Heavy void armour
  • Refractor field
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Cohort Doctrines
  • Independent Character
  • Stubborn
  • Battle-hardened (1)
Options
  • The Solar Auxilia Legate Marshal may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Volkite serpenta
    +2 points
  • - Plasma pistol
    +5 points
  • - Inferno pistol
    +5 points
  • - Archaeotech pistol
    +10 points
  • The Solar Auxilia Legate Marshal may exchange a close combat weapon for one of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Thunder hammer
    +15 points
  • - Power fist
    +15 points
  • - Paragon blade
    +20 points
  • The Solar Auxilia Legate Marshal may exchange their heavy void armour for:
  • - Artificer armour*
    +10 points
*If this option is selected, the controlling player may choose to remove the Heavy Unit Sub-type from the Solar Auxilia Legate Marshal.
  • The Solar Auxilia Legate Marshal may upgrade any one weapon to have the Master-crafted special rule
    +10 points
  • The Solar Auxilia Legate Marshal may exchange their refractor field for:
  • - Iron halo
    +20 points
  • The Solar Auxilia Legate Marshal may take any of the following:
  • - Cyber-familiar
    +15 points
  • - Melta bombs
    +20 points

Cohort Doctrines

The Solar Auxilia are amongst the most renowned cohorts of the Imperial Army, famed for both the specialised equipment they bear and the bravery of those recruited to their ranks. From the prestige and tradition of the Jovian Rams to the brutal practicality of the Cthonian Headhunters, there have been many warriors that have elevated these cohorts above and beyond the common pale of Imperial soldiery, warriors whose presence on the battlefields of the Horus Heresy could turn the tide of war. These elite cohorts were almost as valuable to the warlords of the Horus Heresy as the Space Marine Legions, and many would take great efforts to garner their loyalty and make use of their skills in battle.

A model with this special rule may select a single Cohort Doctrine; the rules and effects of this Cohort Doctrine are described here.
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.
Murderous Strike (X)

Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.

Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
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.
Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
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
Master-crafted

Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Archaeotech pistol

Range
Str
AP
Archaeotech pistol
12"
6
4
Pistol 1, Rending (3+), Master-crafted

Paragon blade

Range
Str
AP
Paragon blade
-
+1
2
Melee, Murderous Strike (6+), Specialist Weapon

Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
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.
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
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.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
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).
Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
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
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.
Cohort Doctrines

The Solar Auxilia are amongst the most renowned cohorts of the Imperial Army, famed for both the specialised equipment they bear and the bravery of those recruited to their ranks. From the prestige and tradition of the Jovian Rams to the brutal practicality of the Cthonian Headhunters, there have been many warriors that have elevated these cohorts above and beyond the common pale of Imperial soldiery, warriors whose presence on the battlefields of the Horus Heresy could turn the tide of war. These elite cohorts were almost as valuable to the warlords of the Horus Heresy as the Space Marine Legions, and many would take great efforts to garner their loyalty and make use of their skills in battle.

A model with this special rule may select a single Cohort Doctrine; the rules and effects of this Cohort Doctrine are described here.
Battle-hardened (X)

Some warriors, by dint of raw talent, genetic manipulation or long experience of the battlefield’s terrors, are hardened against the rigours of war. Such warriors prove much harder for the foe to bring low.

For the purposes of whether or not attacks of a Strength twice this model’s Toughness value inflict Instant Death, this model’s Toughness is increased by X, where X is the value in brackets after the name of this special rule. If, for any reason, this special rule does not provide a value, then consider the value of X to be 1. This special rule does not alter the scores needed by To Wound rolls or any other Test or Check.
Blast pistol

Range
Str
AP
Blast pistol
9"
6
4
Pistol 2

Volkite serpenta

Range
Str
AP
Volkite serpenta
10"
5
5
Pistol 2, Deflagrate

Inferno pistol

Range
Str
AP
Inferno pistol
6"
8
1
Pistol 1, Armourbane (Melta)

Thunder hammer

Range
Str
AP
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon

© Vyacheslav Maltsev 2013-2024