Forces of the Emperor – Datasheets
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Primarch


PRIMARCH

Constantin Valdor sits at the right hand of the Emperor as perhaps his most trusted companion and guardian, a watchman of inviolable purpose and all but unmatched fighting skill. Such in fact is Valdor’s martial power and superhuman physical and mental abilities that there are those, even within the Imperial Court, who have in whispers called him ‘Primarch’ in all but name. This is no doubt a disingenuous claim, as for all his power Valdor was made and trained to serve a different and far more focused purpose, that of Lord Commander of the Custodian Guard, and to Valdor the petty concerns of conquest and glory, dominion and victory are as nothing when compared to his own sworn duty.

Constantin Valdor seldom exercises his influence, save where his purview is directly concerned, and then never with ambition or aggrandisement. Yet, should his purpose be challenged or should anyone seek to endanger the Emperor or his chosen representatives, Valdor is as a demigod of vengeance made incarnate: unstoppable and unrelenting.

  • Constantin Valdor 350 pts
Captain-General of the Legio Custodes, The Shield of the Emperor, The First of the Ten Thousand
M WS BS S T W I A Ld Sv Base
Constantin Valdor (base: 40mm)
Constantin Valdor 8 7 5 5 5 5 6 5 10 2+ 40mm
Unit Composition
  • 1 Constantin Valdor
Wargear
  • The Apollonian Spear
  • Misericord
  • The Corinthine Warplate
  • Frag grenades
  • Melta bombs
  • Arae-shrike
Unit Type
Special Rules
  • Legio Custodes
  • Counter-attack (1)
  • Lightning Blows (6+)
  • Loyalist
Options
  • Constantin Valdor may take a teleport transponder array
    +125 points

HQ


HQ

Within the Legio Custodes there exists a range of ranks and seniority of commands, far from transparent to outsiders, to which the more general application of ‘Shield Captain’ is applied. Elevated by the direct approval and in some cases intervention of the Emperor himself, these are warriors of not only consummate and superhuman ability but also rare insight, acumen and knowledge.

Afforded the finest of the Imperium’s arms, each of these legendary fighters command the Legio Custodes against all manner of threats against the Emperor, and whether their command concerns a dozen of their brethren detached to stand beside one of the Space Marine Legions in battle, or a thousand strong company that has paved the way for the Emperor to walk upon some world of the dark frontier, they bear with them the might and power of their Legio manifested in a single indomitable warrior.

  • Custodian Shield Captain 200 pts
M WS BS S T W I A Ld Sv Base
Shield Captain (base: 40mm)
Shield Captain 8 6 5 5 5 3 5 5 10 2+ 40mm
Unit Composition
  • 1 Shield Captain
Wargear
  • Guardian spear
  • Misericord
  • Auric battleplate
  • Frag grenades
  • Melta bombs
  • Arae-shrike
Unit Type
Special Rules
  • Legio Custodes
  • Independent Character
  • Bulky (3)
  • Relentless
  • Stubborn
  • Loyalist
Options
  • The Shield Captain may take any of the following:
  • - Archaeotech pistol
    +5 points
  • - Praesidium shield
    Free
  • The Shield Captain may replace his Guardian spear with one of the following options:
  • - Pyrithite spear
    +15 points
  • - Adrasite spear
    +10 points
  • - Sentinel warblade
    Free
  • - Guardian axe
    Free
  • - Meridian swords
    Free
  • - Solarite power gauntlet
    +30 points
  • - Solarite power talon
    +10 points
  • - Two Solarite power talons
    +15 points
  • - Paragon blade
    +25 points
  • - Paragon glaive
    +30 points


HQ

Below the absolute authority of the Captain-General lies the Custodian Tribunate: a senior cadre of perhaps ten in number, forming the Legio Custodes’ council of war and policy. This body has the incomparable privilege of providing their services as counsel to the Emperor himself, should he so desire it, and in the matters of the security of the Imperial Palace’s inner sanctums and the person of the Emperor, no higher authority exists.

The Custodian Tribunate are among the keenest minds after the Captain-General in the Ten Thousand. Once a Custodian joins the Tribunate they must serve for at least ten years, though their membership is rotated periodically to ensure a blend of established wisdom and fresh ideas come to the fore. To join the Tribunate, a Custodian must have earned at least ten names and won three great victories. During their time of service, no member of the Tribunate takes to the battlefield unless in the most extreme circumstances – their entire focus is supporting the Captain-General in strategic and diplomatic matters.

  • 0-1 Custodian Tribune 300 pts
M WS BS S T W I A Ld Sv Base
Tribune (base: 40mm)
Tribune 8 7 5 5 5 4 5 5 10 2+ 40mm
Unit Composition
  • 1 Tribune
Wargear
  • Guardian spear
  • Misericord
  • Auric battleplate
  • Frag grenades
  • Melta bomb
  • Arae-shrike
Unit Type
Special Rules
  • Legio Custodes
  • Independent Character
  • Tribune of the Golden Legion
  • Eternal Warrior
  • Fearless
  • Bulky (3)
  • Relentless
  • Loyalist
Options
  • The Tribune may take any of the following:
  • - Archaeotech pistol
    +5 points
  • - Praesidium shield
    Free
  • - Teleport transponder array
    +125 points
  • The Tribune may replace his Guardian spear with one of the following options:
  • - Pyrithite spear
    +15 points
  • - Adrasite spear
    +10 points
  • - Sentinel warblade
    Free
  • - Guardian axe
    Free
  • - Meridian swords
    Free
  • - Solarite power gauntlet
    +30 points
  • - Solarite power talon
    +10 points
  • - Two Solarite power talons
    +15 points
  • - Paragon glaive
    +30 points
  • - Paragon blade
    +25 points


HQ

Assassin, general, avenger and soul-chilling terror, Jenetia Krole is one of the most mysterious and indeed feared warlords of the Imperium. ‘The Soulless Queen’, as the remembrancers were wont to name her, is the indomitable Knight- Commander and foremost battle leader of the Silent Sisterhood. She stalks the shadows of the galaxy at the behest of the Emperor, commanding whole armies of the Sisters of Silence, on those dread occasions when such are required to take to the field, and brings bloody retribution down on psykers turned would-be gods and any who aim to deny the Great Tithe.

Krole was a creature of dark legend long before she was committed as part of the Censure Host tasked with the retrieval of the Primarch Magnus. Upon the battlefield of Tizca, Krole was personally responsible for the death of many of the Thousand Sons’ most vaunted sorcerers and by the time of the battle’s ending, she appeared as a spectral figure bedecked in the white dust of shattered marble and the spilled blood of multitudes.

  • Jenetia Krole 150 pts
Knight-Commander of the Silent Sisterhood, Chief Investigatus-Militant of the Divisio Astra Telepathica, The Witch-Bane, The Soulless Queen
M WS BS S T W I A Ld Sv Base
Jenetia Krole (base: 32mm)
Jenetia Krole 6 6 5 3 3 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Jenetia Krole
Wargear
  • The Sword of Oblivion
  • Archaeotech pistol
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • The Onyx Cloak
  • Artificer armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (2)
  • Scout
  • Fearless
  • Fear (1)
  • Hatred (Psyker, Daemon, Corrupted, Traitor)
  • Eternal Warrior
  • Precision Strikes (5+)
  • Precision Shots (5+)
  • Ex Oblivio
  • Independent Character
  • Loyalist
  • Warlord: The Soulless Queen


HQ

The Abyssal Knights are the mightiest warriors, daemon hunters and psyker executioners of the Sisters of Silence. Drawn from the ranks of the Void Knights, each is a vastly experienced fighter and is personally responsible for the execution of some of the most dangerous psykers known to the Imperium, individuals of such terrible power and potency that they could have proven a threat to the very existence of Mankind’s empire.

They are counted among the most potent psychic nulls and the mere proximity to the aura of one is enough to cause crippling weakness and terror to psykers, and in some cases even a catastrophic meltdown of the psyker’s physical body and an agonising death. In truth, they will even sow fear and disgust in the hearts and minds of those who are without the psyker’s gift too, no matter how strongwilled they may be.

The bodies of the Knights Abyssal are clad in the strongest artificer-made armour and they are armed with the finest weapons that can be found within the Silent Sisterhood’s armouries on Terra. With these instruments they deliver the Emperor’s judgement upon those psykers unworthy of the Great Tithe or deemed too dangerous to exist.

  • Knight Abyssal 85 pts
M WS BS S T W I A Ld Sv Base
Knight Abyssal (base: 32mm)
Knight Abyssal 6 6 6 3 3 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Knight Abyssal
Wargear
  • Execution blade
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Voidscale cloak
  • Artificer armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Fearless
  • Hatred (Psykers, Daemons, Corrupted)
  • Precision Strikes (5+)
  • Precision Shots (5+)
  • Ex Oblivio
  • Loyalist
  • Independent Character
Options
  • A Knight Abyssal may exchange her Execution blade for one of the following:
  • - Power weapon
    +5 points
  • - Charnabal weapons
    +5 points
  • - Paragon blade
    +10 points
  • - Proteus neuro-lash
    +5 points
  • A Knight Abyssal may exchange her bolt pistol for one of the following:
  • - Hand flamer
    Free
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points
  • - Archaeotech pistol
    +10 points
  • A Knight Abyssal may upgrade any one weapon to have the Master-crafted special rule
    +10 points


HQ

Drawn from the elite ranks of the Chamber of Oblivion, the Knights Centura serve as the battlefield commanders of the Sisters of Silence. Elevated as a result of their seniority, martial prowess and power as psychic nulls, they are afforded use of the rarest weaponry the Sisters of Silence can bring to bear and charged with the inviolate duty of commanding both the tactical operations of the Great Tithe and the sworn duty of destroying rogue psykers deemed too dangerous to live.

Each Knight Centura is the unquestioned mistress of her own mission force through not only the strict customs of the Order but the trust placed in her abilities by those under her command. While never a codified sanction, Sisters of Silence showing marks of age and long service, either physiologically or woven in with the subtle marks of their panoply, are often informally revered by their peers for their ability to survive and their knowledge, even if both were formally at the same rank within the command structure.

  • Knight Centura 55 pts
M WS BS S T W I A Ld Sv Base
Knight Centura (base: 32mm)
Knight Centura 6 5 5 3 3 3 5 3 9 2+ 32mm
Unit Composition
  • 1 Knight Centura
Wargear
  • Execution blade
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Voidscale cloak
  • Artificer armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Precision Strikes (6+)
  • Precision Shots (6+)
  • Ex Oblivio
  • Loyalist
  • Independent Character
Options
  • A Knight Centura may exchange her Execution blade for one of the following:
  • - Power weapon
    +5 points
  • - Charnabal weapon
    +5 points
  • - Proteus neuro-lash
    +5 points
  • A Knight Centura may exchange her bolt pistol for one of the following:
  • - Hand flamer
    Free
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points
  • - Archaeotech pistol
    +10 points
  • A Knight Centura may upgrade any one weapon to have the Master-crafted special rule
    +10 points


HQ

The Questora Cadres of the Chamber of Judgement are dedicated not only to the ministration of the Great Tithe but also to investigation, pursuit, inquiry and judgement. They are most often deployed alongside the dreaded Silent Judges, to hunt down rogue psykers and dissidents, or to put down insurrection with brutal punishment.

Their task is to weigh the actions of the guilty and innocent when it comes to those concealing psykers from the tithe, and where matters are not clear regarding those believed to be psykers, to determine the presence of the psyker’s gift, and where it is found, to pass judgement on whether the accused should be taken by the tithe, or executed as a danger to humanity.

Nor is their work confined to the interrogation chamber; they are paramilitaries trained and equipped to carry out raids and tactical assaults against the most fanatical and nightmarish of foes, and often carry an array of weapons uniquely suited for the task.

  • Questora Cadre 65 pts
M WS BS S T W I A Ld Sv Base
Questora (base: 32mm)
Questora 6 5 4 3 3 2 4 2 8 3+ 32mm
Unit Composition
  • 3 Questora
Wargear
  • Vratine bolter
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Vratine armour
  • Spectra cloak
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Precision Shots (6+)
  • Chosen Warriors
  • Support Squad
  • Loyalist
  • Retinue
Dedicated Transport
Options
  • The Questora Cadre may include:
  • - Up to six additional Questora
    +20 points each
  • One Questora may take an augury scanner
    +10 points
  • One Questora may take a nuncio-vox
    +10 points
  • The entire unit may exchange their Vratine bolters for:
  • - Two bolt pistols
    Free
  • - Assault needler
    +5 points each
  • - Flamer
    +5 points each
  • - Power weapon
    +5 points each
  • - Charnabal weapon
    +5 points each
  • Any model in the unit may exchange a bolt pistol for one of the following:
  • - Hand flamer
    +5 points each
  • - Needle pistol
    +5 points each
  • - Plasma pistol
    +10 points each
  • Up to two models in the unit may exchange their Vratine bolters for one of the following:
  • - Heavy flamer
    +10 points each
  • - Nemesis bolter
    +10 points each
  • - Adrathic destructor
    +15 points each
  • - Snare guns
    Free
  • Any model in the unit may take:
  • - Compression tanks
    +5 points each


HQ

The Silent Sisters of the Raptora Cadre stand as the foremost warrior knights of the Oblivion Chamber. Each of them is a sublime fighter of superlative skill and they often serve as the personal bodyguard for the high command of their Order, for which purpose they are issued with the finest weapons and armour the Silent Sisterhood can provide.

Incorruptible and possessed of an untarnished spirit, the Oblivion Knights of the Raptora Cadre are only ever deployed against the most dangerous of foes such as rogue alpha-level psykers or major daemonic incursions, where they form the spearhead of the Silent Sisterhood attack.

The Raptora Cadre is known to have formed the honour guard of Knight- Commander Jenetia Krole herself during the Razing of Prospero and, though their Order suffered greatly upon the battlefield of Tizca, it is certain that they were instrumental in the near destruction of Primarch Magnus’ Legion.

  • Raptora Cadre 95 pts
M WS BS S T W I A Ld Sv Base
Raptora (base: 32mm)
Raptora 6 5 4 3 3 2 4 2 8 3+ 32mm
Unit Composition
  • 3 Raptora
Wargear
  • Bolt pistol
  • Execution blade
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Vratine armour
  • Voidsheen cloak
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Stubborn
  • Precision Strikes (6+)
  • Hatred (Psykers, Daemons, Corrupted)
  • Chosen Warriors
  • Support Squad
  • Loyalist
  • Retinue
Dedicated Transport
Options
  • The Raptora Cadre may include:
  • - Up to six additional Raptora
    +25 points each
  • One Raptora may take an augury scanner
    +10 points
  • One Raptora may take a nuncio-vox
    +10 points
  • Any model in the unit may exchange a bolt pistol for one of the following:
  • - Hand flamer
    +5 points each
  • - Needle pistol
    +5 points each
  • - Plasma pistol
    +10 points each
  • Up to two models in the unit may exchange their Execution blades for one of the following:
  • - Power fist
    +15 points each
  • - Proteus neuro-lash
    +10 points each


HQ

The Silent Furies are pursuit and strike experts, dispatched by the Chamber of Judgement to aid in the operations for the capture of rogue psykers that try to escape the Great Tithe. They take to the field piloting sophisticated Erinyes jetbikes that enable them to cover ground far quicker than infantry and go where heavier vehicles cannot. Silent Furies often accompany their sisters of the Subjugator Cadres in their hunt and acquisition missions, aiding in the capture or destruction of their fleeing quarries with the wide array of their esoteric weaponry.

On the rare occasion where they are deployed in the field of war, the Silent Furies lead scouting missions as well as rapid encirclement and hit-andrun attacks behind enemy lines. Their duty is not to simply confront the enemy in a frontal assault, but to direct the Subjugator Cadres and other forces of the Silent Sisterhood precisely where and when they are needed the most.

  • Silent Fury 65 pts
M WS BS S T W I A Ld Sv Base
Silent Fury (base: No official base size)
Silent Fury 18 5 5 3 3 3 5 3 9 2+ No official base size
Unit Composition
  • 1 Silent Fury
Wargear
  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Distort field
  • Erinyes jetbike
  • Artificer armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Relentless
  • Hatred (Psykers, Daemons, Corrupted)
  • Precision Strikes (6+)
  • Precision Shots (6+)
  • Deep Strike
  • Outflank
  • Loyalist
  • Independent Character
Options
  • A Silent Fury may exchange her close combat weapon for one of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Proteus neuro-lash
    +5 points
  • A Silent Fury may exchange her bolt pistol for one of the following:
  • - Hand flamer
    Free
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points
  • - Archaeotech pistol
    +10 points
  • A Silent Fury may replace her Erinyes jetbike’s snare cannon with:
  • - Needle cannon
    +5 points
  • - Adrathic destructor
    +10 points
  • A Silent Fury may upgrade any one weapon to have the Master-crafted special rule
    +10 points


HQ

Master interrogators and terror tactics experts, the dreaded Silent Judges of the Excruciatus Cadres are charged with rooting out that which is hidden, tear through webs of lies and superstitions and leave no stone unturned in their ceaseless task to find the psyker. In the event of a conspiracy to conceal one of the ‘witch-born’, the Silent Judges are deployed to ensure that the individuals involved are brought to Imperial justice and that the rightful tithe is retrieved.

The Silent Judges can identify the presence of nearby psyker phenomena, sift truth from lies and, where needed, put those unfortunate enough to fall under their gaze to the question and wring forth answers from the most intransigent witness or conspirator. No one speaks of the ultimate sentence suffered by those condemned by the Silent Judges, lest they risk the attention of the Judges be turned upon them for meddling further with the affairs of the Great Tithe and a similar fate befalls them.

  • Silent Judge 55 pts
M WS BS S T W I A Ld Sv Base
Silent Judge (base: 32mm)
Silent Judge 6 5 5 3 3 3 5 3 9 2+ 32mm
Unit Composition
  • 1 Silent Judge
Wargear
  • Two bolt pistols
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Distort field
  • Excrutia armatus
  • Artificer armour
  • Spectra cloaks
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Precision Strikes (6+)
  • Precision Shots (6+)
  • Loyalist
  • Independent Character
Options
  • A Silent Judge may take one of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Power fist
    +20 points
  • - Proteus neuro-lash
    +5 points
  • A Silent Judge may exchange either/or both bolt pistols for one of the following:
  • - Hand flamer
    Free
  • - Needle pistol
    +5 points each
  • - Plasma pistol
    +10 points each
  • - Archaeotech pistol
    +10 points each
  • A Silent Judge may select one of the following:
  • - Flamer
    +5 points
  • - Heavy flamer
    +10 points
  • - Vratine grenade launcher
    +10 points
  • - Adrathic destructor
    +15 points
  • A Silent Judge may take:
  • - Compression tanks
    +5 points
  • A Silent Judge may upgrade any one weapon to have the Master-crafted special rule
    +10 points


HQ

Acting as personal bodyguards, heavy shock troops, or a vain display of the noble status of their Legate Marshal, the Companion Sections of the Solar Auxilia have a reputation for brutal effectiveness and dogged resilience. Companion Sections are equipped with the finest wargear available to the Solar Auxilia, clad in void armour reinforced with potent energy shields and armed with their pick of weapons from the Auxilia’s vast armouries.

Some Legate Marshals used this materiel extravagance to demonstrate the vast depths of their power and status. The Companion Sections of such lords are often bedecked in colourful livery and arrayed in the midst of battle in profligate parade drills. More practical commanders display their power and prestige through the grim and unwavering lethality of their companions.

Regardless of their lord’s tastes, the Companions possess the skill and experience to match their superlative equipment. Having survived numerous campaigns across the galaxy, each member of a Companion Section is a veteran killer, able and willing to stand against the most fearsome foes on the orders of their liege lord.

  • Solar Auxilia Companion Section 60 pts
M WS BS S T W I A Ld Sv Base
Auxilia Companion (base: 25mm)
Auxilia Companion 6 4 4 3 3 2 4 2 7 4+ 25mm
Auxilia Adjutant (base: 25mm)
Auxilia Adjutant 6 5 4 3 3 2 4 3 8 4+ 25mm
Unit Composition
  • 5 Auxilia Companions
Wargear
  • Lasrifle
  • Void armour
  • Refractor field
  • Frag grenades
  • Krak grenades
  • Melta bombs
Unit Type
Special Rules
  • Tercio
  • Stubborn
Dedicated Transport
Options
  • A Solar Auxilia Companion Section may include:
  • - Up to 5 additional Auxilia Companions
    +12 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • Any model in the unit may exchange their lasrifle for one of the following:
  • - Laspistol and close combat weapon
    Free
  • - Volkite charger
    +2 points each
  • - Power weapon and blast pistol
    +10 points each
  • - Charnabal weapon and blast pistol
    +10 points each
  • - Boltgun
    Free
  • - Combi-weapon
    +5 points each
  • - Flamer
    +5 points each
  • - Grenade launcher
    +5 points each
  • - Plasma gun
    +10 points each
  • - Melta gun
    +15 points each
  • Any model in the unit may exchange a close combat weapon for one of the following:
  • - Chainsword
    +5 points
  • One Auxilia Companion in the unit may be upgraded to have a:
  • - Vox interlock
    +5 points
  • One Auxilia Companion in the unit may be upgraded to have one of the following:
  • - Auxilia vexilla
    +5 points
  • One Auxilia Companion in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • One Auxilia Companion may be upgraded to an Auxilia Adjutant for
    +10 points
  • The Auxilia Adjutant may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Adjutant may exchange a close combat weapon for one of the following:
  • - Power fist
    +15 points
AUXILIA TACTICAL COMMAND TERCIO
Each Auxilia Tactical Command Tercio is composed of a number of separate units, but only counts as a single HQ choice, using up a single HQ slot on the Force Organisation chart. The exact number of units that may be included in the Tercio is shown on the Tactical Command Tercio organisation chart (shown below):

Tactical Command Tercio Organisation Chart
A Tactical Command Tercio must include the following units:


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


HQ

Solar Auxilia Tactical Command Sections are specialists in battlefield command and control. They facilitate the flow of orders, direct the Tercio’s actions and co-ordinate artillery and orbital operations.

The Section is composed of several Companion specialists such as the Proclaimator, a junior officer equipped with communications equipment linked to every node in the chain of command. A Captain, a Junior Officer (or more rarely a seconded fleet officer or even an Expeditionary Navigator or Astropath) tasked with issuing tactical orders and co-ordinating orbital support fire as well as the movements of drop vessels, shuttles and logistics transports. The Section also includes a Vexilarius, a warrior who has earned the honour of bearing the unit’s standard. The Vexilarius might be chosen for this signal honour having performed an act of bravery or feat of arms, or because their skills are so renowned that should the standard touch the ground, the battle is already lost.

  • Solar Auxilia Tactical Command Section 105 pts
M WS BS S T W I A Ld Sv Base
Auxilia Companion (base: 25mm)
Auxilia Companion 6 4 4 3 3 2 4 2 7 4+ 25mm
Auxilia Captain (base: 25mm)
Auxilia Captain 6 4 4 3 3 3 4 3 9 4+ 25mm
Auxilia Marshal (base: 25mm)
Auxilia Marshal 6 5 4 3 3 3 4 4 9 4+ 25mm
Unit Composition
  • 4 Auxilia Companions
  • 1 Auxilia Captain
Wargear
  • Lasrifle
  • Void armour
  • Refractor field
  • Frag grenades
  • Krak grenades
  • Melta bombs
Unit Type
Special Rules
  • Tercio
  • Stubborn
Dedicated Transport
Options
  • A Solar Auxilia Tactical Command Section may include:
  • - Up to 5 additional Auxilia Companions
    +12 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • Any model in the unit may exchange their lasrifle for one of the following:
  • - Volkite charger
    +2 points each
  • - Power weapon and blast pistol
    +10 points each
  • - Charnabal weapon and blast pistol
    +10 points each
  • - Boltgun
    Free
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • - Flamer
    +5 points each
  • - Grenade launcher
    +5 points each
  • - Plasma gun
    +10 points each
  • - Melta gun
    +15 points each
  • One Auxilia Companion in the unit may be upgraded to have a:
  • - Command vox
    +10 points
  • One Auxilia Companion in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • One Auxilia Companion in the unit may be upgraded to have one of the following:
  • - Auxilia vexilla
    +5 points
  • - Cohorts vexilla
    +15 points
  • The Auxilia Captain may be upgraded to an Auxilia Marshal for
    +10 points
  • The Auxilia Captain or Marshal may exchange their void armour for:
  • - Heavy void armour
    +10 points
  • The Auxilia Captain or Auxilia Marshal may exchange their lasrifle for one of the following:
  • - Laspistol and close combat weapon
    Free
  • The Auxilia Captain or Auxilia Marshal may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Captain or Auxilia Marshal may exchange a close combat weapon for one of the following:
  • - Power fist
    +15 points
AUXILIA TACTICAL COMMAND TERCIO
Each Auxilia Tactical Command Tercio is composed of a number of separate units, but only counts as a single HQ choice, using up a single HQ slot on the Force Organisation chart. The exact number of units that may be included in the Tercio is shown on the Tactical Command Tercio organisation chart (shown below):

Tactical Command Tercio Organisation Chart
A Tactical Command Tercio must include the following units:


HQ

Perhaps the oldest of formal orders of Assassins operating with Imperial sanction, the Adamus Clade draws its roots in the forbidden blademaster traditions of the Panpacific Terran region. The histories of the Clade are much shrouded by the losses of the Dark Age of Technology, though scholars have posited that the very name of the Clade is drawn from an ancient theologic provenance, meaning ‘the first blades’. To practice the ways of Clade Adamus is to study the enemy, to learn their martial language and to reflect it against them, countering their strengths to reveal weaknesses. When these weaknesses are uncovered, the killing blow is struck.

  • Clade Adamus Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Adamus Assassin (base: 32mm)
Adamus Assassin 7 5 4 4 4 3 5 4 10 4+ 32mm
Unit Composition
  • 1 Adamus Assassin
Wargear
  • Nemesii blade
  • Needlespine blaster
  • Panoply of the Assassin
Unit Type
Special Rules
  • Death’s Artisan
  • Decapitation Strike
  • Fleet (2)
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist


HQ

The Callidus Assassin is an architect of anarchy, who uses a compound substance known as polymorphine in conjunction with sub-dermal implants to change its appearance, shape and size to confuse and misdirect its enemies. Taking the forms of bodyguards, commanders and close confidants to its foe, a Callidus Assassin gives contradictory orders to cause disarray among enemy lines. Only when confusion has reached its height among an enemy force does a Callidus Assassin strike directly against its target, revealing its true nature and arsenal of deadly archaeotech weapons for the briefest of moments before making its kill.

  • Clade Callidus Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Callidus Assassin (base: 32mm)
Callidus Assassin 7 5 4 4 4 2 6 4 10 4+ 32mm
Unit Composition
  • 1 Callidus Assassin
Wargear
  • Polymorphine
  • Neural shredder
  • Phase sword
  • Panoply of the Assassin
Unit Type
Special Rules
  • Reign of Confusion
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist


HQ

The selection of recruits for all Assassinorum Clades relies on the physical aptitude and resilience of the candidate, but the successful Culexus inductee must possess another trait; they must carry the Pariah Gene. Where baseline humans have merely a faint glimmer of a presence in the Warp and those of psychic ability burn as a much brighter beacon, Pariahs manifest as a dark void of nothingness in the Immaterium, a vacuum so powerful that it drains the essence of other beings and in a sense, consumes their very souls. Using arcane devices developed behind a veil of secrecy by the combined efforts of the Divisio Assassinorum and the Mechanicum’s Biologis Genetors, the abilities of these Pariahs can be manipulated and their potency contained or attenuated at will, making them into a formidable weapon.

  • Clade Culexus Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Culexus Assassin (base: 32mm)
Culexus Assassin 7 4 4 4 4 2 5 3 10 4+ 32mm
Unit Composition
  • 1 Culexus Assassin
Wargear
  • Animus speculum
  • Etherium
  • Psyk-out grenades
  • Panoply of the Assassin
Unit Type
Special Rules
  • Infiltrate
  • Scout
  • Fear (2)
  • Adamantium Will (3+)
  • Life Drain
  • Support Squad
  • Loyalist


HQ

Eversor Assassins are a weapon released in extremis, beyond the point at which collateral damage or the return of the Assassin itself are considerations. When an Eversor is deemed ready to undertake a mission, it is not made to wait in meditative silence in their Clade’s strongholds as is the case with other Assassins, but rather the Eversor is frozen in stasis at the height of an artificially induced fury, and is inserted remotely into a killzone by means of orbital drop. When the Assassin emerges from stasis lock, their undiminished wrath is released to murderous effect. Conditioned almost from birth to respond to pain with further aggression and fuelled by rage-inducing stim injectors, the Eversor is goaded to further heights of lethality when injured. Indeed, when such a consummate killer is unleashed the death of their target is all but assured, and in their wake only ruin is to be found.

  • Clade Eversor Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Eversor Assassin (base: 32mm)
Eversor Assassin 7 5 4 4 4 3 6 3 10 4+ 32mm
Unit Composition
  • 1 Eversor Assassin
Wargear
  • Neuro-gauntlet
  • Power sword
  • Executioner pistol
  • Melta bombs
  • Panoply of the Assassin
Unit Type
Special Rules
  • Counter-attack (1)
  • Frenzon Rage (3)
  • Biological Overload
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist


HQ

The maxim of the Clade Vanus preaches that ‘the cleanest kill is one that another performs in your stead, with no knowledge of your incitement’. Assassins like no others, the Vanus are superlative warriors but are foremost manipulators, thieves and hoarders of information. The mind of a Vanus Infocyte is trained and further augmented to sift vast quantities of data; hacking into vox, wire and noospheric networks and utilising a number of scrying devices and drones to gather ever-more knowledge. They form a profile of their target and every interaction they have based on the macro-view from a geopoliticalplanetary to a local scale. The Clade Vanus Assassin then viciously exploits this information to manipulate others into making an assassination, through bribery, coercion and override control, whilst the Infocyte itself is safely ensconced at a distance.

  • Clade Vanus Infocyte Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Vanus Infocyte (base: 32mm)
Vanus Infocyte 7 4 4 4 4 3 5 3 10 4+ 32mm
Unit Composition
  • 1 Vanus Infocyte
Wargear
  • Auspectre
  • Two laspistols
  • Two sympatic dataspikes
  • Vox disruptor array
  • Autotomic servo-limbs
  • Panoply of the Assassin
Unit Type
Special Rules
  • Noospheric Interloper
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist


HQ

The Assassins of the Clade Venenum had perhaps the highest success rate amongst the killers of the Terran Temples during the Age of Darkness. Each Assassin of the Clade is a rigorously trained and genetically enhanced shadow warrior, specialised in their method of assassination by their study of alchemical and biological sciences. The Clade Venenum’s Assassins are selected from the finest alchemists and tox-artisans of their order, each a master of creating and improvising delicate, exotic poisons, philtres of toxins, and recombinant virals which act to inflict death without leaving a metabolic trace, and in the case of some of the most deadly, without leaving more trace of their target than a steaming puddle of disassembled molecular matter.

  • Clade Venenum Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Venenum Assassin (base: 32mm)
Venenum Assassin 7 5 4 4 4 3 6 4 10 4+ 32mm
Unit Composition
  • 1 Venenum Assassin
Wargear
  • Hookfang
  • Toxin ejector
  • Poison globes
  • Panoply of the Assassin
Unit Type
Special Rules
  • Infiltrate
  • Scout
  • Unnatural Conditioning
  • Support Squad
  • Loyalist


HQ

Assassins of Clade Vindicare are the fodder of myth and legend throughout the soldiery of the Imperium for few have so much as snatched a glimpse of one of these black-clad marksmen in battle. It is said that once one of these unseen killers set their rifle sights upon their quarry, there is no escape from an inevitable death, delivered in the form of a single shot placed with unerring precision. Often, the only indication that a Vindicare is at work is the soft whistle of hyper-velocity rounds flying overhead and the heads of their selected targets exploding in red mists of gore before they ever even heard the muzzle crack of the shot that killed them. Trained over decades to elevate their craft to a deadly artform, they utilise a combination of physical positioning, topological mapping and intricate study of their mark to deliver a swift kill from afar before displacing and leaving only death to evidence that they were ever there. Of all the marksmen and sharpshooters that watch over the battlefields of the galaxy, none can claim to be the equal of Clade Vindicare.

  • Clade Vindicare Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Vindicare Assassin (base: 32mm)
Vindicare Assassin 7 4 8 4 4 2 5 3 10 4+ 32mm
Unit Composition
  • 1 Vindicare Assassin
Wargear
  • Exitus rifle
  • Exitus pistol
  • Panoply of the Assassin
  • Trajector auspex array
Unit Type
Special Rules
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist

Elites


ELITES

Advancing further upon the Cataphractii Terminator armour patterns of the Legiones Astartes, the Aquilon pattern takes into account the enhanced physique of the Legio Custodes as being able to bear more weight and strain than even a Space Marine, and so is fitted with additional integrated power systems and capacitors which make up for some of the limitations of the origin pattern. This allows for the Cataphractii Terminator armour’s famous durability to be retained in the Aquilon pattern, but with a degree of speed and manoeuvrability the former lacks.

Within the ranks of the Legio Custodes, Aquilon Terminator Sodalities were employed rarely but as need dictated, particularly on those rare occasions where the Legio Custodes were required to operate under conditions designated as ‘Zone Mortalis’ or to storm a breach. In such operations, the Legio was loath to risk unwarranted loss of life, and the superior defences of the Aquilon Terminator armour was relied upon to mitigate the risk as much as possible as well as provide a platform of mobile heavy firepower.

  • Aquilon Terminator Squad 290 pts
M WS BS S T W I A Ld Sv Base
Aquilon Terminator (base: 50mm)
Aquilon Terminator 7 5 5 5 5 3 5 3 10 2+ 50mm
Unit Composition
  • 3 Aquilon Terminators
Wargear
  • Lastrum storm bolter
  • Solarite power gauntlet
  • Aquilon Terminator armour
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (4)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • An Aquilon Terminator Squad of no more than four models may take a Coronus Grav-carrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Aquilon Terminators
    +90 points each
  • Any model in the unit may exchange its Solarite power gauntlet with:
  • - Solarite power talon
    Free
  • Any model in the unit may exchange its Lastrum storm bolter for one of the following options:
  • - Twin-linked Adrathic destructor
    +15 points each
  • - Infernus firepike
    +15 points each
  • - Solarite power talon
    Free


ELITES

There is little short of utter destructive force able to fell a Custodes, and thanks to their Emperor-gifted preternatural resilience, there are few injuries that they cannot fully recover from given time. However, in those isolated cases where the body has been all but irrevocably destroyed but the Custodian’s mind remains intact and their will to survive undimmed, internment within the cold and unyielding body of a Dreadnought is the next step, as for the Custodes, truly only in death does duty end. To this purpose, the few Dreadnoughts of the Legio Custodes are as singularly advanced as their other wargear, with unique variants of more common patterns available to the Legiones Astartes refitted to the particular physiology of the Custodians themselves, and outfitted with weapons and systems artificer-made by the servants of the Imperial Court.

At the time of the outbreak of the Horus Heresy, the most widely employed was the Contemptor-Achillus, a general battle unit which combined phenomenal strength and speed with the echoes of the interned Custodes’ own unmatched martial skill.

  • Contemptor-Achillus Dreadnought 250 pts
M WS BS S T W I A Ld Sv Base
Contemptor-Achillus Dreadnought (base: 60mm)
Contemptor-Achillus Dreadnought 8 6 5 8 7 6 4 4 10 2+ 60mm
Unit Composition
  • 1 Contemptor-Achillus Dreadnought
Wargear
  • Achillus Dreadspear with in-built Corvae las-pulser
  • Gravis power fist
  • Two Lastrum storm bolters
  • Atomantic deflector
Unit Type
Special Rules
  • Legio Custodes
  • Loyalist
Options
  • Any Contemptor-Achillus Dreadnought may replace its Achillus Dreadspear and in-built Corvae las-pulser with one of the following:
  • - Gravis power fist
    Free
  • A Contemptor-Achillus Dreadnought may replace any Lastrum storm bolter with one of the following:
  • - Twin-linked Adrathic destructor
    +15 points each
  • - Infernus incinerator
    +5 points each


ELITES

An inner circle within the Legio Custodes, the Hetaeron Guard serve as the Emperor’s closest protectors, aides and confidantes, leaving his side rarely but for the direst of circumstances. Selected individually for their service by the Master of Mankind, they represent some of the most potent fighters in the Imperium, almost like demi-gods of the battlefield. During the earlier years of the Great Crusade in which the Emperor himself personally directed the reclamation of lost worlds, the Hetaeron were a regular feature upon the worlds deserving of his attention. Yet as his actions were turned elsewhere, his inner guard would follow too, becoming almost a myth in their absence.

  • Hetaeron Guard Squad 225 pts
M WS BS S T W I A Ld Sv Base
Hetaeron Guard (base: 40mm)
Hetaeron Guard 8 5 5 5 5 3 5 4 10 2+ 40mm
Unit Composition
  • 3 Hetaeron Guard
Wargear
  • Meridian Swords
  • Misericord
  • Auric warplate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (3)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • A Hetaeron Guard Squad of no more than six models may take a Coronus Gravcarrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Hetaeron Guard
    +70 points each
  • Any model in the unit may exchange its Meridian swords with one of the following options:
  • - Guardian spear
    Free
  • - Pyrithite spear
    +15 points each
  • - Adrasite spear
    +10 points each
  • - Sentinel warblade
    Free
  • - Guardian axe
    Free
  • - Solarite power gauntlet
    +30 points each
  • - Solarite power talon
    +10 points each
  • - Two Solarite power talons
    +15 points per model
  • - Paragon blade
    +25 points each
  • One Hetaeron Guard in the unit may exchange his Meridian swords for one of the following options:
  • - Magisterium vexilla & Master-crafted power weapon
    +15 points
  • - Magisterium vexilla & Sentinel warblade
    +20 points
  • Any model in the unit that does not have a Magisterium vexilla may take a:
  • - Praesidium shield
    +10 points each


ELITES

As veterans of the Chamber of Vigilance, Eradicator Cadres are exemplars of their Order. These Sisters are called upon to form the vanguard of larger military actions and meet with psyker incursions at the leading edge of a greater force using their battle-won experience to spearhead assaults. Equipped with tactically flexible weaponry, Eradicator Cadres are capable of adapting to any foe with equal effectiveness and are relied upon to support more specialised cadres in open warfare.

  • Eradicator Cadre 65 pts
M WS BS S T W I A Ld Sv Base
Eradicator (base: 32mm)
Eradicator 6 4 4 3 3 1 4 1 7 3+ 32mm
Eradicator Mistress (base: 32mm)
Eradicator Mistress 6 4 4 3 3 1 4 2 8 3+ 32mm
Unit Composition
  • 4 Eradicators
  • 1 Eradicator Mistress
Wargear
  • Vratine bolter
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Loyalist
  • Precision Shots (6+)
Dedicated Transport
Options
  • The Eradicator Cadre may include:
  • - Up to five additional Eradicators
    +10 points each
  • Any model in the unit may exchange their Vratine bolter for one of the following:
  • - Minor combi-weapon
    +5 points each
  • - Magna combi-weapon
    +10 points each
  • One Eradicator may take an augury scanner
    +10 points
  • One Eradicator may take a nuncio-vox
    +10 points
  • Any model in the unit may take:
  • - Compression tanks
    +5 points each
  • The Eradicator Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


ELITES

A division of the Chamber of Vigilance, those of the Knight Vestal Covenants are warriors first and foremost but also bear the responsibility of the health and well-being of the wider cohort whilst abroad in the vastness of the Imperial domain. In this role they are not only equipped to fight alongside the Silent Sisters they were deployed with but are also expected to assess and treat those wounded on the field of battle. Where care can be given it is done so deftly, maintaining the Sisterhood’s fighting capabilities. But should the wounds, either physical or psychological, suffered by those under their charge prove to be too grievous, they will not hesitate to dispense the grace of a swift and honourable death themselves.

  • Knight Vestal Covenant 35 pts
M WS BS S T W I A Ld Sv Base
Knight Vestal (base: 32mm)
Knight Vestal 6 5 5 3 3 2 5 2 9 3+ 32mm
Unit Composition
  • 1 Knight Vestal
Wargear
  • Two bolt pistols
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Narthecium
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Independent Character
  • Loyalist
  • Vigilant Covenant
Options
  • A Knight Vestal Covenant may include:
  • - Up to two additional Knights Vestal
    +35 points each
  • Any Knight Vestal may take one of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • Any Knight Vestal may exchange either or both bolt pistols for one of the following:
  • - Needle pistol
    +5 points each
  • - Archaeotech pistol
    +10 points each


ELITES

The warrior knights of the Chamber of Oblivion are a martial elite sub-sect of the Silent Sisterhood selected both for their proven record as warriors, and most importantly, the strength of their ability as psychic Untouchables. Their service required against the most dangerous of foes, the Oblivion Knights are observed usually only in large-scale deployments such as the retrieval of alpha-level psykers, the quelling of major psykerinstigated uprisings or population purges, and as such are seen rarely by the mortal armies of the Imperium save for the direst of circumstances.

This, combined with the harrowing dread caused by the aura projected by the Sisterhood, gives the Oblivion Knights their profoundly sinister reputation among the Imperialis Auxilia and they have been deemed ‘disruptive’ by the Mechanicum. Even among the notoriously fearless Legiones Astartes, the pervading unease cultivated by the Oblivion Knights’ presence is a palpable phenomenon, but one perforce tolerated as a necessary bane when the Oblivion Knights are temporarily assigned to fight alongside the Space Marines against some powerful psychic menace.

  • Oblivion Knight Cadre 100 pts
M WS BS S T W I A Ld Sv Base
Oblivion Knight (base: 32mm)
Oblivion Knight 6 5 4 3 3 1 4 2 8 3+ 32mm
Oblivion Knight Mistress (base: 32mm)
Oblivion Knight Mistress 6 5 4 3 3 1 4 2 9 3+ 32mm
Unit Composition
  • 4 Oblivion Knights
  • 1 Oblivion Knight Mistress
Wargear
  • Execution blade
  • Bolt pistol
  • Voidsheen cloak
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Precision Strikes (6+)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Oblivion Cadre may include:
  • - Up to five additional Oblivion Knights
    +15 points each
  • The entire unit may exchange their Execution blades for:
  • - Power weapons
    Free
  • - Charnabal weapons
    Free
  • - Proteus neuro-lash
    Free
  • The Oblivion Knight Mistress may take any of the following:
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


ELITES

Living weapons whose dark origins lay lost within the Age of Strife, Charonites are biochemically and cybernetically altered Ogryn abhumans, mutilated in mind and body and left entirely creatures of brute obedience and drug-induced frenzy.

The difficult and unstable technologies used in their creation were deemed proscribed and unholy by the Mechanicum and may in part have had alien origins. Despite this the Solar Auxilia, thanks to their strong connection both with the Saturnyne enclaves of Terra and the celestial keeps of Pavonis, both of whom retained much of their independence after Imperial Compliance, retained a dispensation for the creation and use of Charonites in limited numbers, despite the opprobrium of Mars.

As the Horus Heresy raged, many Loyalist Solar Auxilia commands, particularly those cut off from Terra, turned to the creation of Charonites to strengthen their forces, particularly as a match against the power of Traitor Legiones Astartes and Dark Mechanicum forces, although the difficulty of their creation ensured that such products of Old Night did not become widespread.

  • Charonite Ogryn Section 120 pts
M WS BS S T W I A Ld Sv Base
Charonite Ogryn (base: 40mm)
Charonite Ogryn 7 4 2 5 5 3 2 4 6 4+ 40mm
Unit Composition
  • 3 Charonite Ogryns
Wargear
  • Void armour
  • Charonite claws
Unit Type
Special Rules
  • Feel No Pain (5+)
  • Hammer of Wrath (2)
  • Rage (2)
  • Death Frenzy
  • Bitter Duty
  • Bulky (4)
Options
  • A Charonite Ogryn Section may include:
  • - Up to 6 additional Charonite Ogryns
    +40 points each


ELITES

The Medicae Orderlies of the Solar Auxilia perform a number of vital functions, for which they receive extensive training and are issued with highly specialised equipment. Firstly, they are responsible for keeping at bay the single most deadly enemy of any human warrior outside of the Legiones Astartes – disease. With the Auxilia operating upon worlds tainted with all manner of ravenous alien microbes, a force could be rendered entirely ineffective before battle is even joined, even with the formidable survival equipment the Solar Auxilia are so well known for.

Secondly, they are responsible for treating combat injuries as they occur, ensuring a unit’s effectiveness is maintained even in the heat of battle.

Lastly, they hold the solemn duty of administering the final mercy to a fatally wounded auxiliary. At battle’s end, Solar Auxilia Medicae Orderlies are often covered in the blood of those they have euthanised, making them in equal measure figures of respect and dread.

  • 0-1 Solar Auxilia Medicae Section 15 pts
M WS BS S T W I A Ld Sv Base
Auxilia Medicae (base: 25mm)
Auxilia Medicae 6 4 4 3 3 1 3 2 6 4+ 25mm
Unit Composition
  • 1 Auxilia Medicae
Wargear
  • Laspistol
  • Close combat weapon
  • Auto-medicus
  • Void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Medicae Support
Options
  • A Solar Auxilia Medicae Section may include:
  • - Up to 7 additional Auxilia Medicae
    +15 points each
  • Any Auxilia Medicae may be given the Close-order Unit Sub-type for no additional points cost
  • Any Auxilia Medicae may upgrade its void armour to:
  • - Reinforced void armour
    +5 points each (Note that this will grant the model the Heavy Unit Sub-type.)
  • Any Auxilia Medicae may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • Any Auxilia Medicae may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +10 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points


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


ELITES

Where the Line Command Sections of the Solar Auxilia direct the massed manpower of the line Tercios, the command elements of the Veletarii are responsible for the elite soldiers that form the speartip of the Solar Auxilia. Known for their cunning mastery of aggressive tactics, these support officers can be found on the front line alongside their subordinates. The Veletaris Command Sections are equipped for close quarters combat, leading as much by example as through distant objectivity.

In many cases, the Command Section of the Veletaris Tercios are comprised of trusted household retainers to the Legate Marshals, their loyalty proven through generations of service. Whether thanks to this trust or in spite of it, these front-line commanders are often assigned to lead the most bloody and dangerous missions, tempering them into some of the most fearless warriors amongst the Solar Auxilia.

  • Solar Auxilia Veletaris Command Section 90 pts
M WS BS S T W I A Ld Sv Base
Veletarii (base: 25mm)
Veletarii 6 4 4 3 3 1 4 1 6 4+ 25mm
Veletarii First Prime (base: 25mm)
Veletarii First Prime 6 4 4 3 3 1 4 2 8 4+ 25mm
Unit Composition
  • 4 Veletarii
  • 1 Veletarii First Prime
Wargear
  • Volkite charger
  • Reinforced void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Veletaris Command Section may include:
  • - Up to 5 additional Veletarii
    +8 points each
  • One Veletarii in the unit may be upgraded to have a:
  • - Command vox
    +10 points
  • One Veletarii in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • Any Veletarii in the unit may exchange their volkite charger for:
  • - Power weapon
    +5 points each
  • The Veletarii First Prime may exchange their volkite charger for the following:
  • - Blast pistol and close combat weapon
    Free
  • The Veletarii First Prime may exchange their reinforced void armour for:
  • - Heavy void armour
    +10 points
  • The Veletarii First Prime may exchange a blast pistol for one of the following:
  • - Needle pistol
    Free
  • - Hand flamer
    Free
  • - Plasma pistol
    +5 points
  • The Veletarii First Prime may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +5 points
  • - Power fist
    +10 points
AUXILIA VELETARIS TERCIO

As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack.

Each Auxilia Veletaris Tercio is a single Elites choice, using up a single Elites slot on the Force Organisation chart. Each Auxilia Veletaris Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Veletaris Tercio Organisation chart (shown below). An Auxilia Veletaris Tercio may not include more than three units.

Auxilia Veletaris Tercio Organisation Chart
An Auxilia Veletaris Tercio may include the following units:


ELITES

The Veletarii are the most skilled and dedicated warriors in the Solar Auxilia, issued with the most potent weaponry and tasked with the most arduous of battlefield missions. Veletaris Storm Sections are often gathered together into special, cohort-level reserves which serve as their commander’s household under their direct command, or they may be raised on a company-by-company basis. On occasion, they serve as a formal guard of honour for the Legate Commander, bearing ceremonial power axes which they sometimes even use in battle.

The Veletaris are deployed in a number of roles. Some commanders use them as shock troops whose discipline and firepower can overwhelm even the most fearsome of enemies. Others utilise them as a line reserve, able to react quickly to enemy breakthroughs and bolster a wavering defence.

  • Solar Auxilia Veletaris Storm Section 90 pts
M WS BS S T W I A Ld Sv Base
Veletarii (base: 25mm)
Veletarii 6 4 4 3 3 1 4 1 6 4+ 25mm
Veletarii Prime (base: 25mm)
Veletarii Prime 6 4 4 3 3 1 4 2 7 4+ 25mm
Unit Composition
  • 9 Veletarii
  • 1 Veletarii Prime
Wargear
  • Volkite charger
  • Reinforced void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • Up to 10 additional Veletarii
    +8 points each
  • One Veletarii in the unit may be upgraded to have a:
  • - Vox interlock
    +5 points
  • One Veletarii in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • Any Veletarii in the unit may exchange their volkite charger for:
  • - Storm axe
    +5 points each
  • The Veletarii Prime may exchange their reinforced void armour for:
  • - Heavy void armour
    +10 points
  • The Veletarii Prime may exchange their volkite charger for the following:
  • - Blast pistol and close combat weapon
    Free
  • The Veletarii Prime may exchange a blast pistol for one of the following:
  • - Needle pistol
    Free
  • - Hand flamer
    Free
  • - Plasma pistol
    +5 points
  • The Veletarii Prime may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +5 points
  • - Storm axe
    +5 points
  • - Power fist
    +10 points
AUXILIA VELETARIS TERCIO

As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack.

Each Auxilia Veletaris Tercio is a single Elites choice, using up a single Elites slot on the Force Organisation chart. Each Auxilia Veletaris Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Veletaris Tercio Organisation chart (shown below). An Auxilia Veletaris Tercio may not include more than three units.

Auxilia Veletaris Tercio Organisation Chart
An Auxilia Veletaris Tercio may include the following units:


ELITES

As they advance into the fiercest fighting, the Veletarii are supported by the withering fire of their Vanguard Sections. These ballistic teams carry the heaviest man-portable weaponry available to the Solar Auxilia in the form of high-capacity rotor cannon and heavy flamers.

Both weapons are leveraged for their killing power as well as the psychological effect they have on their foes. Rotor cannon teams are deployed in long-range support of Veletaris Storm Sections, using their weight of fire to suppress enemy gun lines, allowing the Storm Sections to approach unhindered. Conversely, heavy flamer teams advance shoulderto- shoulder with the Storm Sections, driving enemy skirmishers away with gouts of burning promethium or clearing tunnel and trench networks at the head of the spear-tip advance with a searing wave of alchemically-fuelled fire.

  • Solar Auxilia Veletaris Vanguard Section 90 pts
M WS BS S T W I A Ld Sv Base
Veletarii (base: 25mm)
Veletarii 6 4 4 3 3 1 4 1 6 4+ 25mm
Veletarii Prime (base: 25mm)
Veletarii Prime 6 4 4 3 3 1 4 2 7 4+ 25mm
Unit Composition
  • 9 Veletarii
  • 1 Veletarii Prime
Wargear
  • Rotor cannon
  • Reinforced void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Veletaris Vanguard Section may include:
  • - Up to 10 additional Veletarii
    +8 points each
  • One Veletarii in the unit may be upgraded to have a:
  • - Vox interlock
    +5 points
  • One Veletarii in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • Any Veletarii in the unit may exchange their rotor cannon for:
  • - Heavy flamer
    Free
  • The Veletarii Prime may exchange their reinforced void armour for:
  • - Heavy void armour
    +10 points
  • The Veletarii Prime may exchange their rotor cannon for the following:
  • - Blast pistol and close combat weapon
    Free
  • The Veletarii Prime may exchange a blast pistol for one of the following:
  • - Needle pistol
    Free
  • - Hand flamer
    Free
  • - Plasma pistol
    +5 points
  • The Veletarii Prime may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +5 points
  • - Power fist
    +10 points
AUXILIA VELETARIS TERCIO

As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack.

Each Auxilia Veletaris Tercio is a single Elites choice, using up a single Elites slot on the Force Organisation chart. Each Auxilia Veletaris Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Veletaris Tercio Organisation chart (shown below). An Auxilia Veletaris Tercio may not include more than three units.

Auxilia Veletaris Tercio Organisation Chart
An Auxilia Veletaris Tercio may include the following units:


ELITES

Squadrons of Incursus pattern Hermes Sentinels are utilised in a much more aggressive role than other patterns, allowing many commanders to increase pressure on especially mobile foes who might otherwise outmanoeuvre the somewhat unwieldy Auxilia cohorts. Augmented with more comprehensive protection for both their elite pilot, as well as their more fragile motility mechanisms, the Incursus pattern is purpose built to support the frontal assaults the veletaris cohorts are famed for, moving into position around the flanks of enemy positions before unleashing a storm of antiinfantry firepower from their volkite calivers or driving their enemies back with gouts of searing flame.

  • Solar Auxilia Hermes Veletaris Squadron 65 pts
M WS BS S T W I A Ld Sv Base
Hermes Veletarii Sentinel (base: 60mm)
Hermes Veletarii Sentinel 8 4 4 5 5 2 3 1 7 3+ 60mm
Unit Composition
  • 2 Hermes Veletaris Sentinels
Wargear
  • Laspistol
  • Reinforced void armour
  • Incursus pattern Hermes Light Sentinel
Unit Type
Special Rules
  • Tercio
  • Storm Section
Options
  • The Hermes Veletaris Squadron may take:
  • - Up to 4 Hermes Veletaris Sentinels
    +24 points each
  • Any model may replace their volkite caliver with a:
  • - Heavy flamer
    Free

Troops


TROOPS

The Custodian Guard serve as the mainstay of the Legio Custodes, their panoply of arms symbolic both of their authority and of the Legio Custodes itself. Stronger, faster and more resilient than even the superhuman warriors of the Legiones Astartes, the Emperorwrought Custodian Guard are terrifyingly potent warriors, and the uniquely alloyed artificer armour they wear and the tactical flexibility of the lethal Guardian spear they carry all amplify these attributes to make them fighters unrivalled within the forces of the Imperium and arguably the galaxy.

Both in their duty of guardianship and in situations in which the supervision of the Legio Custodes is required to ensure an end is met or artefact retrieved, the Custodian Guard are the first to be deployed in service, and across its history, the majority of the Kykanatoi which made up the Legio Custodes ranks fought in this manner.

  • Custodian Guard Squad 150 pts
M WS BS S T W I A Ld Sv Base
Custodian (base: 40mm)
Custodian 8 5 5 5 5 2 5 4 9 2+ 40mm
Unit Composition
  • 3 Custodians
Wargear
  • Guardian spear
  • Misericord
  • Auric warplate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (3)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • A Custodian Guard Squad of no more than six models may take a Coronus Grav-carrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Custodians
    +45 points each
  • Any model in the unit may exchange its Guardian spear with one of the following options:
  • - Pyrithite spear
    +15 points per model
  • - Adrasite spear
    +10 points per model
  • - Guardian axe
    Free
  • One Custodian in the unit may exchange his Guardian spear for one of the following options:
  • - Magisterium vexilla & Master-crafted power weapon
    +15 points
  • - Magisterium vexilla & Sentinel warblade
    +20 points


TROOPS

Sentinel Guard squads are the defensive formation of the Legio Custodes, designed to function as a mobile bulwark to protect emissaries on hazardous ground and hold defensive lines against the most grievous onslaught in open battle. In order to achieve this, they are equipped with energy field-reinforced ‘Praesidium’ shields – a precursor technology that was later employed by the prototype Legiones Astartes storm shields – which are able to resist the heaviest weapons fire. When deployed outside the walls of the Imperial Palace, their charge is often to protect key aspects of allied detachments and resources liberated from the enemy. However, it has been witnessed during large scale sudden assaults that their close formations also served to disrupt enemy lines. While they still retain the loose unit structures of the Legio Custodes, the Sentinel Guard by their nature utilise a greater synchronicity between warriors in service to the various phalanx formations that could be required of the squad at any given moment.

  • Sentinel Guard Squad 150 pts
M WS BS S T W I A Ld Sv Base
Sentinel (base: 40mm)
Sentinel 8 5 5 5 5 2 5 4 9 2+ 40mm
Unit Composition
  • 3 Sentinels
Wargear
  • Sentinel warblade
  • Praesidium shield
  • Misericord
  • Auric warplate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (3)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • A Sentinel Guard Squad of no more than six models may take a Coronus Grav-carrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Custodians
    +45 points each
  • Any model in the unit may exchange its Sentinel warblade with one of the following options:
  • - Solarite power talon
    +10 points per model
  • - Solarite power gauntlet
    +30 points per model
  • One Sentinel in the unit may exchange his Praesidium shield for:
  • - Magisterium vexilla
    +10 points


TROOPS

Prosecutor Cadres are among those Sisters most commonly seen by the general populace of the Imperium, forming the foot soldiers and guards of the paramilitary organisation of the League of the Black Ships, and as strike infantry well suited to combat missions outside of their silent halls. In field operations, Prosecutors specialise in open engagement of massed targets, favouring a modified variant of the Terran boltgun more commonly seen in the hands of the Legiones Astartes for its flexibility, stopping power and high rate of fire.

  • Prosecutor Cadre 65 pts
M WS BS S T W I A Ld Sv Base
Prosecutor (base: 32mm)
Prosecutor 6 4 4 3 3 1 4 1 7 3+ 32mm
Prosecutor Mistress (base: 32mm)
Prosecutor Mistress 6 4 4 3 3 1 4 2 8 3+ 32mm
Unit Composition
  • 4 Prosecutors
  • 1 Prosecutor Mistress
Wargear
  • Bolter
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Prosecutor Cadre may include:
  • - Up to 10 additional Prosecutors
    +10 points each
  • The entire unit may exchange their bolterguns for:
  • - Two bolt pistols
    Free
  • - Assault needler
    +5 points each
  • Up to two models in the unit may exchange their bolters for a:
  • - Snare gun
    Free
  • One Prosecutor may take an augury scanner
    +10 points
  • One Prosecutor may take a nuncio-vox
    +10 points
  • The Prosecutor Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


TROOPS

As the most senior of the mainstay of the Silent Sisterhood’s tactical formations, the Vigilator cadres are often deployed in battle in order to identify and excise the key components of an enemy force at close quarters. Whether their quarry is a single rogue psyker among a civilian hab-block or a resistance movement thousands strong, they serve to root out the command centres responsible and remove them, allowing the other units deployed in tangent to destroy the scattered resistance.

In larger detachments, the Vigilator cadres also provide a greater level of versatility to the frontline assault, and the effect of their sweeping blades on the ranks of a cult rabble or rebel militia is as much a psychological weapon as a direct tool of war. As their name implies, the Vigilators’ charge outside of direct militant action is often to oversee the collection of the Great Tithe and the escorting, under threat of death, of individuals to the Black Ships.

  • Vigilator Cadre 65 pts
M WS BS S T W I A Ld Sv Base
Vigilator (base: 32mm)
Vigilator 6 4 4 3 3 1 4 1 7 3+ 32mm
Vigilator Mistress (base: 32mm)
Vigilator Mistress 6 4 4 3 3 1 4 2 8 3+ 32mm
Unit Composition
  • 4 Vigilators
  • 1 Vigilator Mistress
Wargear
  • Execution blade
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Vigilator Cadre may include:
  • - Up to 10 additional Vigilators
    +12 points each
  • Any model in the unit may exchange its bolt pistol for:
  • - Hand flamer
    +5 points each
  • - Needle pistol
    +5 points each
  • Any model in the unit may take:
  • - Compression tanks
    +5 points each
  • The Vigilator Mistress may exchange her bolt pistol for:
  • - Plasma pistol
    +10 points
  • The Vigilator Mistress may exchange her Execution blade for one of the following:
  • - Power weapon
    Free
  • - Power fist
    +10 points
  • - Proteus neuro-lash
    +5 points


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.

The Troop Masters perform a vital battlefield role, distilling the commands of the senior officers into actionable battlefield objectives and directing the infantry in the completion of these goals. To accomplish this swiftly and efficiently requires a Troop Master to not only understand the vagaries of massed combat, but also to quickly and unquestioningly comprehend the mind of their commanding officers.

Solar Auxilia veterans are tasked with safeguarding and facilitating these line officers. Indeed, no few Troop Masters rose from the ranks of these veterans, themselves, having been groomed by experience to fill the rank of their fallen officers.

  • Solar Auxilia Line Command Section 65 pts
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
Unit Composition
  • 4 Auxilia Veterans
  • 1 Auxilia Troop Master
Wargear
  • Lasrifle
  • Void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Line Command Section may include:
  • - Up to 5 additional Auxilia Veterans
    +8 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Command vox
    +10 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • The Auxilia Troop Master may exchange their lasrifle for the following:
  • - Laspistol and close combat weapon
    Free
  • The Auxilia Troop Master may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Troop Master may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +10 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • The Auxilia Troop Master may select any of the following:
  • - Refractor field
    +5 points
  • - Melta bombs
    +5 points
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:


TROOPS

Solar Auxiliaries are recruited from all over the Imperium, from void born asteroid miners to underhive scum, and such cultures are the fuel of the Imperium’s growth. While most pressed into the Emperor’s armies join the line regiments of the Imperial Army, those who display the right combination of aggression, discipline and skill-at-arms are earmarked for the Solar Auxilia cohorts, affording them an undreamed-of escape from the gutter into a life of service across the myriad battlefields of the war-torn galaxy.

The image of Auxilia Lasrifle Sections arrayed in multiple, disciplined ranks standing firm against hordes of alien foes is a celebrated one, but it is far from the only way in which they are deployed. Infantry Tercios are adept at fighting in loose order in ‘Zone Mortalis’ missions or launching massed assaults across the most hostile of the galaxy’s battlefields, and it is said that a Solar Auxiliary is second only to a transhuman Legiones Astartes, an elite amongst humanity’s many fighting forces.

  • Solar Auxilia Rifle Section 60 pts
M WS BS S T W I A Ld Sv Base
Auxilia (base: 25mm)
Auxilia 6 3 3 3 3 1 3 1 6 4+ 25mm
Auxilia Sergeant (base: 25mm)
Auxilia Sergeant 6 3 3 3 3 1 3 2 7 4+ 25mm
Unit Composition
  • 9 Auxilia
  • 1 Auxilia Sergeant
Wargear
  • Lasrifle
  • Void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Rifle Section may include:
  • - Up to 10 additional Auxilia
    +5 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • One Auxilia in the unit may be upgraded to have a:
  • - Vox interlock
    +5 points
  • One Auxilia in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • One Auxilia in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • The Auxilia Sergeant may exchange their lasrifle for the following:
  • - Laspistol and close combat weapon
    Free
  • The Auxilia Sergeant may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Sergeant may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +5 points
  • - Power fist
    +10 points
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:

Dedicated Transports


DEDICATED TRANSPORTS

The Coronus grav-carrier is perhaps one of the most well-known of the vehicles used exclusively by the Legio Custodes. It was already under wide utilisation across the Legio in the closing decades of the Great Crusade, replacing the limited numbers of the relic Jocasta pattern gravcraft that had survived the Unification Wars on Ancient Terra. The use of heavily protected gravcraft by the Legio Custodes granted their forces a degree of speed and agility that could not be matched by the grinding armour of other forces of the Imperium, allowing them to deploy, redeploy and evade without the danger of being easily pinned down by enemy troops or hazardous terrain.

The Coronus pattern also served as the inspiration and technological basis for the Pallas and the Caladius grav-craft, developed to meet the specific strategic needs of rapid attack and line of battletank respectively.

  • Coronus Grav-carrier 180 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Coronus Grav-carrier (base: 170 x 109mm)
Coronus Grav-carrier 16 5 13 12 10 5 18 170 x 109mm
Unit Composition
  • 1 Coronus Grav-carrier
Wargear
  • Hull (Front) Mounted twin Lastrum bolt cannon
  • Turret Mounted twin-linked Arachnus blaze cannon
  • Flare shield
Unit Type
Special Rules
  • Legio Custodes
  • Power of the Machine Spirit
  • Deep Strike
  • Outflank
  • Loyalist
Access Points
  • A Coronus Grav-carrier has one Access Point at the rear of the vehicle.


DEDICATED TRANSPORTS

One of a number of unique and highly specialised vehicles utilised by the Silent Sisterhood, the Kharon pattern Acquisitor is in truth a paramilitary rather than battlefield design meant for the execution of the great psyker cull of the burgeoning Imperium’s worlds. Built to incorporate numerous systems to approach its targets silently and with utmost stealth, it is also made quite deliberately to be a thing of mystery and terror when its presence is unveiled, to cow potential resistance through fear as much as the threat of force.

When that force is required, the Kharon can release a hail of murderous weapons fire to annihilate any resistance in the form of heavy stubber rounds, which are more than effective enough against any interfering civilian or militia targets encountered. Against sterner opposition, various payloads of missiles can be employed, including sophisticated anti-psyker warheads where rogue psykers are encountered.

  • Kharon Pattern Acquisitor 150 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Kharon Pattern Acquisitor (base: 170 x 109mm)
Kharon Pattern Acquisitor 16 4 13 12 11 4 16 170 x 109mm
Unit Composition
  • 1 Kharon Pattern Acquisitor
Wargear
  • Hull (Front) Mounted hellion heavy cannon array
  • Two Hull (Front) Mounted Vratine missile launchers
  • Spectra distort shield
  • Smoke launchers
Unit Type
Special Rules
  • Silent Sisterhood (Chamber Militant is the same as that of the unit for which this model is selected)
  • Assault Vehicle
  • Night Vision
  • Deep Strike
  • Outflank
  • Loyalist
Access Points
  • A Kharon Pattern Acquisitor has one Access Point at the front.
Options
  • A Kharon Pattern Acquisitor may exchange its hellion heavy cannon array for a Hull (Front) Mounted multi-melta for no additional points cost


DEDICATED TRANSPORTS

Created with the authorisation of the Fabricator-General as the Imperial Host expanded into the galaxy during the Great Crusade, the design philosophy behind the Aurox is similar to that of the Legion Rhino Armoured Carrier. It is designed to be mass-manufactured, reproducible and easily serviced by units in the field. In addition, the Aurox has a modular design which allows for additional armour and weapons configurations.

An armoured troop transport tank, it is primarily used by various arms of the Imperial Army, which includes the Imperialis Militia, to carry veteran grenadier units to battle or to protect their commanders while dictating the course of battle. A further variant of the Aurox is used by the Solar Auxilia, which is re-fitted for extreme environmental conditions.

  • Aurox Transport 30 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Aurox (base: Use model)
Aurox 15 3 11 11 10 3 10 Use model
Unit Composition
  • 1 Aurox Transport
Wargear
  • Smoke launchers
Unit Type
Special Rules
  • Infantry Transport
Access Points
  • An Aurox Transport has one Access Point on each side of the hull and one at the rear.
Options
  • An Aurox Transport may take any of the following:
  • - Searchlights
    +5 points
  • An Aurox may take one of the following:
  • - One Pintle Mounted heavy stubber
    +5 points
  • - One Pintle Mounted multi-laser
    +10 points
  • - One Pintle Mounted heavy flamer
    +5 points


DEDICATED TRANSPORTS

The Dracosan is employed almost exclusively by forces configured in the Solar Auxilia pattern, whether these are ‘regular’ Excertus Imperialis units or other forces following the same order of battle, such as the household troops of certain Rogue Traders Militant or, occasionally, the elite retainers of high status Imperial commanders.

A heavily armed and armoured carrier, the Dracosan is manufactured under compact by several dozen Forge Worlds across the Imperium to standards only usually required of war machines destined for service with the Legiones Astartes. The Dracosan is large enough to accommodate a full strength Solar Auxilia Infantry Section of twenty auxiliaries, and heavily armoured enough to protect them from all but the most intense of enemy fire. Equipped with a fearsome array of weapons of its own, the Dracosan can steadfastly defend itself against counter-attack and pound enemy positions to dust before the auxiliaries disembark to storm what remains of their objective.

  • Dracosan Armoured Transport 175 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Dracosan (base: Use model)
Dracosan 12 3 13 12 11 5 22 Use model
Unit Composition
  • 1 Dracosan
Wargear
  • One Hull (Front) Mounted Gravis lascannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • None
Access Points
  • A Dracosan Armoured Transport has two Access Points, one on each side.
Options
  • A Dracosan Armoured Transport may take any of the following:
  • - Flare shield
    +25 points
  • - Up to two Hull (Front) Mounted hunter-killer missiles
    +10 points each
  • - Dozer blade
    +5 points
  • A Dracosan Armoured Transport may take one of the following:
  • - One Pintle Mounted heavy stubber
    +5 points
  • - One Pintle Mounted multi-laser
    +10 points
  • - One Pintle Mounted heavy flamer
    +5 points
  • A Dracosan Armoured Transport may exchange its Hull (Front) Mounted Gravis lascannon for a:
  • - Demolisher cannon
    +50 points*
*Selecting this upgrade reduces the Transport Capacity of the Dracosan Armoured Transport to 10.

Fast Attack


FAST ATTACK

One of a number of customised grav-skimmer and jetbike designs utilised by the Legio Custodes, the Agamatus squadrons use the heavy duty, plasma motor-boosted Gyrfalcon pattern as their steeds in battle, the increased power of the design supporting not only the heavily armoured Custodian Guard, but also allowing it to mount a powerful Iliastus pattern bolt cannon as its on-board armament.

The Agamatus squadrons of the Legio Custodes exploit these war machines to operate both as a rapid response and suppression unit in the field. In this they operate much in the manner of the elite cavalry forces of ancient times, screening the main Legio Custodes force from potential encirclement, reacting quickly to blunt enemy attacks, and hunting down mercilessly any foe which breaks and flees before the might of the Legio Custodes, ensuring the utter extermination of the enemy.

  • Agamatus Jetbike Squadron 265 pts
M WS BS S T W I A Ld Sv Base
Agamatus (base: 60mm flying base)
Agamatus 16 5 5 5 5 3 5 1 9 3+ 60mm flying base
Unit Composition
  • 3 Agamatus
Wargear
  • Solarite power lance
  • Misericord
  • Melta bombs
  • Auric demi-plate
  • Custodes Gyrfalcon jetbike
Unit Type
Special Rules
  • Legio Custodes
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Hammer of Wrath (1)
  • Deep Strike
  • Outflank
  • Loyalist
Options
  • An Agamatus Jetbike Squadron may take:
  • - Up to 7 additional Agamatus
    +85 points each
  • Any model in the unit may replace its Custodes Gyrfalcon jetbike’s Lastrum bolt cannon with one of the following:
  • - Adrathic devastator
    +15 points each
  • - Twin-linked Corvae las-pulser
    +35 points each


FAST ATTACK

Vaunted as a high honour among the Legio Custodes, the role of Custodian Venatari is reserved for a scant few. Among their ranks are those who have proven themselves both through successes in the Blood Games, the competitive exercise run by the Custodes to test the vulnerabilities in the Emperor’s personal defences, and those with proven skill with the Palace walls and its spire-tops. While shield companies patrol the vast hallways and cavernous rooms of the Imperial Palace, the Venatari are elevated above, making their domain among the rooftops and spires, overseeing and assessing the threat of all who enter or leave. Their predatory instincts have earned the Venatari the nickname of the Emperor’s ‘Hunting Eagles’, standing as immobile and vigilant as the birds of prey of Old Earth atop the mountain peaks before swooping into a killing dive.

  • Custodian Venatari Squad 230 pts
M WS BS S T W I A Ld Sv Base
Venatari (base: 40mm)
Venatari 8 5 5 5 5 2 5 4 9 3+ 40mm
Unit Composition
  • 3 Venatari
Wargear
  • Kinetic destroyer
  • Tarsus buckler
  • Misericord
  • Venatari jump harness
  • Auric demi-plate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (4)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Deep Strike
  • Loyalist
Options
  • The unit may include:
  • - Up to 7 additional Venatari
    +70 points each
  • Any model in the unit may exchange both its kinetic destroyer and Tarsus buckler with a:
  • - Venatari lance
    +10 points per model


FAST ATTACK

Designed as a high manoeuvrability hunterkiller, the Pallas pattern grav-attack squadrons provided the Legio Custodes with a rapid strike capacity greater than that which could be afforded by the use of ground troops alone. Based upon the advanced repulsor-lift technology pioneered by the Coronus, the Pallas’ battlefield role came to resemble more that of the usage of the Land Speeder among the Legiones Astartes, relying increasingly on its superior agility to inflict devastating hit-and-run assaults on the enemy or to hunt down fleeing targets. In addition, its abilities allowed the Pallas gravattack squadrons to also be used as reconnaissance units or as skirmishing forces large enough to pin or delay the enemy in place as the main bulk of the Legio Custodes detachment was deployed. Despite its smaller size, the Pallas is surprisingly durable and mounts a very flexible armament configuration, primarily comprising highly adaptable Arachnus blaze cannon, enabling it to successfully engage both infantry and armoured targets. Rarer variants do however exist, including those equipped with extremely powerful Adrathic disintegration beam weapons.

  • Pallas Attack Speeder Squadron 60 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Pallas Attack Speeder (base: 105 x 70mm)
Pallas Attack Speeder 16 5 11 11 10 3 - 105 x 70mm
Unit Composition
  • 1 Pallas Attack Speeder
Wargear
  • Centreline Mounted twin-linked Arachnus blaze cannon
  • Flare shield
Unit Type
Special Rules
  • Legio Custodes
  • Deep Strike
  • Outflank
  • Loyalist
Options
  • A Pallas Attack Speeder Squadron may take:
  • - Up to 2 additional Pallas Attack Speeders
    +60 points each
  • Any model may replace the Pallas Attack Speeder’s twin-linked Arachnus blaze cannon with one of the following:
  • - Twin-linked Adrathic devastator
    +20 points per model


FAST ATTACK

Just as the Sisters of Silence are called upon to hunt, they are also called upon to purge. To this end, the Firebrand cadres of the Silent Sisterhood are deployed for the widespread purgation of opposing forces, condemned criminals, tainted abhumans and other gene-threats, as well as the pacification of aggressive, rebellious or resistant crowds and bystanders.

Primarily equipped with flamers, their secondary tactical function is to deny rogue elements of escape routes, cut off avenues of ambush and prevent encirclement by often numerically superior opposition forces. Even within small detachments, the Firebrand cadres are deployed to prevent the interruption of the retrieval of the Imperial Tithe. However, in such instances, they are often presented as a force intended to intimidate the related governing structures and population into compliance through fear rather than having to carry out the promise of death and fire they so obviously represent, though of course they never shirk from this dark duty when it becomes necessary.

  • Firebrand Cadre 70 pts
M WS BS S T W I A Ld Sv Base
Firebrand (base: 32mm)
Firebrand 6 4 4 3 3 1 4 1 7 3+ 32mm
Firebrand Mistress (base: 32mm)
Firebrand Mistress 6 4 4 3 3 1 4 2 8 3+ 32mm
Unit Composition
  • 4 Firebrands
  • 1 Firebrand Mistress
Wargear
  • Flamer
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Firebrand Cadre may include:
  • - Up to five additional Firebrands
    +12 points each
  • Any model in the unit may take:
  • - Compression tanks
    +5 points each
  • The entire unit may exchange their flamers for:
  • - Vratine grenade launchers
    +5 points each
  • - Snare guns
    Free
  • One Firebrand may have an augury scanner
    +10 points
  • One Firebrand may have a nuncio-vox
    +10 points
  • The Firebrand Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


FAST ATTACK

The Pursuer cadres are the beast handlers and hunters of the Silent Sisterhood, called upon to track down a fleeing quarry and either flush them out of hiding for capture or destroy them on sight as needed. As some of the most agile of their Order, they are typically deployed away from the bulk of the detachment among the streets, hab-blocks and alleyways of the targeted city in order to monitor for potential ambushes, those attempting to escape the tithe or other dangers which may threaten the operations of the detachment. In this pursuit each holds command over a single mechanically augmented beast, and through programmed tap-codes broadcast from a wrist piece, the beasts are directed and their sight and hearing relayed back and displayed so the Pursuers can quickly identify potential signs of refuge or ambush and alert their comrades.

  • Pursuer Cadre 65 pts
M WS BS S T W I A Ld Sv Base
Pursuer (base: 32mm)
Pursuer 6 4 4 3 3 1 4 1 7 3+ 32mm
Pursuer Mistress (base: 32mm)
Pursuer Mistress 6 4 4 3 3 1 4 2 8 3+ 32mm
Unit Composition
  • 2 Pursuers
  • 1 Pursuer Mistress
Wargear
  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Loyalist
  • Pursuit Beasts (see below)
Dedicated Transport
Options
  • The Pursuer Cadre may include:
  • - Up to three additional Pursuers
    +10 points each
  • All Pursuers in the unit may exchange their bolt pistols for:
  • - Hand flamers
    Free
  • - Needle pistols
    +5 points each
  • Any Pursuer or Pursuer Mistress model in the unit may exchange their close combat weapon for an:
  • - Execution blade
    +10 points each
  • The unit may include one Pursuit Beast for each Pursuer and Pursuer Mistress in the unit (see the Pursuit Beasts special rule for more details), chosen from the list below in any combination:
  • - Cyber Mastiff
    +5 points each
  • - Cyber Felidae
    +5 points each
  • - Cyber Caiman
    +10 points each
  • - Cyber Raptor
    +5 points each
  • One Pursuer may take an augury scanner
    +10 points
  • One Pursuer may take a nuncio-vox
    +10 points
  • The Pursuer Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points

Pursuit Beasts (Fast Attack)
A Pursuer Cadre may include a number of Pursuit Beasts (see above). The rules for those Pursuit Beasts are provided here:

FAST ATTACK

To aid in the pursuit and elimination of their targets, the Pursuers of the Silent Sisterhood employ a wide variety of augmentically enhanced beasts. Selected from the most deadly strains of wildlife found in the Imperium, these creatures are hand-reared by the Pursuers and mnemonically conditioned to obey their handlers, serving as fearless engines of destruction when loosed against the foes of the Imperium.

M WS BS S T W I A Ld Sv Base
Cyber Mastiff (base: 32mm)
Cyber Mastiff 7 4 - 4 3 1 4 2 6 5+ 32mm
Cyber Felidae (base: 25mm)
Cyber Felidae 8 4 - 3 3 1 5 2 6 6+ 25mm
Cyber Caiman (base: 40mm)
Cyber Caiman 6 4 - 5 5 2 3 2 6 5+ 40mm
Cyber Raptor (base: 25mm)
Cyber Raptor 8 4 - 3 3 1 4 3 6 - 25mm
Wargear
  • Close combat weapon
Unit Type
Special Rules
  • Cerebral Pacifiers
  • Fleet (1) (Cyber Mastiff, Cyber Felidae and Cyber Raptor only)
  • Furious Charge (1) (Cyber Mastiff only)
  • Rage (1) (Cyber Felidae only)
  • Feel No Pain (5+) (Cyber Caiman only)
  • Shrouded (4+) (Cyber Raptor only)


FAST ATTACK

Heralded by the ethereal howl of their Erinyes pattern jetbike engines, Subjugator Cadres are specialists in scouting and harassing their targets ahead of a primary force of Sisters of Silence. Their mounts, a refined pattern of antigrav, individual vehicles, rely less on brute force and power than similar Imperial designs and are instead a minimalistic, lightweight design. Equipped with debilitating snare cannon they allow their riders to disable larger enemies and expose their vulnerabilities to attack before breaking away and preying on the next threat. Alternatively outfitted with a variety of esoteric weaponry capable of inflicting equally bizarre and horrifying deadly effects on their targets, small squads of these units are commonly tasked with disabling specific targets in lightning strikes behind the enemy’s lines, where their defences are weakest.

  • Subjugator Cadre 105 pts
M WS BS S T W I A Ld Sv Base
Subjugator (base: No official base size)
Subjugator 18 4 4 3 3 2 4 1 7 3+ No official base size
Subjugator Mistress (base: No official base size)
Subjugator Mistress 18 4 4 3 3 2 4 2 8 3+ No official base size
Unit Composition
  • 2 Subjugators
  • 1 Subjugator Mistress
Wargear
  • Bolt pistol
  • Close combat weapon
  • Vratine armour
  • Erinyes jetbike
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Stubborn
  • Relentless
  • Firing Protocols (2)
  • Hatred (Psykers, Daemons, Corrupted)
  • Loyalist
  • Outflank
  • Deep Strike
Options
  • A Subjugator Cadre may take:
  • - Up to 7 additional Subjugators
    +25 points each
  • The entire unit may replace their Erinyes jetbike’s snare cannon with:
  • - Needle cannon
    +5 points each
  • - Adrathic destructor
    +10 points each
  • The Subjugator Mistress may exchange her bolt pistol for one of the following:
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points
  • The Subjugator Mistress may exchange her close combat weapon for one of the following:
  • - Power weapon
    +10 points
  • - Power fist
    +20 points
  • - Charnabal weapon
    +10 points


FAST ATTACK

Originally designed on Terra for the task of rooting out burrowing xenos species during the Great Crusade, canny commanders quickly found use for the Terrax pattern Termite Assault Drill in tearing through the foundations of enemy bastions or emerging behind barricades or trench lines to lay waste to their defenders. A specialised transport vehicle, the Termite is capable of bringing a full squad of warriors to the battlefield whilst bypassing enemy auspex and atmospheric scanners.

These vehicles are used by the Silent Sisterhood for direct assaults on renegade strongholds too heavily fortified for the limited ranks of the Silent Sisterhood to take by storm. When the time comes for these Termites to be sent into battle, they are issued to those warriors best suited to press home the attack. Regardless of whether it be by two-handed executioner blade or flaming torrent of promethium gel, there are few foes that can withstand their onslaught once their fortifications are breached.

  • Termite Assault Drill 80 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Termite (base: Use model)
Termite 8 4 12 12 10 3 12 Use model
Unit Composition
  • 1 Termite Assault Drill
Wargear
  • Two Pintle Mounted twin-linked bolters
  • Melta cutters
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Infantry Transport
  • Subterranean Assault
  • Loyalist
Access Points
  • A Termite Assault Drill has two Access Points, one on each side of the hull.
Options
  • A Termite Assault Drill may exchange both of its twin-linked bolters for one of the following options:
  • - Two Pintle Mounted twin-linked volkite chargers
    +5 points
  • - Two Pintle Mounted heavy flamers
    +5 points


FAST ATTACK

The Arvus is a light utility shuttle used by the Imperialis Armada for transferring supplies or small groups of personnel from ship-to-ship or ship-to-planet. It is a solid and reliable workhorse shuttle, squat and durable with powerful engines for carrying heavy loads. The utility model of the Arvus is unarmed as it is not a combat vehicle and is not expected to engage the enemy.

The Solar Auxilia makes extensive use of a variant of the Arvus and of several similar orbital shuttles, using them to insert infantry sections and command units into a war zone with pinpoint accuracy. Because its carrying capacity is limited to twelve passengers, larger units such as full strength Lasrifle Sections tend to deploy to a world’s surface in drop ships able to carry entire Tercios or even companies, leaving the faster and comparatively more manoeuvrable Arvus to fulfil the role of inserting smaller units with specific battlefield tasks to perform.

  • Arvus Transport 75 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Arvus Transport (base: 120 x 92mm flying base)
Arvus Transport 20 3 11 11 10 2 12 120 x 92mm flying base
Unit Composition
  • 1 Arvus Transport
Wargear
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Deep Strike
  • Infantry Transport
Access Points
  • An Arvus Transport has one Access Point at the rear.


FAST ATTACK

A relatively recent addition to the armouries of the Great Crusade, the Primaris-Lightning Strike Fighter is a highspeed sub-orbital fighter craft designed for rapid interception, interdiction and surgical-strike roles. Created by Archmagos- Arbiter Sykosk Thule, master of the sovereign Forge World of Voss, the Primaris-Lightning represented a new paradigm in aero-warcraft, being built around a powerful forced-plasma ramjet drive and optimised for the most sophisticated munitions and avionics systems available.

While exceeding all similar patterns in service of its size for speed and payload capacity, it was extremely costly to produce, proved difficult to maintain and difficult to handle by all but the most experienced pilots – flaws Sykosk attributed purely to the failure of weak flesh. These factors, however, saw the pattern’s issue limited to elite close support units, while a ‘degraded’ – if easier to operate and maintain – version of the Lightning was rumoured to be under consideration just prior to the outbreak of the Horus Heresy, although this reduced pattern played no part in the conflict.

  • Divisio Aeronautica Primaris-Lightning 150 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Primaris-Lightning (base: 120 x 92mm flying base)
Primaris-Lightning 26 3 11 11 10 3 - 120 x 92mm flying base
Unit Composition
  • 1 Primaris-Lightning
Wargear
  • Two Centreline Mounted lascannon
Unit Type
Special Rules
  • Deep Strike
Options
  • A Primaris-Lightning may select up to three options from the following list:
  • - Two Hull (Front) Mounted Sunfury heavy missiles
    +25 points
  • - Two Hull (Front) Mounted Kraken penetrator missiles
    +35 points
  • A Primaris-Lightning may have any of the following options:
  • - Ramjet diffraction grid
    +30 points


FAST ATTACK

A heavy fighter combining devastating strike potential with a high degree of speed and manoeuvrability, the Thunderbolt forms the bulk of the Imperialis Armada’s intra-atmosphere fighter aircraft. The Thunderbolt is a true workhorse, with a rugged and reliable design, beloved of its crews and feared by its enemies.

The Thunderbolt’s versatile array of armaments enables it to tackle all manner of missions, making it ideal for dominating the skies of alien worlds as the Solar Auxilia land, and supporting them in battle as they advance. The Thunderbolt can fulfil a range of missions, from hunting tanks and ground strikes, yet its main role is that of an air-superiority fighter, engaging enemy craft in dogfights or hunting down the foe’s bombers. Its most famous characteristic, however, is sheer resilience and it is not unusual for a Thunderbolt to land riddled with damage that would have downed a lesser craft.

  • Divisio Aeronautica Thunderbolt 120 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Thunderbolt (base: 120 x 92mm flying base)
Thunderbolt 22 3 12 11 10 3 - 120 x 92mm flying base
Unit Composition
  • 1 Thunderbolt
Wargear
  • Four Centreline Mounted autocannon
  • Two Centreline Mounted lascannon
Unit Type
Special Rules
  • Divisio Aeronautica Air Superiority
  • Deep Strike
Options
  • A Thunderbolt may select any one of the following options:
  • - Four Hull (Front) Mounted Hellstrike missiles
    +15 points
  • - Four Hull (Front) Mounted Skystrike missiles
    +20 points
  • A Thunderbolt may have any of the following options:
  • - Ramjet diffraction grid
    +30 points


FAST ATTACK

Many Solar Auxilia cohorts go to war accompanied by squadrons of Hermes Light Sentinels. Leading from the front, these fast-moving scouting units mount potent weaponry, striking at their foes and disengaging before significant resistance can be brought to bear. Through these attacks, enemy forces are unable to mount a cohesive defence, leaving them easy prey for the main advance.

  • Solar Auxilia Hermes Light Sentinel Squadron 50 pts
M WS BS S T W I A Ld Sv Base
Hermes Light Sentinel (base: 60mm)
Hermes Light Sentinel 10 3 3 5 5 2 3 1 7 4+ 60mm
Unit Composition
  • 2 Hermes Light Sentinels
Wargear
  • Laspistol
  • Void armour
  • Hermes Light Sentinel
Unit Type
Special Rules
  • None
Options
  • The Hermes Light Sentinel Squadron may take:
  • - Up to 4 additional Hermes Light Sentinels
    +18 points each
  • Any model may replace their multi-laser with a:
  • - Hermes grenade launcher
    +5 points

Heavy Support


HEAVY SUPPORT

Based upon the technology of the Coronus, the smaller Caladius grav-tank is designed to utilise the firepower afforded by the heaviest elements of the Legio Custodes’ arsenal on a highly mobile, protected platform. Given the fusion of advanced systems and weapons, the Caladius is perhaps the most powerful battleline armoured unit of its size in the Imperium’s forces, utilising technologies and materials derived not only from the Dark Age of Technology, but from developments made as a result of the Great Crusade’s two centuries of warfare. The principal armament of the Caladius is a doublebarrelled accelerator cannon, an advanced weapon which became a precursor to the more mass-produced cannon retro-developed into the armament of the Legiones Astartes Sicaran tank, which fulfils a similar role to the Caladius as a high speed armour-destroyer. A less common variant is the ‘Caladius-Annihilator’ which featured an enhanced capacitor-fed Arachnus blaze cannon potent enough to pose a threat even to superheavy armour.

  • Caladius Grav-tank 225 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Caladius Grav-tank (base: 170 x 109mm)
Caladius Grav-tank 16 5 13 13 11 4 - 170 x 109mm
Unit Composition
  • 1 Caladius Grav-tank
Wargear
  • Turret Mounted Iliastus accelerator cannon
  • Hull (Front) Mounted twin Lastrum bolt cannon
  • Flare shield
Unit Type
Special Rules
  • Legio Custodes
  • Power of the Machine Spirit
  • Deep Strike
  • Outflank
  • Loyalist
Options
  • A Caladius Grav-tank may exchange its Turret Mounted Iliastus accelerator cannon for:
  • - Turret Mounted enhanced Arachnus blaze cannon
    +35 points


HEAVY SUPPORT

A sub-variant of the Contemptor-Achillus, the Contemptor-Galatus is designed to provide a mobile anchor point for a Legio Custodes battleline in the field. To this end, the Galatus is analogous to the armament and role of the specialised Sentinel Guard formations of the Legio Custodes, and is armed with a potent combination of a huge power blade and a vastly enlarged version of the Praesidium shield. The warblade allows the Contemptor-Galatus to swiftly and efficiently reap a murderous toll of any massed infantry assault at close quarters, or indeed hack through armoured vehicles and monstrous xenos with equal ease. It is the defensive power of the hulking Praesidium shield however that is the Contemptor-Galatus’ most singular feature, as with it the already durable Contemptor chassis becomes nigh on impregnable, even against the heaviest firepower.

  • Contemptor-Galatus Dreadnought 235 pts
M WS BS S T W I A Ld Sv Base
Contemptor-Galatus Dreadnought (base: 60mm)
Contemptor-Galatus Dreadnought 8 6 5 8 7 6 4 4 10 2+ 60mm
Unit Composition
  • 1 Contemptor-Galatus Dreadnought
Wargear
  • Galatus warblade with in-built twinlinked Infernus incinerator
  • Gravis Praesidium shield
  • Atomantic deflector
Unit Type
Special Rules
  • Legio Custodes
  • Loyalist


HEAVY SUPPORT

Though less common within the ranks of the Legio Custodes than their peers, those warriors who comprise the Sagittarum Guard Sodalities nevertheless fulfil a number of vital roles within the Legio’s order of battle. Their art of war, in contrast to the rest of the Custodian Guard, is focussed on the slaying of the foe primarily at distance and upon the devastating application of firepower on the battlefield.

In addition to this, the Sagittarum have entered legend as the hawk-sighted sentries of the Terran walls, charged with vigilance over the external borders of the Imperial Palace in ready anticipation of attack. The oversight cultivated on the walls of the Imperial Palace served to ensure that their presence among the detachments of the Emperor’s guard was tailored to precisely excise the greatest threats of the enemy assault, annihilating it in the actinic fire of weapons the likes of which had not been seen in such concentration since the dreaded Dark Age of Technology.

  • Sagittarum Guard Squad 175 pts
M WS BS S T W I A Ld Sv Base
Sagittari (base: 40mm)
Sagittari 8 5 5 5 5 2 5 4 9 2+ 40mm
Unit Composition
  • 3 Sagittari
Wargear
  • Adrastus bolt caliver
  • Misericord
  • Auric warplate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (3)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • A Sagittarum Guard Squad of no more than six models may take a Coronus Grav-carrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Sagittari
    +50 points each
  • One model in the unit may exchange its Adrastus bolt caliver for one of the following options:
  • - Magisterium vexilla & Adrathic destructor
    +10 points


HEAVY SUPPORT

Fewer than a handful of Telemon Dreadnoughts are to be found within the ranks of the Legio Custodes, each intended to stand sentinel over its charges no matter the force brought against it. In part this rarity is due to the cost in labour and resources for the creation of such a superlative engine of war, for each bears at least one plate worked by the Emperor’s own hand, and also the rarity of appropriate candidates to control them. The honour of interment in one of the few existing Telemon sarcophagi is awarded only to the most celebrated warriors within the Sodalities of the Legio Custodes, and until a worthy candidate finds his end in battle, the Dreadnoughts stand silent and empty. Despite this, the sheer power of an unleashed Telemon class Dreadnought far outweighs the trials of its construction, for few can stand against the array of esoteric, hand-crafted weapons that grace its chassis or the ferocious will and warrior skill of the master Custodian interred within.

  • Telemon Heavy Dreadnought 365 pts
M WS BS S T W I A Ld Sv Base
Telemon Dreadnought (base: 100mm)
Telemon Dreadnought 6 6 5 8 8 8 4 5 10 2+ 100mm
Unit Composition
  • 1 Telemon Heavy Dreadnought
Wargear
  • Two Telemon cestus with in-built Proteus plasma projectors
  • One Spiculus bolt launcher
  • Atomantic deflector
  • Arae-shrike
Unit Type
Special Rules
  • Legio Custodes
  • Hammer of Wrath (3)
  • Move Through Cover
  • Loyalist
Options
  • A Telemon Heavy Dreadnought may exchange either or both of its Telemon cestus and in-built Proteus plasma projectors for one of the following each:
  • - Arachnus storm cannon
    +35 points each
  • - Iliastus accelerator culverin
    +25 points each


HEAVY SUPPORT

Although a formidable military force in its own right, the Silent Sisterhood’s clandestine, undocumented actions far outweigh their overt activity manyfold. It is purported that for every operation that has been described by the words of iterators or etched into the pict-plates of famed imagists, a hundred more have been conducted behind the veil of secrecy or scoured from records and memory alike. Expurgator Cadres are doubtlessly instrumental in ensuring knowledge of the activities of the Sisters of Silence is controlled, purging and burning that which they wish to remain hidden. Upon the field of battle, these Sisters of Silence use their heavy weaponry to drive the foe from cover and destroy those that have defied the will of the Emperor.

  • Expurgator Cadre 85 pts
M WS BS S T W I A Ld Sv Base
Expurgator (base: 32mm)
Expurgator 6 4 4 3 3 1 4 1 7 3+ 32mm
Expurgator Mistress (base: 32mm)
Expurgator Mistress 6 4 4 3 3 1 4 2 8 3+ 32mm
Unit Composition
  • 4 Expurgators
  • 1 Expurgator Mistress
Wargear
  • Heavy flamer
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Expurgator Cadre may include:
  • - Up to five additional Expurgators
    +15 points each
  • Any model in the unit may take:
  • - Compression tanks
    +5 points
  • The entire unit may exchange their heavy flamers for:
  • - Adrathic destructor
    +20 points each
  • - Snare cannon
    Free
  • - Vratine missile launcher
    +15 points each
  • One Expurgator may take an augury scanner
    +10 points
  • The Expurgator Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


HEAVY SUPPORT

The Sanctioner Cadre is a specialised force of the Chamber of Vigilance whose principal task is to identify and eliminate troublesome agitators – such as rebellious warlords, priests and demagogues – or to silence dangerous rogue psykers whose capture would otherwise incur a high cost in lives and the expenditure of too many valuable assets. This is a task for which they are armed and equipped with a variety of specialised wargear including longrange Nemesis bolters, sensor-auspex and stealth gear.

In the few and dire instances where the Silent Sisterhood takes to the field of open battle, the Sanctioner Cadres serve as raiders and snipers where needed, launching sudden flanking manoeuvres and infiltration attacks in support of their main force. Whatever their target may be, the Sanctioners identify and slay them with a wellplaced bolt round while the battle rages round them.

  • Sanctioner Cadre 85 pts
M WS BS S T W I A Ld Sv Base
Sanctioner (base: 32mm)
Sanctioner 6 4 4 3 3 1 4 1 7 3+ 32mm
Sanctioner Mistress (base: 32mm)
Sanctioner Mistress 6 4 4 3 3 1 4 2 8 3+ 32mm
Unit Composition
  • 4 Sanctioners
  • 1 Sanctioner Mistress
Wargear
  • Nemesis bolter
  • Frag grenades
  • Krak grenades
  • Vratine armour
  • Spectra cloaks
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Marked for Death
Dedicated Transport
Options
  • The Sanctioner Cadre may include:
  • - Up to five additional Sanctioners
    +15 points each
  • The entire unit may exchange their Nemesis bolters for:
  • - Vratine Nemesis bolters
    +5 points per model
  • One Sanctioner may have an augury scanner
    +10 points
  • One Sanctioner may have a nuncio-vox
    +10 points
  • The Sanctioner Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


HEAVY SUPPORT

Many Solar Auxilia cohorts maintain their own mobile artillery batteries, favouring a class ideally suited to their particular battle doctrines. The most common types used by the Solar Auxilia are the Basilisk, Medusa and Bombard, each of which is substantially different to those utilised in the wider Imperial Army and other fighting forces of the galaxy-spanning Imperium.

Auxilia artillery tanks feature weapons mounted on a hull derived from the Leman Russ, in a pattern sometimes referred to as the Mars-Solar Alpha. These vehicles’ fighting compartments are enclosed and sealed against hazardous atmospheric conditions, affording the crew protection in battle and when exploring the surface of hostile alien worlds.

The Auxilia employ their artillery tank batteries to support general advances by the Infantry Tercios. Being self-propelled and well protected they are able to keep pace even with Dracosan-mounted sections, engaging the foe with a fearsome weight of fire as the main line units close to engage the survivors.

  • Solar Auxilia Armoured Battery 200 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Auxilia Basilisk (base: Use model)
Auxilia Basilisk 10 4 13 12 10 4 - Use model
Unit Composition
  • 1 Auxilia Basilisk
Wargear
  • Centreline Mounted Earthshaker cannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • None
Options
  • A Solar Auxilia Armoured Battery may include:
  • - Up to two additional Auxilia Basilisk
    +200 points each
  • All models in an Auxilia Armoured Battery may exchange their Centreline Mounted Earthshaker cannon for:
  • - One Centreline Mounted Medusa mortar
    Free
  • Any model in an Auxilia Armoured Battery 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 an Auxilia Armoured Battery may take any of the following:
  • - Dozer blade
    +5 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points


HEAVY SUPPORT

The greater orders of battle of the Solar Auxilia include several templates formulated for the prosecution of armoured warfare and all senior officers are well versed in their application. Tank commanders are Solar Auxilia officers who specialise in leading armoured assaults, rapid advances and the exploration and domination of worlds too hazardous even for the well-equipped Solar Auxilia to explore on foot. These officers are renowned for leading from the front, their attitudes and tactics not unlike the cavalrymen of Ancient Terra. The crews that serve under the tank commanders regard themselves as an elite within an elite, though the line auxiliaries often look upon them with barely disguised derision.

The most famous of Solar Auxilia tank commanders take to battle in the command turrets of superheavy tanks. From there they lead entire regiments or even cohorts of tanks of all classes, crushing the enemies of humanity beneath the treads of their fearsome beasts of steel.

  • Solar Auxilia Armoured Command Section 200 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Leman Russ Command Tank (base: Use model)
Leman Russ Command Tank 12 4 14 13 10 4 - Use model
Unit Composition
  • 1 Leman Russ Command Tank
Wargear
  • Hull (Front) Mounted heavy bolter
  • Turret Mounted battle cannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Tercio
  • Outflank
  • Solar Auxilia Command Tank
Options
  • A Leman Russ Command Tank 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
  • A Leman Russ Command Tank may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • A Leman Russ Command Tank may take any of the following:
  • - Flare shield
    +25 points
  • - Cognis-signum
    +20 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points
  • - Dozer blade
    +5 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:


HEAVY SUPPORT

Tasked with the coordination of the cohort’s artillery fire in the war zone’s tactical arena, the Solar Auxilia Artillery Command Section is made up of a core of seasoned veterans that accompany keen-eyed junior officers into battle. There, the junior officer directs the deployment and firing protocols of the cohort’s artillery batteries, conveying targeting solutions so that the guns may saturate enemy positions with high explosive shells and leave them open for waves of Solar Auxilia Infantry Tercios.

Should the cohort’s artillery positions come under attack by enemy infiltrators or foes that manage to break through the front line defences, the Artillery Command Section can intercept and swiftly neutralise such threats, so that the batteries may continue their destructive work unhindered.

  • Solar Auxilia Artillery Command Section 65 pts
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
Unit Composition
  • 4 Auxilia Veterans
  • 1 Auxilia Troop Master
Wargear
  • Lasrifle
  • Void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Artillery Command Section may include:
  • - Up to 5 additional Auxilia Veterans
    +8 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Command vox
    +10 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • The Auxilia Troop Master may exchange their lasrifle for the following:
  • - Laspistol and close combat weapon
    Free
  • The Auxilia Troop Master may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Troop Master may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +10 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • The Auxilia Troop Master may select any of the following:
  • - Refractor field
    +5 points
  • - Cognis-signum
    +15 points
  • - Melta bombs
    +5 points
AUXILIA ARTILLERY TERCIO
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:


HEAVY SUPPORT

A range of remotely controlled demolition vehicles, the Cyclops is deployed by the Solar Auxilia to breach heavy fortifications and destroy key enemy-held positions in circumstances where a direct assault is judged too costly and engagement from afar is made impossible by dense terrain.

The Cyclops is transported to the front line in a Dracosan Armoured Carrier or an Auxilia Arvus Lighter, and unloaded under cover a safe distance from the intended target. It is then controlled by an operator equipped with a vox control unit, and initiated into the outer tiers of the machine arcana, granting them sufficient knowledge to guide the Cyclops to its target and to detonate its internal charge when it is close enough to inflict the requisite damage.

The unit can be configured with a variety of munition types for use against different types of target, one of which, the atomantic imploder, is so powerful it is sometimes employed against apex xenos-forms and similar foes when all other means have failed.

  • Solar Auxilia Cyclops Demolition Section 35 pts
M WS BS S T W I A Ld Sv Base
Cyclops (base: 25mm)
Cyclops 5 1 1 1 5 2 1 1 6 3+ 25mm
Auxilia Operator (base: 25mm)
Auxilia Operator 5 3 3 3 3 1 3 1 7 4+ 25mm
Unit Composition
  • 1 Cyclops
  • 1 Auxilia Operator
Wargear
  • Reinforced void armour (Auxilia Operator only)
  • Laspistol (Auxilia Operator only)
  • Detcon unit (Auxilia Operator only)
Unit Type
Special Rules
  • Independent Operators
  • Demolition Vehicle (Cyclops only)
  • Bulky (5) (Cyclops only)
Dedicated Transport
Options
  • A Solar Auxilia Cyclops Demolition Section may include any of the following:
  • - Up to 2 additional Cyclops*
    +35 points each
*For each additional Cyclops selected, an additional Auxilia Operator must be added to the unit, for no additional cost.


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:


HEAVY SUPPORT

The Leman Russ battle tank is a reliable and proven armoured vehicle named after the Primarch of the Legiones Astartes Space Wolves in honour of his savage ferocity in war.

Numerous sub-patterns, including the Executioner, Vanquisher and Exterminator, mount a wide array of weapons and in the service of the Auxilia are often enhanced to the ‘Solar’ pattern, fitted with supplementary survival and exploration systems. Leman Russ tanks in Auxilia strike squadrons are fitted with extended fuel reserves and their engines enhanced with forced induction chargers. These combine to increase the tanks’ operational range substantially, allowing them to make wide flanking advances in order to engage an enemy at the moment the infantry sections launch their own attack.

  • Solar Auxilia Leman Russ Strike Squadron 150 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Leman Russ Battle Tank (base: Use model)
Leman Russ Battle Tank 12 3 14 13 10 4 - Use model
Unit Composition
  • 1 Leman Russ Battle Tank
Wargear
  • Hull (Front) Mounted heavy bolter
  • Turret Mounted battlecannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Tercio
  • Outflank
Options
  • A Solar Auxilia Leman Russ Strike Squadron may include:
  • - Up to two additional Leman Russ Battle Tanks
    +135 points each
  • All models in a Leman Russ Strike Squadron may exchange their Turret Mounted battlecannon for one of the following options (all models in the unit must select the same option):
  • - Turret Mounted Gravis lascannon
    Free
  • - Turret Mounted Gravis autocannon
    Free
  • - One Turret Mounted Vanquisher battlecannon and one Co-axial Mounted autocannon
    +5 points
  • Any model in a Solar Auxilia Leman Russ Strike 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 Strike 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 Strike 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:


HEAVY SUPPORT

A truly ancient design dating back to the wars of the Age of Strife on Ancient Terra, the Imperial production model of this heavy tank pattern was given the name of Malcador the Sigillite, right hand of the Emperor, during the early days of the Great Crusade when thousands of these war machines rolled off the production lines of the Forge Worlds of Mars and Voss. Although not as heavily armed as goliaths such as the Baneblade or the Stormhammer, the Malcador nevertheless possesses a number of advantages to its design, the principal of which is its battle speed, which is truly formidable for a tank of its size thanks to a highly sophisticated, if somewhat temperamental, drive system.

By the time of the Horus Heresy, many Malcador Heavy Tanks had been relegated to strategic reserves and second line Imperial Army units, replaced by larger numbers of smaller, more tactically flexible tanks such as the Leman Russ and its many variants. The demands of the galaxy-wide civil war soon brought them back into the fray however, while their availability saw them used as test-beds for a variety of new variants designed to plug gaps in supply and resource.

  • Solar Auxilia Malcador Heavy Tank Squadron 225 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Malcador Heavy Tank (base: Use model)
Malcador Heavy Tank 14 3 13 13 12 5 - Use model
Unit Composition
  • 1 Malcador Heavy Tank
Wargear
  • Hull (Front) Mounted heavy bolter
  • Hull (Front) Mounted battlecannon
  • Hull (Left) Mounted heavy bolter
  • Hull (Right) Mounted heavy bolter
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Independent Fire Control
Options
  • A Solar Auxilia Malcador Heavy Tank Squadron may include:
  • - Up to two additional Malcador Heavy Tanks
    +225 points each
  • Any model in a Malcador Heavy Tank Squadron may exchange its Hull (Front) Mounted battlecannon for one of the following:
  • - Hull (Front) Mounted Gravis lascannon
    +10 points
  • - Hull (Front) Mounted Vanquisher battle cannon
    +10 points
  • Any model in a Malcador Heavy Tank 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
  • - Hull (Front) Mounted demolisher cannon
    +50 points
  • Any model in a Malcador Heavy Tank Squadron may exchange both of its Side Mounted heavy bolters for:
  • - One Hull (Right) Mounted autocannon and one Hull (Left) Mounted autocannon
    Free
  • - One Hull (Right) Mounted multi-laser and one Hull (Left) Mounted multi-laser
    Free
  • - One Hull (Right) Mounted heavy flamer and one Hull (Left) Mounted heavy flamer
    Free
  • - One Hull (Right) Mounted lascannon and one Hull (Left) Mounted lascannon
    +25 points
  • Any model in a Malcador Heavy Tank 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 Malcador Heavy Tank Squadron may take any of the following:
  • - Flare shield
    +25 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points
  • - Dozer blade
    +5 points


HEAVY SUPPORT

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
Wargear
  • 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
Options
  • 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
    Free
  • - 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
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:


HEAVY SUPPORT

Possessed of formidable firepower, automated weapons platforms and sentry gun batteries are used by many of the Imperium’s diverse armed forces to take on the mundane duties of point defence and security, both planet-side and aboard ship. The most common of these designs is the Tarantula, whose ease of construction, multiple weapons configurations and general reliability have made it a staple of the arsenals of the Great Crusade and a well-regarded, if perhaps inglorious, tool of war.

The Solar Auxilia use the Tarantula to guard exposed flanks and rear line positions where it is judged less likely, but nonetheless possible that an enemy will attack. They are sometimes pressed into service in the front line itself when manpower is stretched dangerously thin. The histories of some of the oldest cohorts contain tales, no doubt elaborated over the decades, of Tarantula weapons batteries granted honorary induction into a regiment following a close fought battle where their presence contributed greatly to the tally of enemy dead.

  • Solar Auxilia Tarantula Sentry Battery 60 pts
M WS BS S T W I A Ld Sv Base
Tarantula (base: Use model)
Tarantula - 1 2 1 4 2 1 1 5 3+ Use model
Unit Composition
  • 3 Tarantula Sentry Guns
Wargear
  • Two heavy bolters
Unit Type
  • Infantry (Automated Artillery)
Special Rules
  • Sentry Protocols
  • Tercio
  • Bulky (4)
  • Firing Protocols (2)
  • Fearless
Options
  • A Solar Auxilia Tarantula Sentry Battery may include:
  • - Up to 6 additional Tarantula Sentry Guns
    +20 points each
  • All Tarantula Sentry Guns in the unit may exchange both of their heavy bolters for one of the following options:
  • - Two lascannon
    +20 points each
  • - One Hyperios missile launcher
    +5 points each
  • All Tarantula Sentry Guns in the unit may have:
  • - Augury scanners
    +20 points per unit
  • - Searchlights
    +5 points per unit
AUXILIA ARTILLERY TERCIO
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:


HEAVY SUPPORT

The Valdor is a heavy tank destroyer, named for the legendary Emperor’s guard, Constantin Valdor, which was only just entering service with the Excertus Imperialis in limited numbers and on a trial basis when the Horus Heresy began. Initial production runs have been channelled to the Solar Auxilia, in particular those cohorts operating against foes equipped with heavy tanks or, in the case of the myriad xenos enemies still infesting the stars, tank analogues.

While utilising a familiar chassis on which several other armoured vehicles in the arsenal of the Solar Auxilia are based, the Valdor mounts a devastating neutron laser, each a meticulously wrought iteration of a recently recovered relic of the Dark Age of Technology. While not yet in common use, Imperial logisticians have projected that its services are likely to be required in ever greater numbers, especially where Loyalist Solar Auxilia are called upon to fight the Traitor Legiones Astartes and the heavy armoured vehicles they have ready access to.

  • Solar Auxilia Valdor Tank Destroyer Squadron 250 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Valdor Tank Destroyer (base: Use model)
Valdor Tank Destroyer 14 3 13 13 12 5 - Use model
Unit Composition
  • 1 Valdor Tank Destroyer
Wargear
  • Centreline Mounted neutron beam laser
  • One Sponson Mounted* heavy bolter
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Containment Breach
Options
  • A Valdor Tank Destroyer may replace its Sponson Mounted* heavy bolter with one of the following:
  • - One Sponson Mounted* autocannon
    +10 points
  • - One Sponson Mounted* multi-laser
    +10 points
  • - One Sponson Mounted* heavy flamer
    +5 points
  • - One Sponson Mounted* lascannon
    +15 points
*This sponson is mounted on the right side of the vehicle only.
  • A Valdor Tank Destroyer may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • A Valdor Tank Destroyer may take any of the following:
  • - Flare shield
    +25 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points
  • - Dozer blade
    +5 points


HEAVY SUPPORT

Aethon Heavy Sentinels are a common sight among the ranks of the Solar Auxilia, their squat forms striding into battle alongside the cohorts. Often piloted by older and more experienced specialists, these grizzled veterans are adept at identifying key enemy targets and eliminating them with overwhelming firepower. Though cumbersome in appearance, these robust constructions are able to traverse void station interiors and ruined cityscapes with ease, often forming the lynchpin around which many a successful close quarters assault has swung

  • Solar Auxilia Aethon Heavy Sentinel Squadron 70 pts
M WS BS S T W I A Ld Sv Base
Aethon Heavy Sentinel (base: 80mm)
Aethon Heavy Sentinel 7 3 3 6 6 5 3 2 8 2+ 80mm
Unit Composition
  • 1 Aethon Heavy Sentinel
Wargear
  • Aethon Heavy Sentinel
Unit Type
Special Rules
  • None
Options
  • The Aethon Heavy Sentinel Squadron may take:
  • - Up to 2 additional Aethon Heavy Sentinels
    +65 points each
  • Any model may replace the Aethon Heavy Sentinel’s multi-laser with one of the following:
  • - Autocannon
    +10 points
  • - Volkite culverin
    +10 points
  • - Lascannon
    +20 points
  • - Heavy incinerator
    +15 points
  • - Melta lance
    +25 points
  • Any model may replace the Aethon Heavy Sentinel’s Aethon missile battery with:
  • - 4 Hunter-killer missiles
    +20 points

Lords of War


LORDS OF WAR

During the Wars of Unity, the Custodes would amass in their fledgling battle ranks to fight by the Emperor’s side, and though they were few, they were equipped with the finest weaponry and vehicles. One such vehicle was the Ares Gunship, and it earned a fearsome reputation vanquishing the Emperor’s enemies on Ancient Terra and hundreds of worlds since.

The Ares was frequently used as a terror weapon, bypassing enemy armies as it blazed over their lines in the shadow of its eclipse shields. Primarily, it was used to strike a decisive blow with its immensely destructive Arachnus magna-blaze cannon against the monuments and edifices which an enemy culture held most dear to their hearts. Such was the infamy it earned in the Unity Wars that when the forces of Unification were embroiled in a month-long standstill on the Antipodean Peninsula, the mere sight of a single Ares Gunship hovering above the domicile of that regime’s Chancellor led to the enemy’s unconditional surrender to the Emperor.

  • Ares Gunship 650 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Ares Gunship (base: 160mm)
Ares Gunship 19 5 13 12 10 7 - 160mm
Unit Composition
  • 1 Ares Gunship
Wargear
  • Two Centreline Mounted Arachnus heavy blaze cannon
  • Centreline Mounted Arachnus magnablaze cannon
  • Two Hull (Front) Mounted Infernus firebomb clusters
  • Eclipse shield
  • Arae-shrike
Unit Type
Special Rules
  • Power of the Machine Spirit
  • Deep Strike
  • Loyalist


LORDS OF WAR

Created as a dedicated super-heavy assault dropship for the Legio Custodes, the Enyalas pattern Orion can carry a full task force of the Emperor’s Talons into combat. Protected by frontal armour superior to that of the Legiones Astartes Thunderhawk Gunship, its Arachnus heavy blaze cannon and heavy bolters can swiftly clear a landing zone of hostile infantry and armour with brutal efficiency, allowing the units within to deploy before it soars back into the sky to unleash death upon any foe who dares approach.

  • Orion Assault Dropship 600 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Orion (base: 160mm)
Orion 19 5 13 12 11 7 24 160mm
Unit Composition
  • 1 Orion Assault Dropship
Wargear
  • Two Centreline Mounted Arachnus heavy blaze cannon
  • Two Hull (Front) Mounted twin Lastrum bolt cannon
  • Two Hull (Front) Mounted Spiculus heavy bolt launchers
  • Eclipse shield
Unit Type
Special Rules
  • Power of the Machine Spirit
  • Assault Vehicle
  • Deep Strike
  • Transport Bay
  • Loyalist
Access Points
  • An Orion Assault Dropship has one Access Point at the rear of the vehicle.


LORDS OF WAR

The Malcador Infernus is a flamethrower tank, in effect a huge flamer on tracks, with a fuel trailer towed behind it. Within the trailer the promethium fuel is stored as separate chemicals. These are mixed together in a chamber just behind the barrel to create a ‘jelly’ that is projected out, ignited as it does so and which sticks to any surface. The massive gout of flames launched from the inferno gun is also effective at clearing mines, the sudden heat detonating mine fuses and making large areas safe much quicker than alternative methods.

The Solar Auxilia employs the Malcador Infernus in specialist reserves held at the cohort level. They are generally deployed to lead advances against enemy forces occupying especially dense terrain, such as trench lines, city ruins or heavily forested areas.

  • Solar Auxilia Malcador Infernus Squadron 300 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Malcador Infernus (base: Use model)
Malcador Infernus 14 3 13 13 11 5 - Use model
Unit Composition
  • 1 Malcador Infernus
Wargear
  • Centreline Mounted inferno cannon
  • Searchlights
  • Two Sponson Mounted heavy flamers
  • Smoke launchers
Unit Type
Special Rules
  • None
Options
  • A Malcador Infernus may exchange both its Sponson Mounted heavy flamers for one of the following options:
  • - Two Sponson Mounted heavy bolters
    +15 points
  • - Two Sponson Mounted autocannon
    +15 points
  • - Two Sponson Mounted multi-lasers
    +15 points
  • - Two Sponson Mounted lascannon
    +25 points
  • A Malcador Infernus may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • A Malcador Infernus may take any of the following:
  • - Flare shield
    +25 points
  • - One Hull (Front) Mounted hunter killer-missile
    +10 points
  • - Dozer blade
    +5 points


LORDS OF WAR

The Stormhammer is the super-heavy tank of choice for the Solar Auxilia, and most cohorts maintain at least a single example, while some field entire companies of these vehicles.

The Stormhammer is armed with a massive array of turret- and sponson-mounted weapons, that can be fired on multiple fire arcs. They are configured to serve at the vanguard of expeditions into areas considered hostile not just because of the presence of an enemy force, but due to perilous environmental factors. They can tread the surface of worlds with skies of searing acid, seas of boiling lava and winds laced with toxins that would scour flesh from bone in seconds, and can survive these hazards and give battle to the foe as well, thanks to extensive survival and exploration systems.

In battle, the Stormhammer has at times been likened to a destroyer of the Imperial armada, for it is capable of extended independent operation as well as holding a key part in a coordinated battle plan.

  • Solar Auxilia Stormhammer 500 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Stormhammer (base: Use model)
Stormhammer 10 3 13 13 12 12 - Use model
Unit Composition
  • 1 Stormhammer
Wargear
  • Turret Mounted Stormhammer cannon
  • Co-axial Mounted multi-laser
  • One Hull (Front) Mounted twin-linked battlecannon
  • Hull (Front) Mounted lascannon
  • Three Hull (Left) Mounted multi-lasers
  • Three Hull (Right) Mounted multi-lasers
  • Smoke launchers
Unit Type
Special Rules
  • None
Options
  • A Stormhammer may exchange all of its Hull (Right) Mounted and Hull (Left) Mounted multi-lasers for the following:
  • - Three Hull (Right) Mounted and three Hull (Left) Mounted heavy flamers
    Free
  • - Three Hull (Right) Mounted and three Hull (Left) Mounted heavy bolters
    +30 points
  • - Three Hull (Right) Mounted and three Hull (Left) Mounted lascannon
    +75 points
  • A Stormhammer may take one of the following options:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • A Stormhammer may take any of the following:
  • - One Hull (Front) Mounted hunter-killer missile
    +5 points each
  • - Searchlights
    +5 points
Locked in Combat
If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat. The unit is considered to be locked in combat as soon as an enemy model is moved into base contact with any model in that unit and remains locked in combat until there are no enemy models remaining in base contact with any model that is part of that unit. Units that are locked in combat must attack and be attacked in the next Fight sub-phase, resolving the combat as per the standard rules. Units are no longer locked in combat if, at the end of any Phase, they no longer have any models in base contact with an enemy model.

Units that are locked in combat cannot move in any other Phase or make Shooting Attacks for any reason. Similarly, models cannot choose to target units locked in combat with Shooting Attacks for any reason. Blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, but they may end up there after scattering and will then cause Hits on any units or models they contact as normal.

Units that are locked in combat do not take Morale checks or Pinning tests caused by Shooting Attacks, and cannot be Pinned.
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.
Lightning Blows (X)

Some warriors fight with such speed and precision that they are capable of landing a series of blows like lightning, before their opponent can even react. There are few that can withstand such a barrage of attacks, and those warriors that have mastered this technique are rightfully feared on the battlefield.

After normal To Hit rolls for a weapon with this special rule have been made, count the number of Hits inflicted on a roll of equal to or more than the value listed in brackets as part of this rule. Immediately resolve a number of additional To Hit rolls on the same unit using the attacking models’ WS equal to the number of Hits counted earlier – any Hits scored roll To Wound as normal using the profile of the weapon with this special rule or a weapon chosen from those available to the model with this special rule if the rule is not applied to a specific weapon. These additional attacks do not themselves benefit from the Lightning Blows (X) special rule, but do benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
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.
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
Concussive (X)

Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.

A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).

No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.

The Apollonian Spear

Believed to be crafted by the hand of the Emperor himself and once wielded by his own hand in battle as far back as the Unification Wars in which he rose to power on Terra, the Apollonian Spear was given to Valdor upon his accession to the mantle of Chief Custodian, and it has served no other since. Like the signature armament of the Custodian Guard, it incorporates both a power blade and an in-built bolter weapon, though in both cases these are of a potency far exceeding those even the Emperor’s elite carry into battle.

This weapon has two profiles – the first is used only when locked in combat and the second is only used during Shooting Attacks.
Range
Str
AP
The Apollonian Spear
 - Apollonian spear
Melee
+2
2
Melee, Specialist Weapon, Lightning Blows (6+), Murderous Strike (4+)
 - Hyper-velocity bolter
18"
5
2
Assault 2, Concussive (1)
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.

Misericord

Range
Str
AP
Misericord
-
4
-
Melee, Instant Death
Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Line of Sight
Line of sight determines what a model can ‘see’. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with a melee attack, or shooting attack. Line of sight literally represents your warriors’ view of the enemy – they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body.

Sometimes, all that will be visible of a model is a weapon, banner, or other ornament they are carrying. In these cases, the model is not visible. Similarly, mechanical appendages such as cables, probes and ammo feeds are ignored, even though they may be part of a model’s body. These rules are intended to ensure that models don’t get penalised for having impressive banners, weaponry, and so on.

In many cases, what a model can ‘see’ will be obvious – if there’s a hill, building or mechanical construct in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way.

On those other occasions, where it’s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model’s head for a ‘model’s eye view’. This means getting down to the level of your models and checking the battlefield from their perspective to ‘see what they can see’. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model’s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.

The Corinthine Warplate

Worked by the same artificers that forged the Emperor’s own warplate, this suit of armour is proof against all but the most destructive attacks and most terrible weapons. Not only that, but its glorious origin and astonishing workmanship serve to inspire those that fight at Valdor’s side, urging them to deeds of valour rarely witnessed.

The Corinthine Warplate confers a 2+ Armour Save and a 3+ Invulnerable Save. In addition, any models with the Loyalist Allegiance that can draw a line of sight to Constantin Valdor or are locked in the same combat as Constantin Valdor use his Leadership Characteristic instead.
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
Arae-shrike

Ancient devices of the Dark Age of Technology which twist and distort electromagnetic signals, these counter-intelligence devices are considered blasphemous in principle and arcane function by the Mechanicum, and persist only in the hands of the Emperor’s retinue. By the use of malifica-djinn and hostile blight-code, they pervert the data-readouts of unshielded cogitators and telemetry plotters with lying reports and malign falsehood, and what they cannot deceive, they simply blind and deafen with a shrieking multi-frequency cacophony.

If there is a model with an arae-shrike on the battlefield when any enemy player declares a Deep Strike Assault or Flanking Assault, any roll to see if the Deep Strike Assault or Flanking Assault is ‘Disordered’ suffers a penalty of -1 (and is thus counted as Disordered on the roll of a ‘1’ or a ‘2’, unless other modifiers are also applied).
Nemesis Units
A ‘Nemesis’ unit is defined as any enemy unit that fulfils at least one of the following conditions:
Legio Custodes

The Custodes were the finest warriors known to the Imperium, faster and stronger than even the super-human warriors of the Legiones Astartes and outfitted from the secret arsenals of the Emperor himself. They were deployed to the field of battle only in the face of the most dire threats or to accompany the grandest heroes and pay witness to the most important of triumphs. They were the heroes of their age, renowned for their courage and feared more than any other by the foes of Mankind.

Models with this special rule gain the following benefits in various situations that involve ‘Nemesis’ units (see the Nemesis unit entry):
  • All models with this special rule gain +1 Attacks when locked in combat with a Nemesis Unit.
  • A unit composed entirely of models with this special rule gains an additional bonus of +1 to all Charge rolls made when all targets of the Charge are Nemesis Units.
  • When rolling to Hit while Engaged with a Nemesis unit, a model with this special rule will never need to roll better than 4+ to score a Hit – unless the Nemesis unit is composed entirely of models with the Primarch Unit Type, or the attacking model is in a Challenge with a model that has the Primarch Unit Type.
Counter-attack (X)

Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy.

If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counter-attack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.

If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counter-attack special rule has no effect.
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.
Teleport Transponder Array

Some commanders of the Legio Custodes carry command devices for linked transponder arrays that allow them and their chosen retinue to teleport directly into combat. Such devices are rare and issued only to trusted commanders assigned to key battles.

A model with a teleport transponder array gains the Deep Strike special rule. In addition, the controlling player of a Detachment with the Legio Custodes Sub-faction that includes one or more models with a teleport transponder array may select up to three units for each model with a teleport transponder array that is part of that Detachment, the selected units must each include no more than five models, before being joined by any models with the Independent Character special rule, and all models in the selected units must have the Legio Custodes special rule and Infantry Unit Type. All models in the selected units gain the Deep Strike special rule and must be assigned to a Deep Strike Assault.
Shred

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.
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.
Reaping Blow (X)

Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.

If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).
Guardian spear

Range
Str
AP
Guardian spear
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Misericord

Range
Str
AP
Misericord
-
4
-
Melee, Instant Death

Auric Battleplate

Designed for the commanders of the Legio Custodes, these impressive armour suits are as much works of art as they are formidable bulwarks against the weapons of the enemy.

Auric battleplate confers a 2+ Armour Save and a 4+ Invulnerable Save.
Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

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.
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

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.
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.
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

Praesidium Shield

Ornate precursors to the later storm shields, the Praesidium shields of the Legio Custodes are forged from all but indestructible layered ceramite and resilient alloys reinforced with inbuilt field generators.

A Praesidium shield confers a 5+ Invulnerable Save – this does not stack with existing Invulnerable Saves and if a model has more than one such save, the controlling player must select one to use against any Wounds inflicted on that model. In addition, a model with a Praesidium shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.
Pyrithite spear

Range
Str
AP
Pyrithite spear
 - (Shooting)
6"
8
1
Assault 1, Armourbane (Melta)
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Adrasite spear

Range
Str
AP
Adrasite spear
 - (Shooting)
12"
5
3
Assault 1, Instant Death, Armourbane (Ranged), Gets Hot
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Sentinel warblade

Range
Str
AP
Sentinel warblade
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
User
2
Melee

Guardian axe

Range
Str
AP
Guardian axe
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
+3
2
Melee, Two-handed, Unwieldy

Rampage (X)

For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack.

At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. If the value in brackets is randomly determined by rolling dice, then roll once for each such variant of the Rampage special rule present in the unit to determine the number of Attacks that may be made, applying the result to all models with that variant for the current phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.

A model that has made a Disordered Charge that turn receives no benefit from Rampage.
Measured Strike

Striking with careful precision, some warriors place their emphasis on exacting skill over a flurry of wild strikes.

A model attacking with a weapon or profile that has this special rule may only make a single attack, regardless of the value of its Attacks Characteristic, any other special rules or whether it has Charged or is wielding more than one weapon.
Meridian Swords

Range
Str
AP
Meridian Swords
 - Raptor Spreads its Wings
-
User
2
Melee, Two-handed, Rampage (3)
 - Grasp the Rainbow Serpent
-
10
1
Melee, Two-handed, Measured Strike, Instant Death
 - Hands Cut the Clouds
-
+1
2
Melee, Two-handed, Murderous Strike (4+)

Solarite power gauntlet

Range
Str
AP
Solarite power gauntlet
-
10
1
Melee, Unwieldy

Solarite power talon

Range
Str
AP
Solarite power talon
-
5
2
Melee, Shred

Paragon blade

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

Paragon glaive

Range
Str
AP
Paragon glaive
 - (Shooting)
18"
5
4
Assault 2, Shred
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1), Murderous Strike (5+)

Tribune of the Golden Legion

The tribunes of the Legio Custodes are among the most powerful warriors in the Imperium, for not only are they skilled in the arts of battle beyond even the capabilities of the finest Space Marines, but they also stand high in the Emperor’s council. Only the most dangerous and vital of duties can call them away from the Emperor’s side to the battlefield, and when they do choose to sally forth it is at the head of a mighty host of the Legio Custodes.

A model with this special rule may only be included in the Primary Detachment of an army with a total value of at least 3,000 points. Furthermore, unless Constantin Valdor is also part of the same army, a model with this special rule must be chosen as the army’s Warlord.
Eternal Warrior

Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors.

If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
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.
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).

The Sword of Oblivion

Fashioned in the manner of a highly ornate Execution blade of her Order, the Sword of Oblivion is in fact the pattern from which all others of its kind were said to have been made, and stands as the symbol of the High Commander of the Silent Sisters. The sword’s true mystery lies in the substance of the blade itself, for it can cut almost anything without evidence of any kind of power field or disruption generator, its origins an enigma to all save perhaps the Emperor.

Range
Str
AP
The Sword of Oblivion
-
+2
1
Melee, Two-handed, Murderous Strike (5+), Duellist’s Edge (1)
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).
Psyk-out Grenades

Psyk-out grenades are produced using an extremely rare substance of uncertain origin. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area, stunning and disorienting those sensitive to energies of the aetheric domain.

When a unit that includes at least one model with psykout grenades makes a successful Charge targeting a unit that includes one or more models with the Psyker Unit Sub-type or Daemon Unit Type, no Reaction may be declared against the Charge.
Template Weapons

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets. They are excellent for killing enemy troops in cover, as the payload simply flows over intervening obstacles to assail the foe behind.

Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit. A Template weapon never hits the model firing it.

Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are allocated following the normal rules.
Blast

Blast weapons fire shells, missiles or packets of energy that explode on impact.

When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.

The large area affected by the blast means it is going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the Blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine,for a shot to scatter beyond the weapon’s Maximum or Minimum Range and line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, Hits are worked out as normal and can hit and Wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the battlefield’s edge, the shot is a complete miss and is discarded.

Once the final position of the Blast marker has been determined, take a good look at it from above – each unit suffers one Hit for each of the models included in that unit that is fully or partially beneath the Blast marker, even if those models are not within the firer’s line of sight.

Once the number of Hits inflicted on the unit has been worked out, roll To Wound and Save as normal. Note that, unlike other attacks, Wounds inflicted by an attack with the Blast special rule can be allocated to any models in the target unit, even if they are out of sight of any models from the attacking unit.
Night Vision

Some warriors can see almost as clearly in the darkness as they can in daylight.

A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
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.
Scatter
Sometimes a rule will call for an object (a template, counter, model or even a whole unit) to be placed on the battlefield and then scattered. When this occurs, follow this procedure:
  • Place the object on the battlefield as instructed by the rule.
  • Roll a Scatter dice and 2D6 to determine the direction and distance of scatter in inches.
  • If a Hit is rolled on the Scatter dice, the object does not move – leave it in place and resolve the remainder of the rule.
  • If an arrow is rolled, move the object the distance shown on the 2D6 in the direction of the arrow. Ignore intervening terrain, units, etc, unless the rule states otherwise.
  • Once the object has scattered to its final position, resolve its effects.
Some rules may specify a distance to be determined other than 2D6, in which case, just replace the 2D6 in this procedure with the method listed in the rule.

Scatter dice and other dice and accessories that you can use in your games of Horus Heresy – Age of Darkness can be purchased from the Games Workshop website.

The Onyx Cloak

Similar in design to the more common voidsheen cloaks, this unique artefact is composed of a metallic mesh that absorbs light, energy and kinetic force. Shrouded in its folds Jenetia Krole stalks the battlefield obscured from the sight of her foes and protected from their wrath, seeking the perfect moment to strike down those marked by the Emperor for death.

The Onyx Cloak confers a 4+ Invulnerable Save, increasing to 3+ against any Hits from weapons with the Template or Blast special rules. In addition, whenever targeted by a Shooting Attack, the range between an attacking unit and Jenetia Krole is considered to be 6" further than the actual range between the two units – enemy units with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, Jenetia Krole is always treated as though it was out of 1line of sight when scattering any attacks.
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.
Scout

Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.

After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Infiltrate

Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.

You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
HQ
HQ stands for Headquarters unit. A Headquarters unit might be a determined Solar Auxilia lord marshal thrust into the heart of the Horus Heresy or a mighty Space Marine praetor at the head of a Legion task force. These models are amongst the most powerful in the game and, as leaders, they have access to more special equipment than anyone else. They are not invincible, but can provide a powerful spearhead for an attacking army and a strong core for a defensive one.
Chamber of Vigilance

The largest of all the Chambers Militant, the warriors of the Chamber of Vigilance are those that garrison the Sisterhood’s watch towers, stand guard aboard the infamous Black Ships and conduct routine inspection vigils across the vast skein of the Imperium.

A unit composed entirely of models with this variant of the Silent Sisterhood (X) special rule may be given one of the following special rules before the start of the battle’s first turn, before any models are deployed: Scout or Infiltrate. When selecting an army using the Sisters of Silence Army List, a unit made up entirely of models with this variant of the Silent Sisterhood (X) special rule may be selected without restriction regardless of which HQ choices are selected for the army.

Chamber of Oblivion

The storm troops of the Silent Sisterhood, deployed to counter daemonic incursions and xenos infiltrations in brutal combat. They specialise in the use of the execution blade, a two-handed power weapon of gruesome efficiency.

All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Daemon Unit Type or Corrupted Unit Sub-type.

Chamber of Judgement

The excrutiators and secret police of the Silent Sisterhood. These warriors cultivate a grim and terrifying aspect and are most often deployed to hunt down rogue psykers and dissidents or to put down insurrection with brutal punishment.

All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Psyker Unit Sub-type.

Silent Sisterhood (X)

The Silent Sisterhood is divided into a number of Chambers, both Militant and Civilitas, each of which is a highly specialised body dedicated to the fulfilment of a single duty within the Sisterhood. Unlike a true military it maintains no standing troops nor orders its warriors in regimented blocks, and while this grants it more flexibility in small scale actions, it limits its ability to truly excel in open battle. When the Sisters of Silence are forced to mass in numbers to take the field against some dire threat, they must draw upon the Chambers Militant available to them and hope to assemble a force capable of holding the line.

The notation in brackets that is included as part of the Silent Sisterhood (X) special rule defines which Chamber Militant the model belongs to. This Chamber Militant may grant the model some additional rules or effects and influences how it may be selected when building an army that incorporates a Detachment with the Sisters of Silence Faction.

When selecting a Detachment using the Sisters of Silence Army List, the number of units of Chambers Militant other than the Chamber of Vigilance is limited. For each HQ choice with a given Chamber Militant, the Detachment may include up to three other choices of the same Chamber Militant (except for units with the Chamber of Vigilance variant of the Silent Sisterhood (X) special rule, of which an army may include any number, limited only by available Force Organisation slots). Note that Dedicated Transports and units selected using the Retinue special rule do not count against these limits regardless of their variant of the Silent Sisterhood (X) special rule.

For example, a Sisters of Silence Detachment includes three HQ choices – two Knights Centura (Chamber of Oblivion) and a Silent Judge (Chamber of Judgement). This army may include any number of units from the Chamber of Vigilance, up to six units from the Chamber of Oblivion, and up to three units from the Chamber of Judgement.

Fleet (X)

Preternaturally agile, these warriors can cover ground more quickly than their plodding foes.

A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made.

If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
Fear (X)

Some beings are so monstrous or alien that they can force their foes to recoil in horror.

All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2.

Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable.

A model that causes Fear is not itself immune to Fear, and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
Hatred (X)

In the far future, hatred is a powerful ally.

This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit.

For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.

The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
Precision Strikes (X)

The galaxy is replete with swordsmen and blade-masters who can pick out an enemy from a crowd and land a blow on them, even amidst the swirling chaos of hand-to-hand combat.

If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike.

Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation.
Precision Shots (X)

Many of the galaxy’s marksmen are able to single out enemy leaders or soldiers with particularly powerful weapons and snipe them with unerring accuracy.

If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a Shooting Attack, that shot is a ‘Precision Shot’. For example, if a model with the Precision Shots (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Shot.

Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as the target model is in range and line of sight of the attacking model, rather than following the normal rules for Wound allocation.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
Ex Oblivio

The most potent psychic nulls can focus their aura to inflict a moment of crippling weakness and terror upon those in their proximity. They have managed through training and discipline to harness and focus the emptiness within and wield it as a weapon against the enemies of the Emperor, though the cost for such an exertion can be fatal.

At the start of any combat in the Assault phase, before the beginning of Initiative step 10, the controlling player of a model with this special rule may declare its use. When used, roll a D6 and select a single enemy model in base contact with the model that has this special rule (including a model that is Engaged in a Challenge with that model) – that enemy model must reduce its Weapon Skill to 1 for the remainder of the current player turn. If the dice roll results in a result of 2-6 then there is no further effect, but if the dice roll results in a result of 1 then the model with this special rule suffers a single Wound against which no Armour Saves, Cover Saves or Invulnerable Saves may be taken (Damage Mitigation rolls may be taken as normal).
The Sisters of Silence Special Rule