HQ Tactical command of larger Secutarii forces is commonly delegated to a field officer known as an axiarch. They are selected by an arcane process that concerns considerably more than merely rewarding meritorious service as it might be in a more commonplace military formation. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Secutarii Axiarch (base: 32mm) | |||||||||||
Secutarii Axiarch | 7 | 4 | 5 | 4 | 4 | 3 | 4 | 3 | 9 | 3+ | 32mm |
This datasheet has HQ Battlefield Role. Full list of Forces of the Omnissiah units sharing same Battlefield Role follows:
Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.
When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.Some weapons 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.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 mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.
Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.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.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.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).The elegant Tempest warblade of the Knight Castigator uses relic technology from a bygone age to infuse its strikes with searing energy, leaving glowing trails of embers and ash behind its sweeping arcs.
Instead of making a Melee Attack, a model with a weapon with this special rule may make a special attack at Initiative step 2. This automatically inflicts a single Hit against each model (friendly or enemy) in contact with the attacking model’s base, using the profile of the weapon with this special rule.The massive gauntlet-claws wielded by certain Knights of the Mechanicum and Questoris Houses tear through the chassis plating of even the most heavily armoured Titan with ease. Woe betide any mere mortal that is caught in their indomitable grip.
Any model which suffers an unsaved Wound or Hull Point loss from a weapon with this special rule instead suffers D6 unsaved Wounds or Hull Points of damage. In addition, if the target of this attack is a model with the Knight, Titan, Super-heavy Vehicle, or Building or Fortification Unit Type, or the Monstrous Unit Sub-type, increase the number of Wounds suffered or Hull Points lost to 2D6.Some blows can slay an enemy outright, no matter how hardy they may be.
If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.This 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 weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.
A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors.
All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a Power weapon may take any of the weapons included in this entry.Range | Str | AP | Type | |
Power sword | - | User | 3 | Melee, Rending (6+) |
Power axe | - | +1 | 2 | Melee, Unwieldy |
Power maul | - | +2 | 3 | Melee |
Power lance | - | +1 | 3 | Melee, Reach (1) |
Range | Str | AP | Type | |
Power blade array | - | User | 4 | Melee, Breaching (5+) |
Lightning claw* | - | User | 3 | Melee, Shred, Rending (6+), Specialist Weapon |
Myrmidon axe | - | +2 | 2 | Melee, Sunder, Two-handed, Unwieldy |
Power fist | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
Thunderstrike gauntlet | - | 12 | 2 | Melee, Sunder |
Tempest warblade | - | 10 | 2 | Melee, Deflagrate, Tempest |
Titan power fist | - | 14 | 1 | Melee, Sunder, Destructor |
Arioch power claw | - | 15 | 1 | Melee, Shred, Destructor, Instant Death, Armourbane (Melee) |
Pistols are light enough to be carried and fired one-handed.
A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.
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Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.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.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 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.
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Haywire weapons send out powerful electromagnetic pulses.
For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
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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 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.This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity.
A unit that includes at least one model with an augury scanner gains all of the following benefits:These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.
During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.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.The coruscating bolts of lightning hurled from arc weapons overload and burn out the circuitry and neuro-matrices of simple and complex machines alike.
To Hit rolls of the value X indicated made by a weapon with this rule cause an automatic Glancing Hit against models with the Vehicle Unit Type instead of rolling for Armour Penetration, and an automatic Wound against models with the Dreadnought or Automata Unit Types, instead of rolling To Wound.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.Each and every Secutarii axiarch is sheathed in Titanshard armour, Secutarii warplate reforged with fragments of one of the Legio’s Titans fallen in glorious battle, and whose revered remains were successfully preserved for the Legio by the blood and faith of the Secutarii who now bears the armour. As a masterwork of the Titan Tech-Priests’ art, it offers a defence equal to the power armour of the Legiones Astartes and, furthermore, something of the god-engine’s near-indestructibility and bellicose machine spirit still haunts the armour, making the axiarch truly inhuman.
Titanshard Armour confers a 3+ Armour Save and a 5+ Invulnerable Save. In addition, a model with Titanshard Armour may re-roll Feel No Pain Damage Mitigation rolls which are the result of attacks made by weapons with the Poisoned (X) or Rad-phage special rules.The Kyropatris generator projects a weak deflector screen capable of lessening the impact of kinetic strikes and directed energy beams. It is engineered so that multiple field generators can overlap, creating a more powerful defensive effect.
So long as a unit contains at least five models with a Kyropatris field generator, all models in the unit may re-roll failed Armour Saves of 1. In addition, if the unit contains at least 10 models with Kyropatris field generators then all Shooting Attacks made against the unit suffer a modifier of -1 to the Strength of the attack (to a minimum of Strength 1).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.Some attacks cause severe damage to their targets, frying circuitry and ravaging infrastructure as they strike. Few engines of war or armoured bastions can survive the onslaught of such attacks.
Penetrating Hits caused by attacks made with weapons or models with this special rule add +1 to the result of any rolls on the Vehicle or Building Damage tables.As well as the axiarch’s own wealth of strategic experience, the datacores which have been surgically implanted in replacement for parts of their cerebellum contain dedicated stores of tactical doctrines and historical information on the myriad foes their Titan Legion has faced in the past. Such programs can be accessed and stratagems enacted based upon them before battle by being uploaded directly to the forebrains of the Secutarii under their command.
At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a player that controls any models with this special rule may select one of the effects listed below as part of this special rule. All units with the Kyropatris field generator item of Wargear in the Detachment that includes the model with this special rule gain the chosen effect for the duration of the battle. Note that only a single bonus may be given to the units, regardless of how many models with this special rule are present in the Detachment. If an army includes multiple Detachments that include any models with this special rule, the controlling player must select an effect for each such Detachment and may select the same or different effects for each Detachment:Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).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.Range | Str | AP | Type | |
Arc lance (Ranged) | 12" | 6 | 5 | Assault 1, Disruption (6+) |
Arc lance (Melee) | - | +1 | 5 | Melee, Disruption (5+) |
The mag-inverter shield carried by the Secutarii is a highly sophisticated relic technology incorporating a powerful inversion generatoria at its core. This generator is sufficient both to enhance the resilience of the shield far beyond the limits of its material strength, so it may resist blows which would otherwise slay its bearer instantly, and further provide the copious power needed by the arc lance carried by the Hoplite as their principal weapon.
Mag-inverter shields confer a 5+ Invulnerable Save. A model with a mag-inverter 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.