Solar Auxilia – Cyclops Demolition Vehicle

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Cyclops Demolition Vehicle
UNIT COMPOSITION: 1 CYCLOPS
50 PointsPts

A range of remotely controlled demolition vehicles, the Cyclops are 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. Directed with a vox control unit, it is then guided to its target so that its internal charge can be detonated when it is close enough to inflict the requisite damage.

Armour Transport Capacity
M BS Front Side Rear HP
Cyclops (⌀Use model)
Cyclops (⌀Use model) 6 - 10 10 10 2 -
WARGEAR
  • None
TRAITS
  • [Allegiance]
  • Solar Auxilia
SPECIAL RULES
  • Expendable (3)
  • Explodes (2+)
  • Compact
  • Demolition Vehicle
TYPE
SPECIAL RULES

Compact

Some machines are designed to facilitate transport on the various armoured conveyors available to the armies of the Imperium. Some are flexible enough to fit through apertures intended for smaller beings, while some are created so they can be folded into a compact travel mode and others are simply small.

A Model with this Special Rule may Embark or Disembark from a Transport, even if its Type would normally stop it from doing so.

A Model with this Special Rule may Embark and Disembark from a Model with the Transport Sub-Type as though it had the Infantry Type. This does not replace its existing Type or grant it any other benefits of the Infantry Type, nor allow it to interact with other Rules or Special Rules that target or affect the Infantry Type.

Demolition Vehicle

These vehicles are not intended for frontline combat, but rather as demolition tools to bring down buildings or fortifications that have stymied the advance of friendly forces. In the most extreme of situations they can be employed as weapons, but are vulnerable to counter-fire from the enemy.

Vehicles with this Special Rule can make Charges and inflict automatic Hits on every Model in a Combat if they are successful.

A Model with this Special Rule and the Vehicle Type may have Charges declared for it in the Assault Phase. If a Charge Roll made for a Model with this Special Rule and the Vehicle Type is failed, the Model is Removed as a Casualty, but immediately explodes as described in the Explodes (X) Special Rule. If a Charge Roll made for a Model with this Special Rule is successful, then at the end of Step 2 of the Fight Sub-Phase of that Combat, every Unit in that Combat suffers a number of automatic Hits equal to the number of Models in that Unit. Each such Hit has a Strength of 8, an AP of - and a Damage of 2, as well as the Armourbane Special Rule. Once these Hits have been fully resolved, the Model with this Special Rule is immediately Removed as a Casualty, and any version of the Explodes (X) Special Rule it has is ignored.
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.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (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).
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.

The [Allegiance] Trait is used in the following Solar Auxilia datasheets:

High Command
Retinue
Heavy Assault
Troops
Transport
Heavy Transport

The Solar Auxilia Trait is used in the following Solar Auxilia datasheets:

High Command
Retinue
Heavy Assault
Troops
Transport
Heavy Transport
Infantry

Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.

Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.
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.
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
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.
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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.
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).
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.
First Strike (X): If a Player causes one or more enemy Units to have all of their remaining Models Removed as Casualties (Units that Fall Back off the Battlefield count for this purpose) in their first Player Turn as the Active Player, then that Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective.
HIGH COMMAND – The highest ranked officers of an Army.
Slay the Warlord (X): If an enemy High Command Choice is Removed as a Casualty for any reason before the end of the Battle, the Opposing Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective (this may only be scored once per Battle, regardless of the number of qualifying Units Removed as Casualties).
Expendable (X)

Whether forsaken as oathbreakers or simply deemed beneath their superiors’ notice, there are some warriors for whom death offers neither glory nor honour.

A Player scores less Victory Points when they destroy a Unit that includes only Models with this Special Rule.

The number of Victory Points scored by the opponent when a Unit that includes only Models with this Special Rule is entirely Removed as Casualties, for example, as part of the Vanguard (X) Special Rule, First Strike (X) or Slay the Warlord (X) Mission Special Rules, is reduced by the value of X, to a minimum of 1. If a Unit includes Models with different variants of this Special Rule, then the lowest value of X that was present on any Model in the Unit at the start of the Player Turn in which the last Model in the Unit is Removed as a Casualty is used to determine the effect of this Special Rule on that Unit.

Note that, if, at the start of any Player Turn a Unit includes any Models that do not have this Special Rule, then this Special Rule has no effect on that Unit for the duration of that Player Turn regardless of how many other Models in the Unit may have any variant of this Special Rule.

This datasheet has Support Battlefield Role. Full list of Solar Auxilia units sharing same Battlefield Role follows:

Transport

From armoured transports, to fleet orbital shuttles and even more esoteric modes of travel, mounting infantry atop faster moving transports is an ancient tactic. The best transports offer a safe haven for fragile infantry as well as a means to traverse even the most difficult terrain at speed.

All Models with the Transport Sub-Type are bound by a set of Rules regarding how they operate:
  • All Models with the Transport Sub-Type have a Transport Capacity Characteristic, which determines the maximum number of Models that can Embark upon it - one Model per point of Transport Capacity, unless another Rule states otherwise.
  • Only Models with the Infantry or Paragon Type may Embark or Disembark upon a Model with the Transport Sub-Type.
  • A Unit may only Embark on a Model with the Transport Sub-Type if all Models in the Embarking Unit have the same Faction as the Model with the Transport Sub-Type.
  • A Model with the Transport Sub-Type may only have a single Unit Embarked upon it at any one time (Models with the Specialist Sub-Type, Command Sub-Type or Paragon Type that have joined a Unit are considered part of that Unit and may Embark alongside it).
  • A Unit may not be partially Embarked on a Model with the Transport Sub-Type - either all Models or no Models in a Unit may be Embarked on a given Model.
  • If a Model with the Transport Sub-Type has a Unit Embarked upon it, the Embarked Unit is not considered part of the same Unit. The two remain separate Units for all purposes.
Explodes (X)

Volatile fuel, overpowered reactors or dangerous munitions can cause some war engines to explode when destroyed. Such explosions can prove devastating to friend and foe alike.

A Model with this Special Rule can explode and cause Hits to nearby Models and Units.

Before a Model with the Explodes (X) Special Rule is Removed as a Casualty, the Controlling Player must roll a Dice. If the result of that roll equals or exceeds the value of X attached to this variant of the Explodes (X) Special Rule, the Model explodes. Every Unit with one or more Models within 6" of an exploding Model suffers a number of Hits equal to the Base Wounds Characteristic or Base Hull Points Characteristic of the exploding Model. Each such Hit has a Strength of 8, an AP of ‘-’ and a Damage of 1. Once all Hits caused by this Special Rule have been resolved, the Model with the Explodes (X) Special Rule is Removed as a Casualty as normal.
Removed as a Casualty
A Model Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other Model or Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an Emergency Disembarkation.

A number of Rules, including Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
Compact

Some machines are designed to facilitate transport on the various armoured conveyors available to the armies of the Imperium. Some are flexible enough to fit through apertures intended for smaller beings, while some are created so they can be folded into a compact travel mode and others are simply small.

A Model with this Special Rule may Embark or Disembark from a Transport, even if its Type would normally stop it from doing so.

A Model with this Special Rule may Embark and Disembark from a Model with the Transport Sub-Type as though it had the Infantry Type. This does not replace its existing Type or grant it any other benefits of the Infantry Type, nor allow it to interact with other Rules or Special Rules that target or affect the Infantry Type.
Demolition Vehicle

These vehicles are not intended for frontline combat, but rather as demolition tools to bring down buildings or fortifications that have stymied the advance of friendly forces. In the most extreme of situations they can be employed as weapons, but are vulnerable to counter-fire from the enemy.

Vehicles with this Special Rule can make Charges and inflict automatic Hits on every Model in a Combat if they are successful.

A Model with this Special Rule and the Vehicle Type may have Charges declared for it in the Assault Phase. If a Charge Roll made for a Model with this Special Rule and the Vehicle Type is failed, the Model is Removed as a Casualty, but immediately explodes as described in the Explodes (X) Special Rule. If a Charge Roll made for a Model with this Special Rule is successful, then at the end of Step 2 of the Fight Sub-Phase of that Combat, every Unit in that Combat suffers a number of automatic Hits equal to the number of Models in that Unit. Each such Hit has a Strength of 8, an AP of - and a Damage of 2, as well as the Armourbane Special Rule. Once these Hits have been fully resolved, the Model with this Special Rule is immediately Removed as a Casualty, and any version of the Explodes (X) Special Rule it has is ignored.
Embarking
Embarking covers the Rules for moving Units ‘into’ transports.

When selected during the Move Sub-Phase of the Movement Phase, the Controlling Player may have a Unit Embark on a friendly Model that has the Transport Sub-Type. The Model upon which the Unit is attempting to Embark must have a Transport Capacity high enough for all Models in the Unit to Embark - if the Transport Capacity is not high enough then any attempt to Embark is automatically unsuccessful.

To Embark upon a Model with the Transport Sub-Type, a Unit must end or begin the Move Sub-Phase with all Models in the Unit within 2" of any point on a Facing on that Model that has an Access Point.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
© Vyacheslav Maltsev 2013-2026