LORDS OF WAR The Knight Asterius is amongst the most massive and formidable engines of destruction available to Knight Houses. A variant of the rare Acastus class, the Asterius is even more scarce than the Porphyrions of the same pattern and even the greatest Knight Households cannot claim ownership of more than a handful of Armours. These towering behemoths are armed with heavy conversion beam cannons able to reduce the mightiest edifices to ash and even threaten the colossal engines of the Titan Legions. The secondary weapon systems of the Knight Asterius are deadly in their own right, the massive carapace mounted Karacnos mortar battery capable of annihilating entire phalanxes of troop formations or saturating ramparts with high-impact explosives while the two torso mounted volkite culverins demolish targets of priority. The use of Asterius armour is frowned upon by the young and impetuous scions of the Households as it lacks the means to engage in the glory of personal combat, but the older Knight pilots take heed of its immense potency for annihilation. Only the strongest of mind amongst their ranks dare try to control the all-consuming fire raging within the Knight Asterius’ machine spirit and most are soon after consumed by it. | ||
Armour | |||||||||||
M | WS | BS | S | Front | Side | Rear | I | A | HP | Base | |
Knight Asterius (base: Use model) | |||||||||||
Knight Asterius | 12 | 4 | 4 | 10 | 14 | 13 | 12 | 3 | 3 | 9 | Use model |
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.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).This attack looses a brilliant flare of light, searing the sight of the victim and forcing them to fight blind for a few moments.
Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current Phase. If the Test is passed, there is no further effect. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill 1 and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, they automatically pass the Test. Any model that does not have an Initiative Characteristic (for example, Vehicles, Buildings, etc) is unaffected by this special rule.Many are the weapons and creatures whose merest caress is fatal.
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck.
A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.These weapons are grafted to the same targeting system for greater accuracy.
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.
When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.
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Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.
If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.Some weapons produce such a weight of fire that any target pummelled by their attack is left dazed and stunned.
Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.This weapon fires ammunition that cheats an enemy of their shelter.
Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.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.In the dark corners of the galaxy, there are creatures that heal at a terrifying speed.
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.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:Phosphex, sometimes known as the ‘crawling fire’, seeks out and extinguishes life with a terrifying hunger.
After the Blast marker for a weapon with this special rule is placed, the attacking unit’s controlling player may move the marker up to 2" in any direction so long as this would cover more models than it previously would have.This datasheet has Lords of War Battlefield Role. Full list of Forces of the Omnissiah units sharing same Battlefield Role follows:
These sophisticated energy screens rely on ion fields to deflect the path of solid projectiles. The main limitation of these devices is their immense energy requirement, sustainable by only the largest war engines.
A model with an ion shield gains a 4+ Invulnerable Save against Shooting Attacks which target its Front Armour Value, and a 5+ Invulnerable Save against Shooting Attacks which target its Side Armour Value.The chassis and weaponry of the massive Acastus class Knights are powered by volatile engines.
When destroyed, a model with this special rule resolves Catastrophic Damage at AP 2.