Legio Custodes – Ares Gunship

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Ares Gunship
UNIT COMPOSITION: 1 ARES GUNSHIP
650 PointsPts

Constructed around a redesigned Orion fuselage, the Ares Gunship mounts a neutronium magna-cascade cannon in its midst, a nightmarishly destructive weapon which requires immense resources to construct and which is only feasible on the Ares’ airframe due to a stripped-back rear housing, facilitating an array of massive power and cooling mechanisms. Fielded as a weapon of terror and utter devastation, the Ares is used by the Legio Custodes to obliterate both hardened fortresses and revered monuments, crushing an enemy’s defence and breaking their will such that none can doubt the Emperor’s absolute dominion.

Armour Transport Capacity
M BS Front Side Rear HP
Ares Gunship (⌀160mm)
Ares Gunship (⌀160mm) 18 5 13 13 13 12 -
WARGEAR
  • Centreline Mounted twin Arachnus storm carronade
  • Hull (Front) Mounted neutronium magna-cascade cannon
  • Two Centreline (Front, Rear) Mounted infernus firebomb clusters
  • Eclipse shield
TRAITS
  • Loyalist
  • Legio Custodes
SPECIAL RULES
  • None
TYPE
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

For example, a Legionary selected from the Imperial Fists Faction and selected as part of a Loyalist Army would have the Loyalist and Imperial Fists Traits. On their own these Traits have no effect on the Model’s Characteristics, Points cost or other features, but Rules that target Imperial Fists or Loyalist Models will apply their effects to the Model.

In addition to Models, Weapons can also have Traits. These are usually different to those possessed by Models, but are used for the same purposes. Weapons will commonly have Traits that define the type of Weapon it is or a specific type of usage. For example, a bolt pistol has the following Traits: Assault, Bolt. These identify which ‘family’ of Weapons it belongs to for any Rules that might only affect ‘Bolt’ Weapons and notes that it can be used for attacks where only ‘Assault’ Weapons may be used.

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.

The Legio Custodes Trait is used in the following Legio Custodes datasheets:

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Armourbane

Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.

A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.
Template

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets.

Weapons and attacks with the Template Special Rule use the Flame Template to determine how many Models they Hit.

When making attacks for a Weapon or other effect that has the Template Special Rule, or otherwise uses a Template, no Hit Tests are made for the attack. Instead, when directed to make Hit Tests for such an attack, a single Template is placed to determine how many Hits are generated. A Template must be placed so that its narrow end is touching the Base of the Model, the edge of a Model’s Hull (if it has the Vehicle Type) or other point being used to make the attack, and so that no part of the Template covers or touches a friendly Model’s Base, Hull or otherwise would inflict Hits on a friendly Model. Within these restrictions, the Player making the attack may place the Template in an orientation of their choosing as long as at least one Model from the original Target Unit remains under the Template. If the Template cannot be placed under these restrictions, such as if it cannot be placed without covering or touching friendly Models, then no attack may be made.

Once the Template has been placed, a number of Hits using the profile of the Weapon or effect are inflicted on the Target Unit equal to the number of Models touched or covered by the Template. If the Weapon or attack has a Firepower Characteristic greater than 1 then only a single Template is placed, but the number of Hits inflicted per Model touched or covered by the Template is equal to the Firepower Characteristic of the attack or Weapon. If more than one enemy Unit has Models that are touched or covered by the Template in its final position, then Hits are inflicted on all such Units as noted above, Hits on Units other than the original target form a new Fire Group that must be placed to one side and used to resolve a separate Shooting Attack on the additional Target Unit once all attacks and Fire Groups from the original Shooting Attack have been fully resolved. When resolving Armour Penetration Tests for Hits inflicted by a Weapon with this Special Rule, the position of the Model that was used to make the attack is used to determine which Armour Facing is used.

Note that the Rules require a Template to be placed in Base Contact with the Model being used to make the attack, but this Model is not counted as having been Hit by the attack and does not stop the attack from being made. However, this only applies to the individual Model being used to make the attack, not to other Models in the same Unit.

Weapons with this Special Rule will have their Range Characteristic as ‘Template’. This does not count as a value of ‘0’ or ‘-’. If a Rule requires a number for the Range Characteristic then all Weapons and attacks with this Special Rule are considered to have a Range Characteristic of ‘8’.

OTHER TEMPLATES
In some rare cases a Weapon may use a different Template than the standard Flame Template, in these cases the Template Rule may be expressed with a bracketed section stating which Template must be used when attacking with that Weapon. Otherwise, the Rules for its use are unchanged from those noted under the Template Special Rule, with the exception of the Range Characteristic it is considered to have.

An example of this is the use of the Hellstorm Template for certain very large Weapons. In this case the Rule would be expressed as ‘Template (Hellstorm)’ and the attack would be resolved using the Template Special Rule, but placing the larger Hellstorm Template. Weapons with the Template (Hellstorm) Special Rule are considered to have a Range Characteristic of ‘16’ when a Rule requires such weapons to have a numbered Range Characteristic.
Panic (X)

Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.

Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Leadership Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Routed Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Leadership Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule. If the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.
Breaching (X)

Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Horus Heresy. While many such weapons are rare or temperamental in use, the sheer power of their attacks more than makes up for this.

With a Weapon that has the Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves.

When any Wound Test is made for an attack with the Breaching (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Breaching (X) Special Rule, then if a wound is inflicted by that Wound Test, that wound becomes a ‘Breaching Wound’.

A Breaching Wound is always treated as having an AP Characteristic of 2 regardless of the Characteristics of the Weapon used to make the attack.
Heavy

Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.

The following Rules apply to all Models with the Heavy Sub-Type:
  • A Unit that includes only Models with the Heavy Sub-Type gains a bonus of +1 to its Cool Characteristic for Checks to avoid gaining Tactical Statuses.
  • A Unit that includes any Models with the Heavy Sub-Type may not Rush.
  • A Unit that includes any Models with the Heavy Sub-Type only uses its Movement Characteristic to determine how far it moves as part of a Set-up Move, not Movement and Initiative totalled.
Annihilation Cascade (X)

When fired, neutronium cascade weapons emit a combination of baleful energy and exotic radiation of such intensity and instability that any target left standing risks continued molecular collapse.

Penetrating Hits inflicted by attacks with the Annihilation Cascade (X) Special Rule can cause additional Hits.

At the end of Step 9 of the Shooting Attack process or Step 8 of the Resolving an Initiative Step process for any Fire Group or Strike Group that includes Weapons with the Annihilation Cascade (X) Special Rule and which inflicted any Penetrating Hits, create a new Fire Group or Strike Group (respectively). This new Fire Group or Strike Group must then be selected in Step 10 of the Shooting Attack process or Step 9 of the Resolving an Initiative Step process (respectively) and resolved. This new Fire Group or Strike Group includes a number of Hits equal to the number of Hull Points the Target Model lost due to the Fire Group or Strike Group that triggered its creation. These Hits all have a Strength equal to the value of X attached to the variant of the Annihilation Cascade (X) Special Rule possessed by Weapons in the preceding Fire Group or Strike Group, an AP of '.', a Damage of 1 and no Special Rules.
Phage (X)

Vile toxins, exotic radiation and all-consuming chemical agents all sap the abilities of warriors in the field even as they kill them. Most terrible are the effects of phosphex, choking the life and strength from those it touches, or the fleshcorroding properties of the dreaded life-eater virus.

Unsaved Wounds with the Phage (X) Special Rule reduce a Characteristic by 1.

If an attack made for a Weapon or Model with this Special Rule inflicts one or more Unsaved Wounds on a Target Unit, then once the Shooting Attack or Initiative Step in which the Unsaved Wound was inflicted has been completely resolved, all remaining Models in the Unit that was the target of the attack must reduce the Characteristic that is the value of X for that variant of the Phage (X) Special Rule by 1 for the remainder of the Battle. Models in a Unit may have any number of different Characteristics reduced by 1 by the Phage (X) Special Rule, but no individual Characteristic may be reduced by more than 1 by the Phage (X) Special Rule no matter how many Unsaved Wounds with any variant of that Special Rule are allocated to Models in that Unit.
Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some Units may specify Side as an arc - this means both Left and Right arcs.

For example, a Land Raider Carrier has a Hull (Front) Mounted twin heavy bolter - this Weapon may only attack targets in the Front Firing Arc.
Centreline Mounted – Centreline Mounted Weapons may only attack targets in the Centreline Firing Arc.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.
Blast (X)

Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.

Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.

When making attacks with a Weapon that has the Blast (X) Special Rule, before any Hit Tests are made, a Blast Marker must first be placed to determine how many Hits may be inflicted by the attack. The Player making the attack must place the Blast Marker indicated in brackets as part of the Special Rule so that the hole in the middle is entirely over the Base of any one Model in the Target Unit. Once the Blast Marker has been placed, the Player making the attack must make a Hit Test for the attack, and each Model from the Target Unit that is fully or partially under the Blast Marker will suffer 1 Hit if the Hit Test is successful.

Hits on Other Units
If any Models from Units other than the Target Unit are fully or partially covered by the Blast Marker, then a new Fire Group must be created for those Hits and set to one side. Continue resolving the Shooting Attack on the original Target Unit, and once that Shooting Attack has been completely resolved begin a new Shooting Attack to resolve those additional Fire Groups generated for Units other than the original Target Unit.

If the Hit Test is unsuccessful then no Hits are inflicted and the Player making the attack must make a Scatter Roll for the Blast Marker. Once a Scatter Roll has been made for the Blast Marker and it has been moved, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker.

Hits can be scored on both friendly and enemy Units by attacks using the Blast (X) Special Rule. Hits inflicted by Weapons with the Blast (X) Special Rule are allocated in the same manner as other Hits, regardless of which actual Models were under the Blast Marker and the Blast Marker may not be used to inflict Hits on specific Models.

If a Fire Group includes multiple attacks made with the Blast (X) Special Rule, do not place multiple Blast Markers. A single Blast Marker is placed using the Rules detailed above, and a Hit Test is made for each attack in that Fire Group. For each successful Hit Test, one Hit is inflicted for each Model from the target Unit that is fully or partially under the Blast Marker. If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests. For each Hit Test that was unsuccessful, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.
Limited (X)

Some weapons carry only a severely limited stock of munitions. Often intended as weapons of last resort, used at the correct point they can turn the tide of battle.

A Weapon with the Limited (X) Special Rule can only be used to attack a limited number of times per Battle.

A Weapon with the Limited (X) Special Rule may only be used to make attacks as part of a Shooting Attack or Combat a number of times equal to the value of X attached to the specific variant of the Special Rule. Each time it is used to make attacks, the Firepower Characteristic or Attacks Modifier Characteristic of the Weapon is not modified by this Special Rule, only the number of times it may be selected in a given Battle.
Shrouded (X)

Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.

Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.

A Model with the Shrouded (X) Special Rule gains a Shrouded Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process to discard Wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Shrouded Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule. A Shrouded Damage Mitigation Test may not be made against wounds inflicted by a Melee Weapon.

This datasheet has Lords of War Battlefield Role. Full list of Legio Custodes units sharing same Battlefield Role follows:

Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Aerial Reserves
As such, all Models with the Flyer Sub-Type must always begin any Battle in a special type of Reserves referred to as Aerial Reserves. Aerial Reserves operate in exactly the same fashion as Reserves, with the exception that only Rules that specifically reference Aerial Reserves can allow Models to enter or leave Aerial Reserves or otherwise modify or affect Models in Aerial Reserves or any Reserves Rolls made for them.

Eclipse Shield

These energy fields are designed to absorb and reflect incoming kinetic and energy strikes, a powerful defence that few weapons can penetrate. The only flaw of these ancient and inscrutable devices is the huge power drain they exert and the rarity of their construction.

Eclipse shields grant a 5+ Shrouded Damage Mitigation Roll against Shooting Attacks once a Model suffers a Penetrating Hit.

The first time in a Battle Turn a Model with an eclipse shield suffers a Penetrating Hit, it gains a 5+ Shrouded Damage Mitigation Roll against all subsequent Shooting Attacks until it is returned to Aerial Reserves.
Super-heavy

From the lumbering Baneblade tanks of the Imperial Army to the destructive power of the Legiones Astartes Falchion, all of the war machines that fall into this category are huge armour-clad constructions that each wield enough firepower to destroy an entire army.


The following Rules apply to all Models with the Super-heavy Sub-Type:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, but may still neither pass through nor end their move in Impassable Terrain.
  • A Model with this Sub-Type always gains any benefits for having remained Stationary when making Shooting Attacks, regardless of whether the Model moved in the preceding Movement Phase or the distance moved. This does not count if the Model has Rushed in the Preceding Movement Phase.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type may only make Reactions in response to actions undertaken by Units that contain one or more Models with the Paragon Type, Super-heavy Sub-Type, Knight Sub-Type* or Titan Sub-Type*.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.

*See Liber Questoris for more details on these Unit Sub-Types.
The Flyer Sub-Type
The following Rules are exceptions to the Core Rules that always apply to a Model with the Flyer Sub-Type at all times during a Horus Heresy Battle:
  • Whilst on the Battlefield, a Model with the Flyer Sub-Type does not block Line of Sight or the Movement of any Model.
  • When moving a Model with the Flyer Sub-Type, ignore all Terrain effects and Rules. However, a Model with the Flyer Sub-Type may still not end a move in or on Impassable Terrain, a Terrain Feature or a Building.
  • Models with the Flyer Sub-Type may move through Models with the Vehicle Type, but never inflict Hits on enemy Units they move through and are never eligible to be the Target of the Death or Glory Advanced Reaction.
  • No Model of any kind may join a Unit that includes a Model with the Flyer Sub-Type.
  • A Model with the Flyer Sub-Type can never gain any Tactical Statuses and ignores any Rules that would force it to do so.
  • A Model with the Flyer Sub-Type may never be Locked in Combat or attacked in any way during the Assault Phase and may not be targeted by attacks made using a Melee Weapon.
  • A Model with the Flyer Sub-Type may never make a Reaction of any kind, unless that Reaction specifically states it may be made by Models with the Flyer Sub-Type - but can be targeted by Reactions.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.

Twin Arachnus storm carronade

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Arachnus storm carronade
Twin Arachnus storm carronade
- Concentrated fire
- Concentrated fire
30
2
10
2
2
Heavy (D), Armourbane
Las
- Burst fire
- Burst fire
24
6
7
3
2
Heavy (FP)
Las

Neutronium magna-cascade cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Neutronium magna-cascade cannon
Neutronium magna-cascade cannon
Template
1
10
3
3
Template (Hellstorm), Breaching (4+), Annihilation Cascade (10), Phage (T)
Assault
Infernus firebomb clusters

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Infernus firebomb clusters
Infernus firebomb clusters
18
1
6
4
2
Blast (7"), Panic (2), Limited (1)
Flame

© Vyacheslav Maltsev 2013-2026