The Imperialis Militia – Heavy Ordnance Battery

This datasheet does not meet the selection criteria (see Settings tab).
Heavy Ordnance Battery
UNIT COMPOSITION: 3 MILITIA GUNNERS, 1 GUN CARRIAGE
85 PointsPts
• May include up to 5 additional Militia Gunners at +6 Points per Model.

Before the coming of the galactic civil war, the bulk of Imperialis Militias were configured to mount largely static, defensive operations, their heaviest weapons concentrated on key installations vital to the defence of their home world. Heavy ordnance batteries, commonly of the robust and easily supplied Earthshaker patterns, were ideal for this task, for what they lacked in battlefield mobility or the skill of their commanding artillerists, they compensated for in sheer weight of firepower.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Militia Gunner (⌀?) 6 5 5 5
Militia Gunner (⌀?) 6 3 3 3 3 1 3 1 6 5 5 5 5+ -
Gun Carriage (⌀?) 1 1 1 1
Gun Carriage (⌀?) - 1 3 4 7 4 1 - 1 1 1 1 3+ -
WARGEAR
Militia Gunner
  • Militia rifle
  • Frag grenades
Gun Carriage
  • Earthshaker cannon
TRAITS
  • None
SPECIAL RULES
  • Heavy Ordnance Crew
  • Bulky (8) (Gun Carriage only)
  • Irregulars (Militia Gunners only)
  • Support Unit (1)
TYPE
  • Militia Gunner: Infantry (Sergeant)
  • Gun Carriage: Infantry
OPTIONS
  • Each Militia Gunner in this Unit may have its militia rifle exchanged for one militia pistol for Free or one item from the Militia Armaments list.
  • One Militia Gunner in this Unit may have one militia vox selected for it for +10 Points.
  • The Gun Carriage in this Unit may have its earthshaker cannon exchanged for one of the following:
  • Siege mortar
    Free
  • Heavy rocket bombard
    Free
  • Siege cannon
    +5 Points
  • Heavy quad launcher
    +15 Points
  • Medusa mortar
    +15 Points
SPECIAL RULES

Heavy Ordnance Crew

Each heavy ordnance crew works in concert to operate their gun carriage, keeping up a steady rate of fire while utilising its bulk and armoured shield to protect them from retribution.

The Characteristics of different Models with this Special Rule are used in different situations and they are Removed as Casualties instead of making Fall Back Moves.

A Unit that includes any Models with this Special Rule cannot make any Reactions which would allow it to Move. In addition, if a Unit that includes any Models with this Special Rule is required to make a Fall Back Move, all Models in that Unit are removed from play.

Each time Wound Tests are made for a Fire Group that targets a Unit that includes any Models with this Special Rule, if any Gun Carriage Models are in this Unit, the Toughness Characteristic of the Gun Carriage is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Gun Carriage Model if possible.

Each time Wound Tests are made for a Strike Group targeting this Unit, the Toughness Characteristic of the Militia Gunner Models is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Militia Gunner Model, if possible.

If at any point there are only Gun Carriage Models remaining in this Unit, those Models are immediately Removed as Casualties.
Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
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.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the Assault Phase, with a higher value making it both easier for the Model to make attacks and more difficult for opponents to do so (see Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
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).
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’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 Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
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.
Pistol

Compact and deadly, pistols are ideal weapons in close quarters. They lack the sheer range of larger weapons, but can be brought to bear with impressive speed and are no less deadly than their larger counterparts.

A Model may attack with two Weapons that have the Pistol Special Rule.

During Step 3 of any Shooting Attack, a Player may choose to have a Model under their control make attacks with two Weapons rather than one if both Weapons have the Pistol Special Rule.

Militia pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia pistol
Militia pistol
8
1
3
-
1
Pistol
Assault
Breaching (X)

Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Floras 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.
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.
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.

Frag grenades can be used to make attacks during the Volley Step.

When making Volley Attacks during Step 4 of the Charge Procedure with a Unit that includes at least one Model with frag grenades, the Controlling Player may choose to make a single attack with a frag grenade instead of making a normal Shooting Attack using the following profile:

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Frag Grenades
Frag Grenades
6
1
3
6
1
Blast (3")
Assault
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.
Irregulars

With limited military training or experience, few militia forces were truly prepared for the horrors of the Horus Heresy. Those units committed to the war for the Imperium would be forced to rely on sheer numbers to carry the day, sending wave after wave of ill-prepared and under-equipped warriors to their deaths in order to hold back the foe.

A Unit composed of Models with this Special Rule can still score Objectives when Pinned, Stunned or Suppressed, and is automatically destroyed when it Falls Back into contact with a Battlefield Edge.

A Unit which is entirely composed of Models with this Special Rule (but not the Cavalry Type) is still eligible to Control or Contest an Objective Marker if it is affected by the Pinned, Stunned or Suppressed Tactical Status (in any combination), but only scores 1 Victory Point for that Objective Marker when affected by these Statuses, regardless of its value and any other Special Rules such as Line (X). While affected by any Tactical Status, Models in this Unit do not add the value of any variant of the Line (X) Special Rule they may have to their Tactical Strength when deciding if they can contest an Objective.

Additionally, when a Model from a Unit containing any Models with this Special Rule moves into Base Contact with any point on the Battlefield Edge as part of a Fall Back Move, all Models in that Unit are automatically removed as Casualties.
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.
Bulky (X)

Transport vehicles are designed to balance armour and capacity, attempting to mount the most protection without compromising how many warriors they can carry. Yet, some warriors are plated in such imposing armour or even spawned in such an aberrant nature that they occupy far more space than any regular fighter. Such warriors are mighty in both power and stature, but prove more difficult to ferry into battle.

Models with the Bulky (X) Special Rule take up more space on Transport Models.

A Model with the Bulky (X) Special Rule does not use up 1 Point of Transport Capacity when it Embarks on a Model with the Transport Sub-Type. Instead it uses up a number of points of Transport Capacity equal to the value of X attached to the variant of the Bulky (X) possessed by that Model.
Pinning (X)

The crack of the sniper’s rifle or the burst of heavy artillery, both signal a sudden and indiscriminate death and send infantry scurrying for cover. Such weapons are meant as much to pin the foe in place as to kill them, breaking up advancing ranks of troops and shattering defensive formations.

Weapons and other attacks that have the Pinning (X) Special Rule have a chance of inflicting the Pinned 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 Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Pinned 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 Cool 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.
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).
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.
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Heavy (X)

Some weapons are so heavy that, while they can be fired on the move, are more powerful when properly braced and made ready before shooting. Warriors on the battlefield must use their judgement to decide when speed is required and when the full firepower of their arsenal must be unleashed.

Weapons with the Heavy (X) Special Rule gain +1 to a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Heavy (X) Special Rule, a modifier of +1 is added to a Characteristic if the Model with that Weapon is part of a Unit that remained Stationary in the Controlling Player’s previous Movement Phase. If the Characteristic listed is AP, then instead it improves the AP by one Step (see the Rules for modifying Saves and AP). The value of X in the specific variant of the Heavy (X) Special Rule determines which Characteristic gains the +1 modifier.

Militia rifle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia rifle
Militia rifle
24
1
3
-
1
Heavy (FP)
-

Militia carbine

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia carbine
Militia carbine
18
1
3
-
1
-
Assault

Militia shotgun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia shotgun
Militia shotgun
8
1
4
-
1
-
Assault
Militia Vox

A militia vox generally takes the form of a large communications pack that allows contact between a unit and their command elements. While these are the most common tools for such communications, some less well-equipped militias may instead use signal flags, coloured flares or even musical instruments such as drums or horns to convey instructions or reinforce morale.

Militia voxes allows the Controlling Player to roll an additional dice when making Checks to remove Statuses in the End Phase.

When making a Cool or Leadership Check in the Statuses Sub-Phase of the End Phase to remove a Tactical Status from a Unit which includes any Models with a Militia vox, the Controlling Player may roll an additional Dice, discarding the Dice which, once rolled, has the highest result, as long as at least one Model in that Unit has Line of Sight to a friendly Model with the Command Sub-Type and the Imperialis Militia Trait which is not affected by any Statuses.
Sergeant

The humble sergeant stands as one of the greatest weapons in the arsenals of any army. Skilled in war and in leadership, each sergeant is the beating heart of their unit and the cornerstone upon which victory is built.

The following Rules apply to all Models with the Sergeant Sub-Type:
  • The Controlling Player of a Unit that includes one or more Models with the Sergeant Sub-Type may use the Characteristics of one of those Models to resolve any Characteristic Check made for that Unit.
Support Unit (X)

Following behind frontline forces and providing fire support to overcome especially dug-in foes, some units are not equipped for holding positions or seizing ground, and instead focus their attention on aiding their allies.

A Unit that contains Models with this Special Rule scores fewer Victory Points for Controlling Objective Markers.

A Unit that includes any Models with the Support Unit (X) Special Rule may only ever score a maximum number of Victory Points equal to the value of X for Controlling an Objective, regardless of the Value of that Objective, or any other Special Rules Models in that Unit might have (such as the Line (X) Special Rule).
Militia Armaments
  • - Militia rifle
    Free
  • - Militia carbine
    Free
  • - Militia shotgun
    Free
Stun (X)

Some weapons are designed not only to kill and main, but also to shock and disorient the foe. Such weapons may rely on blinding flares, bursts of enervating energy or even subtle poisons to slow and disable the enemy, but their effects are the same. Debilitated and vulnerable, warriors struck by such weapons become easy prey.

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

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Stunned Status and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool 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.

This datasheet has Support Battlefield Role. Full list of The Imperialis Militia units sharing same Battlefield Role follows:

Ordnance (X)

Huge artillery cannon and vast laser weapons are commonly employed as the primary armament of the greatest war machines of the Imperium. These weapons are devastating when properly braced and prepared for firing - more than capable of destroying smaller war engines in a single blast.

Weapons with the Ordnance (X) Special Rule double the value of a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Ordnance (X) Special Rule, a modifier of x2 is applied to a Characteristic if the Model with that Weapon is part of a Unit that remained stationary in the Controlling Player’s previous Movement Phase (if that Characteristic is AP, then the AP is instead changed to AP 2). The value of X in the specific variant of the Ordnance (X) Special Rule determines which Characteristic gains the x2 modifier.
Barrage (X)

Long range artillery fire is the terror of any infantry advance, striking its targets no matter what cover they seek or where they attempt to take shelter.

A Weapon with this Special Rule may be used to attack Target Units out of Line of Sight.

If a Unit for which a Shooting Attack is made includes any Models with one or more Weapons with this Special Rule, then in Step 2 of the Shooting Attack process they may ignore the restriction on requiring Line of Sight to a Target Unit. If a Player uses this Special Rule to declare a Shooting Attack on a Unit that the attacking Unit cannot draw a Line of Sight to, then in Step 3 of the Shooting Attack process that Player may only declare attacks with Weapons that have this Special Rule.

If a Weapon with this Special Rule and the Blast (X) Special Rule is used to attack a Unit without Line of Sight to that Unit, then no Hit Test is made and an Indirect Scatter Roll must be made for the Blast Marker placed as part of the attack. If such a Weapon makes more than a single attack then a separate Indirect Scatter Roll is made for each attack. When making an Indirect Scatter Roll for such an attack, the number of Dice rolled alongside the Scatter Dice is determined by the value of X for the Weapon with the Barrage (X) Special Rule, the value of these Dice is then totalled to find the distance the attack Scatters.
Suppressive (X)

A hail of enemy gunfire serves to keep any warrior’s head down, and some weapons are designed specifically to suppress the foe. Only the most steadfast of troops will continue the advance when all they can hear is the whistle and crack of gunshots and the screams of the fallen.

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

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed all Models in the Unit gain the Suppressed Status, and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool 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.
Wound Tests
Once a Unit has one or more Hits inflicted on it, whether a Rule has dictated their application or they have been inflicted as part of a Shooting Attack or Combat, a Wound Test must be made to resolve those Hits. The Rules presented here cover only the process of making Wound Tests and resolving their effects; See rules regarding inflicting Hits as part of a Shooting Attack or Combat.

A Wound Test must be made for each Hit inflicted on a Unit, but Wound Tests for Hits with different Strengths, AP values or Special Rules must be rolled separately so that all Players know which Hit is being resolved by a given Wound Test. The order in which differing Wound Tests are made is decided by the Player making the attacks (see the Rules for Shooting Attacks and the Fight Sub-Phase).

To make a Wound Test, roll a number of Dice equal to the number of Hits with the same Strength, AP, Damage and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, using the Wound Table shown here to compare the Hit’s Strength and the Model’s Toughness to determine a Target Number for the Test.


As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a wound on the Target Unit. Wounds with different Strength, AP or Damage values should be resolved separately in order to streamline the Wound Test process.
Destroyed & Removed as Casualties
Throughout these Rules the terms ‘Destroyed’ and ‘Removed as Casualties’ have been used to refer to Models and Units that have been taken out of play by enemy action - usually as the result of a Shooting Attack or Combat. Units that are ‘Destroyed’ or entirely ‘Removed as Casualties’ are often used as a means for the Opposing Player to score Victory Points and thus win a Battle. The two terms can be used interchangeably, but most often the term ‘Removed as Casualties’ is used to refer to the removal of an entire Unit that was composed of multiple Models, while ‘Destroyed’ is more commonly used to refer to the removal of a single Model or a Unit that was composed of a single large Model, such as a tank.
Falling Back
A Unit with the Routed Status may not be moved during the Move Sub-Phase, but must instead make a Fall Back Move during the Rout Sub-Phase. Other Rules may also require a Unit to make a Fall Back Move, those Rules will detail when such a move must be made.

To make a Fall Back Move, the Controlling Player of the Unit that is falling back moves each Model in the Unit a distance equal to the total of the Current Value of the Model’s Initiative Characteristic added to the result of a Dice roll (roll one Dice once for all Models in the same Unit and add the same result to each Model’s individual Initiative Characteristic) directly towards the nearest point on the Battlefield Edge that is within that Player’s Deployment Zone. If the Mission in use does not define a Deployment Zone for that Player, then Models move towards the closest Battlefield Edge instead.

Models making a Fall Back Move have the distance they move reduced as normal by Terrain and, unlike in a normal move, must move around obstacles or obstructions in a specific manner. When a Unit’s path is obstructed while making a Fall Back Move, the Controlling Player must always determine a Line of Movement that allows the Model to move as far as possible towards the target point on the Battlefield Edge. The Controlling Player must end the move of any Model in Unit Coherency if possible, but all Models must move the full distance possible which may force the Controlling Player to place Models so that they are no longer in Unit Coherency. Note that a Unit that ends its move out of Unit Coherency while it has the Routed Status never gains the Suppressed Status. Models making a Fall Back Move may not end that move within 1" of any enemy Model. If no other Line of Movement, other than one that would leave a Model making a Fall Back Move within 1" of an enemy Model, is available then the Model making a Fall Back Move must end that move early at the furthest point it can reach in the direction of the Battlefield Edge whilst also remaining at least 1" from any enemy Model.

If any Model in a Unit that is Falling Back moves into Base Contact with any point on the Battlefield Edge within the Controlling Player’s Deployment Zone, then that Model must end its movement at the point where it entered contact with the Battlefield Edge. Once all Models in a Unit that includes one or more Models which have entered contact with a Battlefield Edge that is within the Controlling Player’s Deployment Zone as part of a Fall Back Move have finished their moves, a Leadership Check must be made for that Unit. If that Leadership Check is failed, then all Models in the Unit are immediately Removed as Casualties. However, if that Leadership Check is passed then the Unit remains in play and all Models in the Unit lose the Routed Status, but gain the Suppressed Status.

Earthshaker cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Earthshaker cannon
Earthshaker cannon
240
1
5
4
2
Ordnance (RS), Blast (5"), Barrage (2), Breaching (6+), Pinning (1)
-
Heavy Ordnance Crew

Each heavy ordnance crew works in concert to operate their gun carriage, keeping up a steady rate of fire while utilising its bulk and armoured shield to protect them from retribution.

The Characteristics of different Models with this Special Rule are used in different situations and they are Removed as Casualties instead of making Fall Back Moves.

A Unit that includes any Models with this Special Rule cannot make any Reactions which would allow it to Move. In addition, if a Unit that includes any Models with this Special Rule is required to make a Fall Back Move, all Models in that Unit are removed from play.

Each time Wound Tests are made for a Fire Group that targets a Unit that includes any Models with this Special Rule, if any Gun Carriage Models are in this Unit, the Toughness Characteristic of the Gun Carriage is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Gun Carriage Model if possible.

Each time Wound Tests are made for a Strike Group targeting this Unit, the Toughness Characteristic of the Militia Gunner Models is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Militia Gunner Model, if possible.

If at any point there are only Gun Carriage Models remaining in this Unit, those Models are immediately Removed as Casualties.

Siege mortar

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Siege mortar
Siege mortar
48
1
4
4
3
Ordnance (RS), Blast (5"), Barrage (1), Breaching (6+), Pinning (1)
-

Heavy rocket bombard

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy rocket bombard
Heavy rocket bombard
48
1
6
4
1
Blast (7"), Barrage (1), Suppressive (2)
Missile

Siege cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Siege cannon
Siege cannon
48
1
9
4
4
Heavy (AP), Blast (3"), Stun (1)
Auto

Heavy quad launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy quad launcher
Heavy quad launcher
48
4
7
4
2
Ordnance (FP), Barrage (0), Armourbane, Breaching (6+)
-

Medusa mortar

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Medusa mortar
Medusa mortar
36
1
5
4
2
Ordnance (RS), Blast (5"), Barrage (2), Breaching (5+), Pinning (2)
-
© Vyacheslav Maltsev 2013-2026