Forces of the Emperor – Solar Auxilia Leman Russ Assault Squadron
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HEAVY SUPPORT

Leman Russ Assault squadrons consist of heavily armoured variants of the Solar pattern Leman Russ tanks re-configured for direct assault against fortified enemies. They lack the speed of the strike Russ squadrons but are formidably durable.

Their main weapons are comparatively short ranged in relation to the artillery batteries, but they are used in a direct assault role or in close support of the Infantry Tercios, in particular those mounted in Dracosan armoured carriers.

The plasma destroyer mounted on the Executioner and the volkite demi culverin with which the Incinerator is armed are rare and highly prized weapons more commonly seen on the war machines of the Legiones Astartes, and they must be painstakingly calibrated and intensively ministered to by Tech-Priests assigned to the cohort to ensure their continued operation.

  • Solar Auxilia Leman Russ Assault Squadron 200 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Leman Russ Demolisher (base: Use model)
Leman Russ Demolisher 10 3 14 13 10 4 - Use model
Unit Composition
  • 1 Leman Russ Demolisher
Wargear
  • Hull (Front) Mounted heavy bolter
  • Turret Mounted demolisher cannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Tercio
Options
  • A Solar Auxilia Leman Russ Assault Squadron may include:
  • - Up to two additional Leman Russ Demolishers
    +185 points each
  • All models in a Leman Russ Assault Squadron may exchange their Turret Mounted demolisher cannon for one of the following options (all models in the unit must select the same option):
  • - One Turret Mounted Executioner plasma cannon
    Free
  • - One Turret Mounted volkite macro-saker
    Free
  • Any model in a Solar Auxilia Leman Russ Assault Squadron may exchange its Hull (Front) Mounted heavy bolter for one of the following:
  • - Hull (Front) Mounted autocannon
    Free
  • - Hull (Front) Mounted multi-laser
    Free
  • - Hull (Front) Mounted heavy flamer
    Free
  • - Hull (Front) Mounted lascannon
    +10 points
  • Any model in a Solar Auxilia Leman Russ Assault Squadron may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • Any model in a Solar Auxilia Leman Russ Assault Squadron may take any of the following:
  • - Dozer blade
    +5 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points
AUXILIA ARMOURED TERCIO
Each Auxilia Armoured Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Armoured Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Armoured Tercio organisation chart (shown below). An Auxilia Armoured Tercio may not include more than three units.

Auxilia Armoured Tercio Organisation Chart
An Auxilia Armoured Tercio may include the following units:
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
Army List
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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).
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
Multi-laser

Range
Str
AP
Multi-laser
36"
6
6
Heavy 3

Blast Markers and Templates
Some weapons are so powerful that they don’t just target a single model or unit, but have an ‘area effect’ which might encompass several different models or units. To better represent these circumstances, Horus Heresy – Age of Darkness games use a series of different Blast markers and templates:
  • A ‘Small’ Blast marker (3" in diameter).
  • A ‘Large’ Blast marker (5" in diameter).
  • A ‘Template’ (a teardrop-shaped template roughly 8" long).
A number of weapons are even more powerful, able to obliterate entire squads in a single shot. These apocalyptic weapons use even bigger markers and templates, which include:
  • A ‘Massive’ Blast marker (7" in diameter).
  • An ‘Apocalyptic’ Blast marker (10" in diameter).
  • An ‘Apocalyptic Barrage’ marker (a clover-shaped set of five overlapping markers, each 5" in diameter).
  • A ‘Hellstorm’ (a teardrop-shaped template roughly 16" long).
All of these templates and Blast markers can be purchased separately.

The templates and Blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or a blast radius. When an attack uses a template or Blast marker, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed further later in this section). To work out the number of Hits, you normally need to hold the template or Blast marker with its central hole over an enemy model or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models lie partially or completely underneath. Various special rules and weapon effects will provide additional details on the specific use of templates when making attacks with those special rules or weapons.

A unit takes a Hit for each model that is fully, or even partially, underneath the template or Blast marker. Remember that a model’s base is counted as being part of the model itself, so all a template or Blast marker has to do to cause a Hit is to cover any part of the target’s base.
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.
Heavy flamer

Range
Str
AP
Heavy flamer
Template
5
4
Assault 1

Weapon Mounts
Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs.

For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc.

Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction.

Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc.

Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profile will note if this is not the case) and fire into the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be fired at another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target.

Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics.
One Use/One Shot

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.
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.
Sunder

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.
Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.
Barrage

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:

Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.

Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value.
Ordnance Weapons

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.

Ordnance weapons hit with such force that when you roll to penetrate a Vehicle’s armour with an Ordnance weapon, roll two dice instead of one and pick the highest result.

RangeSAPType
Earthshaker cannon36"-240"94Ordnance 1, Barrage, Large Blast (5"), Pinning
Smoke Launchers

Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations. Such devices are of most use in slow moving engagements, as a vehicle at maximum speed will quickly disperse or outrun its own smoke shield.

The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.
Searchlights

Mounted illum-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.

A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights.

In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.

Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
Heavy stubber

Range
Str
AP
Heavy stubber
36"
4
6
Heavy 3

Hunter-killer missile

Range
Str
AP
Hunter-killer missile
48"
8
3
Heavy 1, One Shot

Dozer Blade

Ranging from simple slabs of steel crudely attached to a vehicle’s hull, to the artfully fitted and specially designed blades borne by the Legiones Astartes, dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.

A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.
Demolisher cannon

Range
Str
AP
Demolisher cannon
24"
12
3
Ordnance 1, Blast (3"), Sunder, Rending (6+), Brutal (3)

Lascannon

Range
Str
AP
Lascannon
48"
9
2
Heavy 1, Sunder

Autocannon

Range
Str
AP
Autocannon
48"
7
4
Heavy 2, Rending (6+)

Heavy Bolter

Range
Str
AP
Heavy Bolter
36"
5
4
Heavy 4

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.
Executioner plasma cannon

Range
Str
AP
Executioner plasma cannon
48"
7
4
Heavy 1, Large Blast (5"), Rending (4+)

Volkite macro-saker

Range
Str
AP
Volkite macro-saker
45"
6
5
Heavy 8, Deflagrate

© Vyacheslav Maltsev 2013-2024