Forces of the Emperor – Solar Auxilia Rapier Battery

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The Solar Auxilia makes extensive use of the Rapier weapons carrier, its rugged track assembly able to transport support weaponry too heavy for an auxiliary to carry. The Rapier and other similar classes used throughout the Imperium’s military fulfils a number of battlefield roles in both attack and defence, and can be deployed alongside all manner of different force types, from vanguard exploration to full scale planetary assault.

The Solar Auxilia mounts a number of different weapons systems on their Rapier carriers, from the anti-armour laser destroyer to the beloved ‘Thudd Gun’ multi-launcher. The most common however is the gravis multi-laser. This weapon has become synonymous with the Solar Auxilia’s victories and many a battle has been won by the Infantry Tercios forming around supporting Rapier batteries as numberless hordes of aliens or feral world primitives close in from all directions, only to be scythed down by the hundred by the unyielding servants of the Imperium.

  • Solar Auxilia Rapier Battery 35 pts
M WS BS S T W I A Ld Sv Base
Auxilia Gunner (base: 25mm)
Auxilia Gunner 6 3 3 3 3 1 3 1 6 3+ 25mm
Rapier Carrier (base: Use model)
Rapier Carrier 4 1 4 1 5 2 1 1 - 3+ Use model
Unit Composition
  • 2 Auxilia Gunners
  • 1 Rapier Carrier
  • Laspistol (Auxilia Gunner only)
  • Void armour (Auxilia Gunner only)
  • Gravis multi-laser battery (Rapier Carrier only)
Unit Type
Special Rules
  • Tercio
  • Bulky (4) (Rapier Carrier only)
  • Relentless (Rapier Carrier only)
  • Auxilia Artillerists
  • An Auxilia Rapier Battery may include:
  • - Up to 2 additional Rapier Carriers*
    +35 points per model
*For each additional Rapier Carrier the unit must include 2 additional Auxilia Gunners for no additional points cost.
  • Every Rapier Carrier in the unit may exchange its Gravis multi-laser battery for one of the following, all Rapier Carriers in the unit must take the same upgrade:
  • - Gravis heavy bolter battery
  • - Laser destroyer
    +25 points each
  • - Quad launcher (with frag shells only)
    +20 points each
  • An Auxilia Rapier Battery with quad launchers may take any of the following additional shell types This upgrade must be bought for all Rapier Carriers in the unit:
  • - Incendiary shells
    +5 points per model
  • - Shatter shells
    +20 points per model
  • - Splinter shells
    +10 points per model
Auxilia Artillery Tercio Each Auxilia Artillery Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Artillery Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Artillery Tercio organisation chart (shown below). An Auxilia Artillery Tercio may not include more than three units.

Auxilia Artillery Tercio Organisation Chart
An Auxilia Artillery 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.
Army List
Datasheets collated

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Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Bulky (X)

This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.

Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit (see, for example, Rampage (X)).

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire 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).
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.

Volkite serpenta10"55Pistol 2, Deflagrate
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.

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.

Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked

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.

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.
Exoshock (X)

Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.

If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.

If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.

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.
Ignores Cover

This weapon fires ammunition that cheats an enemy of their shelter.

Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.

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.

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


Pistol 1
Shell Shock (X)

Some weapons produce such a weight of fire that any target pummelled by their attack is left dazed and stunned.

Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.

For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
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.

Gravis multi-laser

Gravis multi-laser
Heavy 6, Twin-linked
Auxilia Artillerists

Well-practised in the employment of artillery to its most deadly effect, these grim and hard-hearted warriors know best how to place each shot from their guns.

A Solar Auxilia Rapier Battery must have one Auxilia Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Solar Auxilia Rapier Battery contains fewer Auxilia Gunners than Rapier Carriers, then only a number of Rapier Carriers equal to the number of Auxilia Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Auxilia Gunners in the unit as there are Rapier Carriers, then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled (this benefit is lost immediately once the number of Auxilia Gunners is reduced to less than the number of Rapier Carriers in the unit).

Gravis heavy bolter battery

Gravis heavy bolter battery
Heavy 8, Twin-linked

Laser destroyer

Laser destroyer
Ordnance 2, Twin-linked, Exoshock (6+)

Quad launcher

Quad launcher
 - (Frag)
Heavy 1, Barrage, Large Blast (5"), Shred
 - (Shatter)
Heavy 4, Sunder
 - (Incendiary)
Heavy 1, Barrage, Large Blast (5"), Ignores Cover
 - (Splinter)
Heavy 1, Barrage, Large Blast (5"), Rending (6+), Pinning, Shell Shock (1)
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