TROOPS The junior officers of the Auxilia Infantry Tercios have the onerous duty of coordinating the efforts of the massed ranks of the individual Rifle Sections that form the backbone of the Solar Auxilia fighting force. Lacking the combat mettle of the Veletarii officers, the Troop Masters of the Line Sections often find themselves leading from behind the massed ranks of their men, yet unlike the seasoned members of the senior officer cadre, they are also freed from the burden of theatre-wide tactical authority. | ||
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 |
AUXILIA INFANTRY TERCIO Each Auxilia Infantry Tercio is a single Troops choice, using up a single Troops slot on the Force Organisation chart. Each Auxilia Infantry Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Infantry Tercio organisation chart (shown below). An Auxilia Infantry Tercio may not include more than three units. Auxilia Infantry Tercio Organisation Chart An Auxilia Infantry Tercio must include the following units: | ||
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.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.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.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.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.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.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.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.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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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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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.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.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.This datasheet has Troops Battlefield Role. Full list of Forces of the Emperor units sharing same Battlefield Role follows:
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.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) |
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.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).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).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.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 |
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.Range | Str | AP | Type | |
Basic close combat weapon | - | User | - | Melee |
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: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.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.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.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.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.