Forces of the Emperor – Solar Auxilia Surgeon-Primus Aevos Jovan
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ELITES

Aevos Jovan began his career as a physician to the wealthy and powerful of the prosperous Imperial hive world of Agathon in the days before the Horus Heresy. A healer and surgeon of consummate skill, he was regarded as a genius among his peers and a wonder-worker by the hive’s nobility. Rumours began to circulate, however, that he was putting the vast wealth he earned from his practice into pursuing private research into medical techniques not only considered scandalously unorthodox, but which also reached into territories forbidden by the law of Imperial Compliance. Eventually arrested and tried for criminal malfeasance and the infliction of unnecessary surgery in order to support his secret agenda, he was awaiting execution at the time of Ireton MaSade’s military coup, and subsequently offered amnesty by the Lord Marshal in payment for service in the ranks of his Solar Auxilia forces. Watched closely by medicae staff who were as in awe of his abilities as they were suspicious of his motives in equal turns, Jovan exchanged the chambers of the wealthy for the blood and carnage of the battlefield as a new theatre for his unmatched skill in repairing rent flesh and ravaged organs.

  • Solar Auxilia Surgeon-Primus Aevos Jovan 60 pts
M WS BS S T W I A Ld Sv Base
Aevos Jovan (base: 25mm)
Aevos Jovan 6 2 2 3 3 2 3 1 9 4+ 25mm
Medicae Orderly (base: 25mm)
Medicae Orderly 6 2 2 3 3 1 3 1 6 4+ 25mm
Unit Composition
  • 1 Aevos Jovan
Wargear
  • Needle pistol
  • Close combat weapon
  • Void armour
  • Auto-gurney (Aevos Jovan only)
Unit Type
Special Rules
  • Bitter Duty
  • Bloody Infamy (Aevos Jovan only)
  • Low-priority Target (Aevos Jovan only)
  • Bulky (5) (Aevos Jovan only)
  • Fearless (Aevos Jovan only)
  • Loyalist
Options
  • Solar Auxilia Surgeon-Primus Aevos Jovan may include:
  • - Up to 3 Medicae Orderlies
    +5 points each

Bloody Infamy

Aevos Jovan’s blood-soaked appearance and the tales of his infamous exploits make him a figure of terror to both enemy and ally alike. While his bloody arts may see some warriors returned to battle, none would consider him a figure of mercy or a welcoming sight.

All other units, friendly and enemy, with one or more models within 12" of Aevos Jovan (but not any other models in the same unit) must reduce the Leadership Characteristic of all models in that unit by -1. In addition, Aevos Jovan may never be selected as any army’s Warlord.

Low-priority Target

As a non-combatant whose only interest is his work on the torn and ravaged flesh of his comrades, Aevos Jovan takes little interest in the wider battle around him and in return is often ignored by the enemy as they focus on more obvious military targets.

Any unit that includes Aevos Jovan may not be targeted by a Shooting Attack by any unit or trigger any Reaction, unless at least one model in the attacking unit is within 12" of one or more models in the same unit as Aevos Jovan. However, if Aevos Jovan, or any model in the same unit, makes a Shooting Attack (including as part of a Reaction) then he loses this special rule for the remainder of the battle.

Auto-gurney

A complex device that only Aevos Jovan truly understands, or has the skill to make use of. Equipped with servo-cutters and medical augury scanners that allow complex operations to be performed on the battlefield and by a small team.

Once per player turn, when any friendly model within 12" of Aevos Jovan is removed as a casualty in either the Movement or Shooting phases, the controlling player may choose to roll a D6 and consult the table below:
D6Result
1Bloody Masterpiece: The model is not removed as a casualty and remains in play with a single Wound – but must be removed from play at the end of the next player turn, at which point neither this special rule nor any Saving Throw or Damage Mitigation roll may be made for it. Until it is removed from play, a model affected by this result gains a bonus of +1 to its Strength and Attacks Characteristic.
2-5Mundane Procedure: The model is not removed as a casualty and remains in play with a single Wound.
6Inspired Restoration: The model is not removed as a casualty and remains in play with a number of Wounds equal to the Wounds Characteristic listed in its profile.

If the unit that includes Aevos Jovan also includes one or more Medicae Orderlies, then the controlling player may choose to remove one of those models to make use of this special rule an additional time in a given turn or to add or subtract one from the dice rolled on the table presented as part of this special rule (only one model may be removed as a casualty in this fashion in each player turn). This special rule may only be used on models with the Infantry Unit Type.
Melee Type
Weapons with the Melee type can only be used in close combat.
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
Army List
Datasheets collated

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Fearless

Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.

Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
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)).
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
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.
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

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
Bitter Duty

Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.

A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Auxilia Medicae and Knights Vestal, which may not be assigned to a unit with this special rule unless they also have this special rule).
Take Saves and Remove Casualties (Shooting)
A model that has been Allocated a Wound can make a Saving Throw, if the model has one. If the Save is failed, reduce that model’s Wounds by 1. If the model is reduced to 0 Wounds, it is removed as a casualty; otherwise, continue allocating Wounds to the selected model until it is removed as a casualty or the Wound Pool is empty.

If the selected model is removed as a casualty and the Wound Pool is not empty, then the player whose unit was the target of the attack selects another model in the target unit that is in line of sight and range of the attacking unit and allocates the next Wound to that model.

Continue allocating Wounds in this fashion, taking Saves and removing casualties until the Wound Pool is empty or all models in the target unit have been removed as casualties.
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.

Auto-gurney

A complex device that only Aevos Jovan truly understands, or has the skill to make use of. Equipped with servo-cutters and medical augury scanners that allow complex operations to be performed on the battlefield and by a small team.

Once per player turn, when any friendly model within 12" of Aevos Jovan is removed as a casualty in either the Movement or Shooting phases, the controlling player may choose to roll a D6 and consult the table below:
D6Result
1Bloody Masterpiece: The model is not removed as a casualty and remains in play with a single Wound – but must be removed from play at the end of the next player turn, at which point neither this special rule nor any Saving Throw or Damage Mitigation roll may be made for it. Until it is removed from play, a model affected by this result gains a bonus of +1 to its Strength and Attacks Characteristic.
2-5Mundane Procedure: The model is not removed as a casualty and remains in play with a single Wound.
6Inspired Restoration: The model is not removed as a casualty and remains in play with a number of Wounds equal to the Wounds Characteristic listed in its profile.

If the unit that includes Aevos Jovan also includes one or more Medicae Orderlies, then the controlling player may choose to remove one of those models to make use of this special rule an additional time in a given turn or to add or subtract one from the dice rolled on the table presented as part of this special rule (only one model may be removed as a casualty in this fashion in each player turn). This special rule may only be used on models with the Infantry Unit Type.
Bloody Infamy

Aevos Jovan’s blood-soaked appearance and the tales of his infamous exploits make him a figure of terror to both enemy and ally alike. While his bloody arts may see some warriors returned to battle, none would consider him a figure of mercy or a welcoming sight.

All other units, friendly and enemy, with one or more models within 12" of Aevos Jovan (but not any other models in the same unit) must reduce the Leadership Characteristic of all models in that unit by -1. In addition, Aevos Jovan may never be selected as any army’s Warlord.
Low-priority Target

As a non-combatant whose only interest is his work on the torn and ravaged flesh of his comrades, Aevos Jovan takes little interest in the wider battle around him and in return is often ignored by the enemy as they focus on more obvious military targets.

Any unit that includes Aevos Jovan may not be targeted by a Shooting Attack by any unit or trigger any Reaction, unless at least one model in the attacking unit is within 12" of one or more models in the same unit as Aevos Jovan. However, if Aevos Jovan, or any model in the same unit, makes a Shooting Attack (including as part of a Reaction) then he loses this special rule for the remainder of the battle.
© Vyacheslav Maltsev 2013-2024