TEXT: Version 1.40
  
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  Contents
  Imperialis Militia & Cults
  Imperialis Militia & Cults
  Imperialis Militia & Cults Army List ............................................. 3
  Provenances............................................................................................. 5
  Point Cost Lists ....................................................................................... 6
  Wargear Lists .......................................................................................... 6
  HQ
  Militia Force Commander .................................................................. 8
  Militia Discipline Master Cadre ........................................................ 9
  Rogue Psyker ........................................................................................ 10
  Militia Platoon Commander ........................................................... 11
  Militia Platoon Command Cadre ................................................... 12
  Elites
  Militia Enginseer Auxilia .................................................................. 13
  Militia Servo-automata ...................................................................... 14
  Milita Brute Squad .............................................................................. 15
  Militia Medicae Detachment .......................................................... 16
  Troops
  Militia Infantry Squad ....................................................................... 17
  Militia Inducted Levy Squad ........................................................... 18
  Militia Grenadier Squad .................................................................... 19
  Militia Fire Support Squad ............................................................... 20
  Militia Reconnaissance Squad ........................................................ 21
  Fast Attack
  Militia Scout Sentinel Squadron .................................................... 22
  Militia Armoured Sentinel Squadron ........................................... 23
  Heavy Support
  Militia Rapier Weapons Battery ...................................................... 24
  Militia Heavy Ordnance Battery .................................................... 25
  Mutant Spawn ..................................................................................... 26
  Militia Battle Tank Attack Squadron ............................................. 27
  Militia Malcador Heavy Tank .......................................................... 28
  Dedicated Transport
  Militia Gorgon Heavy Transport .................................................... 29
  Militia Dark Age Rhino ..................................................................... 30
  Militia Dark Age Land Raider Proteus .......................................... 31
  Flyer
  Militia Thunderbolt Heavy Fighter .............................................. 32
  Militia Arvus Lighter Squadron ..................................................... 33
  Lords of War
  Militia Stormhammer Super-heavy Tank ..................................... 34
  Militia Baneblade Super-heavy Tank ............................................. 35
  Weapons Profiles Summary ............................................................. 36
  Solar Auxilia
  Solar Auxilia Army List ....................................................................... 39
  Point Cost Lists ....................................................................................... 41
  Wargear Lists .......................................................................................... 41
  HQ
  Auxilia Legate Commander ................................................................ 43
  Lord Marshall Ireton Ma’Sade ........................................................... 44
  Auxilia Tactical Command Section .................................................. 45
  Auxilia Tank Commander ................................................................... 46
  Elites
  Auxilia Rapier Weapons Battery ....................................................... 47
  Auxilia Enginseer Adeptus  ................................................................ 48
  Auxilia Servo-automata ....................................................................... 49
  Auxilia Ogryn Charonite Squad ....................................................... 50
  Auxilia Medicae Detachment ........................................................... 51
  Troops
  Auxilia Lasrifle Section ........................................................................ 52
  Auxilia Veletaris Storm Section ........................................................ 53
  Auxilia Flamer Section ......................................................................... 54
  Fast Attack
  Auxilia Leman Russ Strike Squadron .............................................. 55
  Auxilia Tarantula Sentry Gun Battery .............................................. 56
  Heavy Support
  Auxilia Artillery Battery ....................................................................... 57
  Auxilia Leman Russ Assault Squadron ............................................ 58
  Auxilia Malcador Heavy Tank ............................................................ 59
  Auxilia Malcador Infernus .................................................................. 60
  Auxilia Valdor Tank Hunter ................................................................ 61
  Cyclops Demolition Unit .................................................................... 62
  Dedicated Transport
  Auxilia Arvus Lighter ........................................................................... 63
  Auxilia Dracosan Armoured Transport ........................................... 64
  Flyer
  Auxilia Primaris-Lightning Strike Fighter .................................... 65 
  Auxilia Thunderbolt Heavy Fighter ................................................ 66
  Lords of War
  Auxilia Stormhammer Super-heavy Tank ....................................... 67
  Auxilia Baneblade Super-heavy Tank ............................................... 68
  Auxilia Banesword Super-heavy Tank .............................................. 69
  Auxilia Shadowsword Super-heavy Tank ........................................ 70
  Auxilia Stormlord Super-heavy Tank ............................................... 71
  Auxilia Stormsword Super-heavy Tank ........................................... 72
  Auxilia Stormblade Super-heavy Tank ............................................ 73
  Weapons Profiles Summary ............................................................... 74
  
  4
  5
  Provenances
  The following provenances of war are facets of a particular force which represent the nature of the world from which it originates or the 
  particular character and background of the warriors themselves.  The Force Commander may represent a planetary overlord, cult leader, local 
  warlord, merchant prince or any other title, and this system is designed to allow you to tailor your army accordingly.
  If an army has access to provenances through the includion of a Force commander, it may select up to two provenances from the list below.  
  Unless noted, the effects of the provenance apply to all militia units in the army with the Provenance keyword.
   
  Abhuman Helots
  • 
  All models in Provenance units add 1 to their Toughness characteristic.
  • Provenance units may take Discipline Collars.
  Alchem-Jackers
  • 
  All models in Provenance units add 2 to their Leadership characteristic if they fought in the Fight phase this turn.
  • Provenance units may take Frenzon.
  • 
  This provenance may not be selected alongside Tainted Flesh.
  Cult Horde
  • 
  All models in Provenance units can re-roll Morale checks and can ignore the -1 to hit penaly for firing heavy weapons when moving, or 
  fring assault weapons when Advancing.
  • 
  All models in Provenance units must always charge the nearest enemy unit if they are in range to do so at the start of the Charge phase.
  • 
  All models in Provenance units reduce their Ballistic Skill to 6+.
  • militia Grenadier SquadS may not be taken in your army.
  • roGue PSykerS may be taken in your army.
  • 
  All militia units in the army must be traitorS.
  • 
  This provenance may not be selected alongside Survivors of the Dark Age.
  Cyber-Augmetics
  • 
  All models in Provenance units are granted a 6+ invulnerable save (or may improve existing invulnerable saves by 1 to a maximum of 3+).
  • 
  All models in Provenance units reduce their Advance and consolidation moves by 1”.
  • 
  This provenance may not be selected alongside Gene-Crafted.
  Feral Warriors
  • 
  All models in Provenance units improve their Weapon Skill characteristic by 1. This does not apply to militia oGryn Brute SquadS.
  • Provenance units may take Wicked Blades. militia oGryn Brute SquadS automatically get this upgrade at no cost.
  • militia detachments in this army may never have more vehicle units than inFantry units. 
  Gene-Crafted
  • 
  All models in Provenance units add 1 to their Strength characteristic.
  • militia inducted levy SquadS gain the SuPPort keyword 
  • 
  This provenance may not be selected alongside Tainted Flesh.
   
  Survivors of the Dark Age
  • 
  All models in Provenance units add 1 to their Save characteristic.
  • 
  Compulsory Troops choices in any militia detachment must be militia Grenadier SquadS.
  • militia Grenadier SquadS and militia command cadreS may take Advanced Weapons.
  • militia dark aGe rhinoS and miltia dark aGe land raider ProteuS’ can be taken in your army and militia arvuS liGhter 
  SquadronS may be  taken as Dedicated Transports. However, only militia Grenadier SquadS and militia command cadreS can be set 
  up inside them during deployment..
  • militia inducted levy SquadS gain the SuPPort keyword.
  • 
  This provenance may not be selected alongside Cult Horde or Tainted Flesh.
   
  Tainted Flesh
  • 
  All models in Provenance units may roll a dice each time they suffer a wound; on a roll of 6 that wound is ignored.
  • 
  All models in Provenance units may replace their brutal assault weapons with rending claws.
  • 
  Compulsory Troops choices in any militia detachment must be militia inducted levy SquadS. In addition, it may not take more non-
  character inFantry chocies than militia inducted levy SquadS.
  • militia Platoon commanderS, diSciPline maSterS and militia command cadreS may not be taken in your army.
  • roGue PSykerS and mutant SPawn may be taken in your army.
  • 
  All militia units in the army must be traitorS.
  • 
  This provenance may not be selected alongside Survivors of the Dark Age, Gene-Crafted or Alchem-Jackers.
  Warrior Elite
  • 
  All models in Provenance units add 1 to their Leadership characteristic.
  • militia inducted levy SquadS gain the SuPPort keyword
  Keywords
  <Fealty>
  In games set in the Age of Darkness, your army will either fight on 
  the side of the loyalists or the traitors. When you build your army, 
  pick which you wish it to be. If you pick loyalist, then all units with 
  the <Fealty> keyword have this keyword changed to loyaliSt. If 
  you pick traitor, then all units with the <Fealty> keyword have this 
  keyword changed to traitor.
   
  All units in your army must have the same allegiance. Some unique 
  characters or specific units can already have traitor or loyaliSt 
  printed on their datasheet, in which case they can only be taken in 
  armies with the matching allegiance.
  militia
  In matched play games using the Age of Darkness rules, a detachment 
  containing militia units may only contain other militia units. It is 
  then referred to as a ‘militia detachment’.
  SuPPort
  A unit with this keyword cannot be taken as a compulsory choice for 
  the category of the Force Organisation chart that it is in.
  Abilities
  Objective Secured
  If your army is Battle-forged, all Troops units in militia detachment 
  gain this ability. Such a unit that is within range of an objective 
  marker (as specified in the mission) controls the objective marker 
  even if there are more enemy models within range of that objective 
  marker. If an enemy unit within range of the same objective marker 
  has a similar ability, then the objective marker is controlled by the 
  player who has the most models within range of it as normal.
  Rogue Psyker Discipline
  Before the battle, generate the psychic powers for Psykers that can 
  use powers from the Rogue Psyker discipline. You can either roll a 
  D3 to generate their powers randomly (re-roll any duplicate results), 
  or you can select the psychic powers you wish the psyker to have.
  Rogue Psyker Discipline
  D3 Roll
  Power
  1
  Warp Flux
  Warp Charge 7
  If manifested, choose an enemy unit within 12”; 
  it immediately suffers D3 mortal wounds. Against 
  vehicleS, it inflicts D6 mortal wounds instead.
  2
  Creeping Terror
  Warp Charge 7
  If manifested,  choose an enemt unit within 12”; if that 
  unit takes a Morale test in this battle round, subract D3 
  from its Leadership characteristic until the end of the 
  battle round.
  3
  Unnatural Vigour
  Warp charge 10
  If manifested, every militia unit (except this unit) 
  within 6” re-rolls failed charge rolls and re-rolls failed 
  hit and wound rolls in the Fight phase for the rest of 
  the turn. At the start of the Morale phase, each affected 
  unit suffers D3 mortal wounds.
  A note on assault weapons
  This document makes extensive reference to brutal assault weapons 
  throughout. In practise, this may refer to any number of different 
  weapons, from improvised clubs and maces to ‘real’ weapons such as 
  chainswords and combat blades.
  As the game rules for chainswords, combat blades and brutal 
  assault weapons are identical, feel free to model whatever is most 
  appropriate on your models.
  Warlord Traits
  Before the battle, generate the a trait for your warlord using the table 
  below. You can either roll a D6 to generate the trait randomly or you 
  can select the trait you wish the warlord to have.
  Imperialis Militia & Cults Warlord Traits
  D6 Roll
  Trait
  1
  Ruthless Tyrant
  The commander is a dark-hearted tyrant whose bloody rule has 
  persisted for yearss; hated, but always obeyed.
  Add 1 to the warlord’s Leadership characteristic.
  2
  Merchant Princeling
  The commander has risen to high rank and expended his vast 
  personal wealth on the most favoured warriors under his command.
  Pick an inFantry unit in the same detachment as the 
  warlord; all their ranged weapons have an additional -1 
  AP while the Warlord is within 3” of the unit.
  3
  Marcher Lord
  The commander’s line has long been sworn to defend their world 
  and protect their territory against invasion.
  The warlord and any friendly militia inFantry unit 
  within 3” of him has the Objective Secured ability.
  4
  Beloved of the People
  The commander’s name is beloved by all their subjects; should they 
  fall, they will be avenged.
  If the warlord is slain, all Troops units in the same 
  detachment may re-roll charge rolls in their next turn.
  5
  Connoisseur of Alien Curios
  The commander has used the status and resources of their rank to 
  indulge their taste for xenos technologies.
  At the start of each of your turns, your warlord regains 
  one previously lost wound.
  6
  Robber Baron
  The commander is a famed void pirate and outcast, surviving as 
  much by ‘judgement’ as by bravery and ambition.
  The warlord and and any friendly militia inFantry 
  unit within 3” of him at the start of the Movement phase 
  can treat any Advance rolls as 6 - as long as they end the 
  move further away from the enemy deployment zone 
  than they started.
  Additional Lords of War
  In addition to the vehicles listed in this document, a Legiones 
  Astartes Army can include detachments of Crusade Reserves as 
  listed in the Battles in the Age of Darkness document.
  
  6
  7
  HQ
  Unit
  Models 
  per Unit
  Points per 
  Model*
  Militia Force Commander
  1
  30
  Militia Discipline Master Cadre
  2-5
  30
  Rogue Psyker
  1
  20
  Militia Platoon Commander
  1
  20
  Militia Platoon Command Cadre
  5-9
  4
  Elites
  Unit
  Models 
  per Unit
  Points per 
  Model*
  Militia Enginseer Auxilia
  1-3
  40
  Militia Servo-automata
  4-8
  2
  Militia Brute Squad
  3-10
  30
  Militia Medicae Detachment
  1-5
  15
  Troops
  Unit
  Models 
  per Unit
  Points per 
  Model*
  Militia Infantry Squad
  20
  3
  Militia Inducted Levy Squad
  20-50
  2
  Militia Grenadier Squad
  10-20
  8
  Militia Fire Support Squad
  5-10
  6
  Miltia Reconnaissance Squad
  5-10
  6
  Fast Attack
  Unit
  Models 
  per Unit
  Points per 
  Model *
  Militia Scout Sentinel Squadron
  3-6
  35
  Militia Armoured Sentinel Squadron
  3-6
  40
  Heavy Support
  Unit
  Models 
  per Unit
  Points per 
  Model *
  Militia Rapier Weapons Carrier **
  1-3
  20
  Militia Heavy Ordnance Carriage **
  1-3
  60
  Militia Crew
  **
  3
  Militia Battle Tank Attack Squadron
  1-3
  122
  Militia Malcador Heavy Tank
  1
  185
  Mutant Spawn
  3
  33
  Dedicated Transport
  Unit
  Models 
  per Unit
  Points per 
  Model*
  Militia Gorgon Heavy Transporter
  1
  300
  Militia Dark Age Rhino
  1
  70
  Militia Dark Age Land Raider Proteus
  1
  239
  Lords of War
  Unit
  Models 
  per Unit
  Points per 
  Model *
  Militia Baneblade Super-heavy Tank
  1
  390
  Militia Stormhammer Super-heavy Tank
  1
  390
  * 
  Does not include wargear
  ** 
  Crew are purchased separately
  Flyer
  Unit
  Models 
  per Unit
  Points per 
  Model *
  Militia Arvus Lighters
  1-3
  115
  Militia Thunderbolt Heavy Fighter
  1
  125
  Melee Weapons
  Augmented weapon
  Charnabal sabre ***
  Power axe *
  Power fist ***
  Power lance *
  Power maul *
  Power sword *
  Pistols
  Bolt pistol
  Blast pistol
  Hand flamer
  Needle pistol **
  Plasma pistol ***
  Special Weapons
  Flamer
  Grenade launcher with frag & krak grenades
  Heavy stubber
  Meltagun
  Plasma gun
  Rotor cannon
  Heavy Weapons
  Autocannon
  Heavy bolter
  Heavy flamer
  Lascannon
  Missile launcher with frag & krak missiles
  Multi-laser
  Mortar
  Twin heavy stubber
  Astartes Vehicle Upgrades
  Dozer blade
  Power of the machine spirit
  Astartes Pintle Weapons
  Combi-weapon (flamer, grenade launcher, melta, plasma or volkite)
  Havoc launcher
  Heavy bolter
  Heavy flamer
  Multi-melta
  Twin boltgun
  * 
  Force Commanders, Platoon Commanders , Discipline Masters, Infantry Squad 
  Sergeants and Grenadier Sergeants only
  ** 
  Force Commanders, Platoon Commanders and Discipline Masters only
  *** 
  Force Commanders and Platoon Commanders only
  Wargear Lists
  Points Values
  TAKE COVER
  Militia & Cults Stratagem
  Use this Stratagem in your opponent’s shooting phase when your 
  opponent selects one of your units as a target. You can add 1 to 
  saving throws you make for this unit until the end of the phase
  1
  cP
  GRENADIERS
  Militia & Cults Stratagem
  Use this Stratagem before a militia inFantry unit from your 
  army shoots or fires Overwatch. Up to ten models in that unit 
  that are armed with grenades can throw a grenade this phase, 
  instead of only one model being able to do so.
  1
  cP
  DEFENSIVE GUNNERS
  Militia & Cults Stratagem
  Use this Stratagem when a charge is declared against one of your 
  vehicle units. When that unit fires Overwatch this phase, they 
  hit on a 5 or a 6, rather than just a 6.
  1
  PLANETARY RELICS
  Militia & Cults Stratagem
  Use this Stratagem before the battle. Your army can have one 
  extra Militia Relic for 1CP, or two extra Militia Relics for 3CPs. 
  All of the Legion Relics that you include must be different and 
  be given to different militia characterS.
  1/3
  cP
  JURY RIGGING
  Militia & Cults Stratagem
  Use this Stratagem at the start of your turn. Select a militia 
  vehicle from your army. It cannot move, charge or pile in this 
  turn, but immediately heals one wound.
  1
  PRELIMINARY BOMBARDMENT
  Militia & Cults Stratagem
  Use this Stratagem after both sides have deployed, but before the 
  first battle round begins. Roll a dice for each enemy unit on the 
  battlefield. On a 6, that unit suffers one mortal wound. You can 
  only use this Stratagem once per battle.
  2
  cP
  FOR THE HOMEWORLD!
  Militia & Cults Stratagem
  Use this Stratagem when you select one of your militia units 
  to shoot or fire Overwatch. Re-roll hit and wound rolls of 1 for 
  models in that unit until the end of the phase.
  1
  cP
  TOPOGRAPHICAL SCAN
  Militia & Cults Stratagem
  Use this Stratagem at the start of the Shooting phase. Select a 
  militia artillery unit from your army. You can re-roll failed to 
  hit rolls with that unit this Shooting phase..
  2
  cP
  IMPRESSMENT
  Militia & Cults Stratagem
  Use this Stratagem at the end of yout movement phase. If you 
  do, pick a unit of militia inFantry in your army and remove it 
  from the bartlefield. You can then set it up again wholly within 6” 
  of the edge of the barrlefield and more than 9” from any enemy 
  models, at its full starting strength.
  2
  cP
  Militia & Cults Stratagems
  TO THE DEATH
  Militia & Cults Stratagem
  Use this Stratagem at the start of the Morale phase. Pick a 
  militia unit from your army that is required to take a Morale 
  test. You can roll a D3 for the unit, rather than a D6, when taking 
  this test. 
  1
  cP
  BRUTAL DISCIPLINE
  Militia & Cults Stratagem
  You can use this Stratagem at the start of the Morale phase. For 
  the rest of that phase, when a diSciPline maSter unit uses 
  the Instil Order ability, D3+1 models are killed, but the unit 
  automatically passes its Morale test.
  2
  cP
  PREPARED GROUND
  Militia & Cults Stratagem
  Use this Stratagem when an enemy unit finishes a charge within 
  1” of a militia recon Squad from your army that is wholly on 
  or within a terrain feature. Roll a dice; on a 4+ that enemy unit 
  suffers D3 mortal wounds.
  1
  cP
  PROTECTOR OF THE REALM
  Militia & Cults Stratagem
  Use this Stratagem before the battle. Your Warlord may choose 
  an additional Warlord Trait from the Militia & Cults Warlord 
  Traits list.
  2
  cP
  
  8
  9
  Provenances
  Provenance
  Points per 
  Army
  Abhuman Helots
  40
  Alchem-jackers
  30
  Cult Horde
  35
  Cyber-augmetics
  30
  Feral warriors
  50
  Gene-crafted
  50
  Survivors of the Dark Age
  70
  Tainted Flesh
  60
  Warrior Elite
  60
  Weapons
  Weapon
  Points per 
  Weapon
  Adamantium tracks
  0
  Augmented weapon
  1
  Autogun
  1
  Autocannon
  12
  Auxilia pistol
  0
  Auxilia rifle
  0
  Baneblade cannon
  0
  Battlecannon
  22
  Blast pistol
  2
  Bolt pistol
  2
  Boltgun
  2
  Brutal assault weapon
  0
  Charnabal sabre
  2
  Combi-bolter
  2
  Co-axial multi-laser
  0
  Demolisher cannon
  40
  Demolition charge
  5
  Earthshaker cannon
  40
  Exterminator autocannon
  25
  Flamer
  7
  Frag grenades
  0
  Graviton gun
  15
  Grenade launcher (frag & krak grenades)
  5
  - Gas grenades
  2
  - Fireburst grenades
  3
  Gorgon mortat
  0
  Hand flamer
  6
  Heavy bolter
  8
  Heavy flamer
  17
  Heavy stubber
  4
  Hellstrike missile
  20
  Hunter-killer missile
  6
  Krak grenades
  0
  Lascannon
  20
  Lascarbine
  1
  Lascutter
  10
  Laser destroyer
  40
  Laslock
  2
  Laspistol
  1
  Lasrifle
  2
  Medusa siege gun
  45
  Melta bombs
  5
  Meltagun
  12
  Missile launcher (frag & krak missiles)
  20
  Mortar
  5
  Multi-laser
  10
  Multi-melta
  20
  Needle pistol
  3
  Phased plasma-fusil
  16
  Plasma gun
  7
  Plasma pistol
  5
  Power axe
  5
  Power fist
  10
  Power lance
  4
  Power maul
  4
  Power sword
  4
  Quad heavy bolter
  25
  Quad launcher (frag shells)
  30
  Quad multi-laser
  32
  Ripper gun
  1
  Rotor cannon
  5
  Servo arm
  12
  Sniper rifle
  3
  Skystrike missile
  15
  Weapon
  Points per 
  Weapon
  Stormhammer cannon
  0
  Tactical bombs (one cluster)
  0
  Tainted weapon
  5
  Twin autocannon
  25
  Twin battle cannon
  0
  Twin heavy bolter
  14
  Twin heavy flamer
  30
  Twin heavy stubber
  6
  Twin lascannon
  36
  Twin multi-laser
  18
  Vanquisher battle cannon
  25
  Volkite charger
  5
  Other Wargear
  Wargear
  Points per 
  Item
  Advanced weapons
  2
  Boarding shield
  2
  Cameleoline
  2
  Carapace armour
  5
  Combat shield
  4
  Cyber-familiar
  10
  Digital lasers
  15
  Discipline Collars
  1
  Explorator web
  25
  Frenzon (Brute Squad)
  15
  Frenzon
  1
  Ground tracking auguries
  10
  Medi-pack
  0
  Nuncio-vox
  15
  Platoon standard
  5
  Power armour
  10
  Power of the machine spirit
  20
  Ramjet-diffraction grid
  15
  Refractor field
  4
  Vexilla
  10
  Wicked blades
  1
  Militia Force Commander
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Force Commander
  6”
  3+
  3+
  3
  3
  4
  3
  8
  5+
  • 
  A Force Commander is a single model armed with a brutal assault weapon, laspistol, frag grenades, krak grenades and a refractor field.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  UNIT OPTIONS
  • 
  This model can be equipped with carapace armour, improving its Save characteristic to 4+.
  OR
  • 
  This model can be equipped with power armour, improving its Save characteristic to 3+.
  WARGEAR 
  OPTIONS
  • 
  This model can replace its laspistol and/or brutal assault weapon with an item from the Pistols or Melee Weapons 
  lists.
  • 
  This model can take a cyber-familiar.
  • 
  This model can take digital lasers.
  • 
  This model can take melta bombs.
  ABILITIES
  Refractor Field: This model has a 5+ invulnerable save.
  The Muster of Worlds: An army may only include a single Force Commander. If the army includes any Force 
  Commanders then it may also select up to two provenances. Unless noted, the effects of these apply to any and all 
  militia units in the army with the Provenance keyword. 
  Cult Demagogue: If you choose the Cult Horde provenance for your army, the Force Commander becomes a 
  Cult Demagogue. He gains the daemon keyword and may re-roll results of 1 when making hit rolls against Loyalists. 
  Additionally, this model can replace its brutal assault weapon with a tainted weapon.
  Digital Lasers: A model equipped with digital lasers increases its Attacks characteristic by 1.
  Cyber-familiar: A unit with a cyber-familiar is never slowed by battlefield terrain.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, character, Force commander
  3
  Power
  
  10
  11
  Militia Discipline Master Cadre
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Platoon Commander
  6”
  3+
  3+
  3
  3
  4
  3
  7
  5+
  This unit consists of 2 Discipline Masters. It can include up to 3 additional Discipline Masters (+2 Power rating per model).
  • 
  A Discipline Master is armed with an augmented weapon, a laspistol and frag grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Augmented weapon
  Melee
  Melee
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  UNIT OPTIONS
  • 
  This model can be equipped with carapace armour, improving its Save characteristic to 4+.
  WARGEAR 
  OPTIONS
  • 
  This model can replace its laspistol and/or augmented weapon with an item from the Pistols or Melee Weapons lists.
  • 
  This model can take a refractor field.
  • 
  This model can take melta bombs.
  ABILITIES
  Refractor Field: This model has a 5+ invulnerable save.
  Aura of Discipline: All friendly militia units within 6” of a discipline master can use this models Leadership 
  instead of their own.
  Instil Order: Whenever a friendly militia unit within 3” of this model fails a Morale test, roll D3; that many 
  models in the unit are slain and the Morale test is re-rolled (do not include the slain models when re-roling the 
  Morale test). 
  Attached Deployment: During deployment, all models in this unit must be set up at the same time, they do not 
  need to be in unit coherency. From that point on, each Discipline Master is treated as a separate unit.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, character, Platoon commander
  4
  Power
  Rogue Psyker
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Rogue Psyker
  6”
  5+
  5+
  3
  3
  3
  1
  8
  5+
  • 
  A Rogue Psyker is a single model armed with a brutal assault weapon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Tainted weapon
  Melee
  Melee
  User
  -1
  D6
  -
  WARGEAR 
  OPTIONS
  • 
  This model can replace its brutal assault weapon with a tainted weapon.
  ABILITIES
  Restricted Use: This model may only be taken in an army using either the Cult Horde or Tainted Flesh 
  provenances.
  Aura of the Witch: This unit has a 5+ invulnerable save.
  PSYKER
  This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one 
  psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the 
  Rogue Psyker discipline.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, character, Platoon commander
  2
  Power
  
  12
  13
  Militia Platoon Commander
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Platoon Commander
  6”
  3+
  3+
  3
  3
  3
  3
  7
  5+
  • 
  A Platoon Commander is a single model armed with a brutal assault weapon, laspistol, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  UNIT OPTIONS
  • 
  This model can be equipped with carapace armour, improving its Save characteristic to 4+.
  WARGEAR 
  OPTIONS
  • 
  This model can replace its laspistol and/or brutal assault weapon with an item from the Pistols or Melee Weapons 
  lists.
  • 
  This model can take a refractor field.
  • 
  This model can take melta bombs.
  ABILITIES
  Refractor Field: This model has a 5+ invulnerable save.
  Commander: All friendly militia units within 3” of a platoon commander can use this models Leadership instead 
  of their own.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, character, Platoon commander
  2
  Power
  Militia Platoon Command Cadre
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Militia Bodyguard
  6”
  4+
  4+
  3
  3
  1
  1
  6
  5+
  Vox Operator
  6”
  4+
  4+
  3
  3
  1
  1
  6
  5+
  Standard Bearer
  6”
  4+
  4+
  3
  3
  1
  1
  6
  5+
  This unit consists of 3 Militia Bodyguards, 1 Vox Operator and 1 Standard Bearer. It can include up to 4 additional Militia Bodyguards (+2 
  Power rating).
  • 
  Each Militia Bodyguard is armed with a brutal assault weapon, frag grenades, krak grenades and either a lascarbine or autogun.
  • 
  The Vox Operator is armed with a brutal assault weapon, frag grenades, krak grenades, laspistol and a nuncio-vox.
  • 
  The Standard Bearer is armed with a brutal assault weapon, frag grenades, krak grenades, laspistol and a platoon standard.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autogun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Boltgun
  12”
  Pistol 1
  4
  0
  1
  -
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Grenade launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag grenades
  24”
  Assault D6
  3
  0
  1
  -
  - Krak grenades
  24”
  Assault 1
  6
  -1
  D3
  -
  Heavy Stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lascarbine
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Laslock
  18”
  Assault 1
  4
  0
  1
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  UNIT OPTIONS
  • 
  The entire unit can be equipped with carapace armour, improving their Save characteristic to 4+.
  WARGEAR 
  OPTIONS
  • 
  All Militia Bodyguards in the unit can replace their lascarbines or autoguns with either shotguns, laslocks, 
  boltguns, heavy stubbers or grenade launchers with frag & krak grenades. All Militia Bodyguards in the unit 
  must be upgraded in the same way.
  ABILITIES
  Bodyguard: This unit can only be taken if the army contains a Platoon commander. The number of Militia 
  Command Cadres taken cannot exceed the number of Platoon commanderS. Roll a D6 each time a friendly militia 
  character loses a wound whilst they are within 3” of this unit; on a 2+ a model from this unit can intercept that hit 
  - the militia character does not lose a wound, but this unit suffers a mortal wound.
  Platoon Standard: Friendly militia units within 6” of any friendly platoon standard add 1 to their Leadership.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, militia command cadre
  3
  Power
  
  14
  15
  Militia Enginseer Auxilia
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Enginseer Adept
  6”
  4+
  4+
  4
  4
  4
  2
  8
  3+
  This unit consists of 1 Enginseer Adept. It can include up to 2 additional Enginseer Adepts (+3 Power rating per model).
  • 
  Each model is armed with a servo arm, power axe and laspistol.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Graviton gun
  18”
  Assault 2
  5
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  Power axe
  Melee
  Melee
  1
  -2
  1
  -
  Servo arm
  Melee
  Melee
  x2
  -2
  3
  Each servo arm can only be used to make one attack each time this model fights. 
  When a model attacks with this weapon subtract 1 from the hit roll.
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can take melta bombs.
  • 
  Any model can take a nuncio-vox.
  • 
  Any model can take a volkite charger.
  • 
  Any model can take a graviton gun.
  • 
  Any model can take a refractor field.
  • 
  Any model can take a cyber-familiar.
  ABILITIES
  Battlesmith: At the end of your Movement phase this model can repair a single militia vehicle within 1”. That 
  model regains D3 wounds. A model can only be repaired once per turn.
  Bionics: This model has a 6+ invulnerable save.
  Cyber-familiar: A unit with a cyber-familiar is never slowed by battlefield terrain.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, character, enGinSeer
  3
  Power
  Militia Servo-automata
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Servo-automata
  5”
  5+
  5+
  3
  3
  1
  1
  6
  4+
  This unit consists of 4 Servo-automata. It may include up to four additional Servo-automata (+3 Power rating)
  • 
  Each model is armed with a brutal assault weapon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Grenade launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag grenades
  24”
  Assault D6
  3
  0
  1
  -
  - Krak grenades
  24”
  Assault 1
  6
  -1
  D3
  -
  Multi-melta
  24”
  Heavy 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Phased plasma-fusil
  24”
  Rapid Fire 2
  6
  -2
  1
  -
  Servo arm
  Melee
  Melee
  x2
  -2
  3
  Each servo arm can only be used to make one attack each time this model fights. 
  When a model attacks with this weapon subtract 1 from the hit roll.
  Rotor cannon
  30”
  Rapid Fire 3
  3
  0
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can take either a flamer, phased plasma-fusil, rotor cannon, grenade launcher (with frag and krak 
  grenades), heavy bolter, multi-melta or a servo-arm.
  ABILITIES
  Mindlock: If there is a friendly enGinSeer model within 6”, this unit‘s Weapon Skill and Ballistic Skill increase 
  to 4+ and their Leadership increases to 9.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Servo-automata
  3
  Power
  
  16
  17
  Militia Ogryn Brute Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Ogryn Brute
  6”
  3+
  4+
  5
  5
  3
  3
  7
  5+
  This unit consists of 3 Ogryn Brutes. It can include up to 3 additional Ogryn Brutes (+4 Power rating) or up to 7 additional Ogryn Brutes 
  (+9 Power rating).
  • 
  An Ogryn Brute is armed with a Ogryn weapon and frag grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  10”
  Grenade D6
  3
  0
  1
  -
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Lascutter
  Melee
  Melee
  9
  -3
  D3
  When attacking with this weapon, a model may only ever make a single attack
  Ogryn weapon
  Melee
  Melee
  +1
  -1
  1
  -
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Ripper gun
  12”
  Assault 3
  5
  0
  1
  -
  UNIT OPTIONS
  • 
  The entire unit can be equipped with carapace armour, improving their Save characteristic to 4+.
  WARGEAR 
  OPTIONS
  • 
  Any model in the unit can take either a power weapon, lascutter, ripper gun, heavy bolter, combat shield or 
  boarding shield.
  ABILITIES
  Avalanche of Murder: On a turn in which this unit made a successful charge, models in this unit can make one 
  additional attack in the Fight phase the first time they fight.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, oGryn, militia oGryn Brute Squad
  4
  Poiwer
  Militia Medicae Detachment
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Medicae Orderly
  6”
  4+
  4+
  3
  3
  3
  1
  6
  5+
  This unit consists of 1 Medicae Orderly. It can include up to 3 additional Medicae Orderlies (+2 Power rating per model).
  • 
  A Medicae Orderly is armed with a medi-pack, brutal assault weapon and laspistol.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  --
  ABILITIES
  Medi-pack: At the end of any of your Movement phases, the Medicae can attempt to heal or revive a single model. 
  Select a friendly militia inFantry unit within 3” of the Medicae If that unit contains a wounded model, it immediately 
  regains D3 lost wounds. If the chosen units contains no wounded models, but one or more of its models have been 
  slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If 
  the Medicae fails to revive a model he can do nothing for the remainder of the turn (shoot, charge, fight, etc.) as he 
  recovers the gene-seed of the fallen warrior. A unit can only be the target of the Medi-pack ability once in each turn.
  Attached Deployment: During deployment, all models in this unit must be set up at the same time, they do not 
  need to be in unit coherency. From that point on, each Medicae Orderly is treated as a separate unit.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, character, medicae
  2
  Power
  
  18
  19
  Militia Infantry Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Militia Infantryman
  6”
  4+
  4+
  3
  3
  1
  1
  5
  5+
  Militia Sergeant
  6”
  4+
  4+
  3
  3
  1
  2
  6
  5+
  This unit consists of 1 Militia Sergeant and 19 Militia Infantrymen.
  • 
  Each Infantryman is armed with an auxilia rifle and frag grenades.
  • 
  The Sergeant is armed with a laspistol, auxilia rifle, brutal assault weapon and frag grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Auxilia pistol
  6”
  Pistol 1
  3
  0
  1
  -
  Auxilia rifle
  18”
  Assault 1
  3
  0
  1
  -
  Autogun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Lascarbine
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Laslock
  18”
  Assault 1
  4
  0
  1
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  Shotgun
  12”
  Assault 2
  3
  0
  1
  If the target is within half range, add 1 to this weapon’s Strength.
  UNIT OPTIONS
  • 
  The entire unit can replace their auxilia rifles with either lascarbines, laslocks, autoguns, shotguns, auxilia pistols 
  or brutal assault weapons.
  WARGEAR 
  OPTIONS
  • 
  One Militia Infantryman can take a militia vexilla.
  • 
  The Militia Sergeant can replace his brutal assault weapon and/or laspistol with items from the Pistols or Melee 
  Weapons lists.
  • 
  The Militia Sergeant can take melta bombs.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, militia inFantry Squad
  6
  Power
  Militia Inducted Levy Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Militia Levy
  6”
  5+
  5+
  3
  3
  1
  1
  5
  6+
  Militia Custodian
  6”
  4+
  4+
  3
  3
  1
  2
  6
  5+
  This unit consists of 1 Militia Custodian and 19 Militia Levies. It can include up to 10 additional Militia Levies (Power Rating +2), up to 
  20 additional Miltia Levies (Power Rating +4), or up to 30 additional Militia Levies (Power Rating +6).
  • 
  Each Levy is armed with an auxilia rifle and a brutal assaultweapon.
  • 
  The Custodian is armed with a laspistol and a brutal assault weapon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Auxilia pistol
  6”
  Pistol 1
  3
  0
  1
  -
  Auxilia rifle
  18”
  Assault 1
  3
  0
  1
  -
  Autogun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Lascarbine
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Laslock
  18”
  Assault 1
  4
  0
  1
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  UNIT OPTIONS
  • 
  The entire unit can replace their auxilia rifles with either lascarbines, laslocks, autoguns, auxilia pistols or brutal 
  assault weapons.
  • 
  The entire unit can take frag grenades.
  • 
  The entire unit can take discipline collars.
  WARGEAR 
  OPTIONS
  • 
  One Militia Levy can take a militia vexilla.
  • 
  The Militia Custodian can replace his brutal assault weapon and/or laspistol with items from the Pistols or Melee 
  Weapons lists.
  ABILITIES
  Disposable: If the mission being played awards victory points for killing units, this unit will not yield any victory 
  points.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, militia inducted levy Squad
  4
  Power
  
  20
  21
  Militia Grenadier Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Grenadier
  6”
  4+
  3+
  3
  3
  1
  1
  6
  4+
  Grenadier Sergeant
  6”
  4+
  3+
  3
  3
  1
  2
  7
  4+
  This unit consists of 1 Grenadier Sergeant and 9 Grenadiers. It can include up to 5 additional Grenadiers (Power Rating +3) or up to 10 
  additional Grenadiers (Power Rating +5).
  • 
  Each Grenadier is armed with an auxilia rifle, brutal assault weapon, frag grenades and krak grenades.
  • 
  The Grenadier Sergeant is armed with a laspistol, brutal assault weapon, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Auxilia pistol
  6”
  Pistol 1
  3
  0
  1
  -
  Auxilia rifle
  18”
  Assault 1
  3
  0
  1
  -
  Augmented weapon
  Melee
  Melee
  4
  0
  1
  -
  Autogun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lascarbine
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Laslock
  18”
  Assault 1
  4
  0
  1
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Lasrifle
  30”
  Rapid Fire 1
  3
  0
  1
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  Shotgun
  12”
  Assault 2
  3
  0
  1
  If the target is within half range, add 1 to this weapon’s Strength.
  UNIT OPTIONS
  • 
  The entire unit can replace their auxilia rifles with either lascarbines, laslocks, lasrifles, autoguns, shotguns, 
  boltguns, auxilia pistols, augmented weapons or brutal assault weapons.
  WARGEAR 
  OPTIONS
  • 
  One Grenadier can take a militia vexilla.
  • 
  If the squad numbers 11 models or more, one Grenadier can replace his auxilia rifle with an item from the Special 
  Weapons list. If the squad numbers 12 models or more, a second Grenadier can replace his auxilia rifle with an iten 
  from the Special Weapons list.
  • 
  If the squad includes any grenade launchers, they can take gas grenades and/or fireburst grenades.
  • 
  The Grenadier Sergeant can replace his brutal assault weapon and/or laspistol with items from the Pistols or Melee 
  Weapons lists.
  • 
  The Grenadier Sergeant can take melta bombs.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, militia Grenadier Squad
  5
  Power
  Militia Fire Support Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Militia Fireteam
  6”
  4+
  4+
  3
  3
  2
  2
  5
  5+
  This unit consists of 5 Militia Fireteams. It can include up to 3 additional Fireteams (Power Rating +3) or up to 5 additional Fireteams 
  (Power Rating +5).
  • 
  Each Fireteam is armed with a laspistol, heavy stubber, brutal assault weapon and frag grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any Militia Fireteam can replace its heavy stubber with an item from the Heavy Weapons list.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, SuPPort, militia Fire SuPPort Squad
  5
  Power
  
  22
  23
  Militia Reconnaissance Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Recon Militiaman
  6”
  4+
  3+
  3
  3
  1
  1
  6
  5+
  Recon Sergeant
  6”
  4+
  3+
  3
  3
  1
  2
  7
  5+
  This unit consists of 1 Recon Sergeant and 9 Recon Militiamen. It can include up to 5 additional Recon Militiamen (Power Rating +4).
  • 
  Each model is armed with a brutal assault weapon, frag grenades, krak grenades and either a lascarbine or autogun.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autogun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Demolition charge
  6”
  Grenade D6
  8
  -3
  D3
  Each demolition charge can only be used once per battle
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lascarbine
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Lasrifle
  30”
  Rapid Fire 1
  3
  0
  1
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  Shotgun
  12”
  Assault 2
  3
  0
  1
  If the target is within half range, add 1 to this weapon’s Strength.
  Sniper rifle
  36”
  Heavy 1
  4
  0
  1
  This weapon can target a character even if it is not the closest enemy unit. If 
  you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition 
  to its normal damage.
  UNIT OPTIONS
  • 
  The entire unit can replace their lascarbines or autoguns with either lasrifles, shotguns or sniper rifles.
  • 
  The entire unit can take cameleoline.
  WARGEAR 
  OPTIONS
  • 
  The Recon Sergeant can take either melta bombs or a single demolition charge
  ABILITIES
  Cameleoline: Add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead 
  of 1.
  Infiltration: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is 
  more than 9” from the enemy deployment zone and any enemy models.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  inFantry, Provenance, SuPPort, militia reconnaiSSance Squad
  4
  Power
  Militia Scout Sentinel Squadron
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Scout Sentinel
  9”
  4+
  4+
  5
  5
  6
  1
  7
  4+
  This unit consists of 3 Scout Sentinels. It can include up to 3 additional Scout Sentinels (Power Rating +2 per model).
  • 
  Each model is equipped with a multi-laser
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Missile launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag missile
  48”
  Heavy D6
  4
  0
  1
  -
  - Krak missile
  48”
  Heavy 1
  8
  -2
  D6
  -
  Multi-melta
  24”
  Heavy 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Lascannon
  24”
  Heavy 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Sentinel chainsaw
  Melee
  Melee
  User
  -1
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its multi-laser with a heavy flamer, autocannon, missile launcher or lascannon.
  • 
  Any model can take a sentinel chainsaw.
  • 
  Any model can take a hunter-killer missile.
  ABILITIES
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Scout Vehicle: At the start of the first battle round but before the first turn begins, you can move this unit up to 9”. 
  It cannot end this move within 9” of any enemt models. If both players have units that can do this, the player who is 
  taking the first turn moves their units first.
  Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 
  it explodes, and each unit within 3” suffers a mortal wound.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, Scout Sentinel
  6
  Power
  
  24
  25
  Militia Armoured Sentinel Squadron
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Armoured Sentinel
  8”
  4+
  4+
  5
  5
  6
  1
  7
  3+
  This unit consists of 3 Armoured Sentinels. It can include up to 3 additional Armoured Sentinels (Power Rating +2 per model).
  • 
  Each model is equipped with a multi-laser
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Missile launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag missile
  48”
  Heavy D6
  4
  0
  1
  -
  - Krak missile
  48”
  Heavy 1
  8
  -2
  D6
  -
  Multi-melta
  24”
  Heavy 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Lascannon
  24”
  Heavy 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Sentinel chainsaw
  Melee
  Melee
  User
  -1
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its multi-laser with a heavy flamer, autocannon, missile launcher or lascannon.
  • 
  Any model can take a sentinel chainsaw.
  • 
  Any model can take a hunter-killer missile.
  ABILITIES
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 
  it explodes, and each unit within 3” suffers a mortal wound.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, Scout Sentinel
  6
  Power
  Militia Rapier Weapons Battery
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Rapier Weapons 
  Carrier
  3”
  6+
  4+
  3
  5
  4
  1
  7
  3+
  Militia Crew
  6”
  4+
  4+
  3
  3
  1
  1
  5
  5+
  This unit consists of 1 Rapier Weapons Carrier and 2 Militia Crew.  It can include up to 2 additional Rapier Weapons Carriers (each with 2 
  Militia Crew) (+4 Power rating per Rapier Weapons Carrier).
  • 
  Each Rapier Weapons Carrier is equipped with a quad heavy bolter.
  • 
  Each Miltiia Crew is armed with a brutal assault weapon, frag grenades and either a lascarbine or an autogun.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autogun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Lascarbine
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Laser destroyer
  36”
  Heavy 1
  12
  -4
  D6
  If this weapon successfully inflicts damage, roll an additional D6. On a result 
  of 3-5, the weapon’s damage is increased to 2D6. On a result of a 6, the weapon’s 
  damage is increased to 3D6.
  Quad heavy bolter
  36”
  Heavy 12
  5
  -1
  1
  -
  Quad launcher with 
  Frag shells
  60”
  Heavy 4D3
  5
  0
  1
  This weapon can target units that are not visible to the bearer.
  Quad multi-laser
  36”
  Heavy 12
  6
  0
  1
  -
  UNIT OPTIONS
  • 
  The entire unit can replace its quad heavy bolters with quad launchers (frag shells).
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its quad heavy bolter with a laser destroyer or quad multi-laser.
  ABILITIES
  Artillery: A Rapier Weapons Carrier can only fire its ranged weapon if a friendly militia crew is within 3”. A 
  single crew model cannot operate multiple Rapier Weapons Carriers in this way in a single turn. If at any point, 
  there are no crew within 6” of a Rapier Weapons Carrier, it is immediately removed from play.
  Militia Crew: When a Rapier Carrier is set up on the battlefield, its Militia Crew are set up in unit coherency with 
  it. From that point onwards the Militia Crew are treated as one unit and the Rapier Carrier as another. The Militia 
  Crew may only be chosen as a target in the Shooting phase if they are the closest visible unit to the firer.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS 
  (Rapier Weapons Carrier)
  vehicle, artillery, raPier carrier
  KEYWORDS 
  (Militia Crew)
  inFantry, Provenance, crew
  4
  Poiwer
  
  26
  27
  Militia Heavy Ordnance Battery
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Ornance Carriage
  0”
  -
  4+
  4
  7
  7
  -
  7
  4+
  Militia Crew
  6”
  4+
  4+
  3
  3
  1
  1
  5
  5+
  This unit consists of 1 Ordnance Carriage and 4 Militia Crew.  It can include up to 2 additional Ordnance Carriages (each with 4 Militia Crew) 
  (+4 Power rating per Ordnance Carriage).
  • 
  Each Ordnance Carriage is equipped with an earthshaker cannon.
  • 
  Each Militia Crew is armed with a brutal assault weapon, frag grenades and either a lascarbine or an autogun.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autogun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Earthshaker cannon
  240”
  Heavy D6
  9
  -2
  D3
  Roll two dice for the number of attacks when firing this weapona and discard 
  the lowest result. This weapon can target units that are not visible to the bearer.
  Medusa siege gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard shells
  36”
  Heavy D6
  10
  -3
  D3
  This weapon can target units that are not visible to the bearer.
  - Breacher shells
  48”
  Heavy D6
  10
  -3
  D3
  When attacking a BuildinG, increase this weapons damage characteristic to D6.
  Lascarbine
  24”
  Rapid Fire 1
  3
  0
  1
  -
  UNIT OPTIONS
  • 
  The entire unit can replace its earthshaker cannon with medusa siege guns.
  ABILITIES
  Artillery: A Rapier Weapons Carrier can only fire its ranged weapon if a friendly militia crew is within 3”. A 
  single crew model cannot operate multiple Rapier Weapons Carriers in this way in a single turn. If at any point, 
  there are no crew within 6” of a Rapier Weapons Carrier, it is immediately removed from play.
  Militia Crew: When a Rapier Carrier is set up on the battlefield, its Militia Crew are set up in unit coherency with 
  it. From that point onwards the Militia Crew are treated as one unit and the Rapier Carrier as another. The Militia 
  Crew may only be chosen as a target in the Shooting phase if they are the closest visible unit to the firer.
  Explodes: If an Ordnance Carriage is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 
  6 it explodes and each unit within 2D6” suffers D6 mortal wounds.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS 
  (Ordnance Carriage)
  vehicle, artillery, ordnance carriaGe
  KEYWORDS 
  (Militia Crew)
  inFantry, Provenance, crew
  4
  Poiwer
  Mutant Spawn
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Mutant Spawn
  7”
  4+
  -
  5
  5
  4
  D6
  9
  5+
  This unit consists of 3 Mutant Spawn. Each model attacks with hideous mutations.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Hideous mutations
  Melee
  Melee
  User
  -2
  2
  -
  UNIT OPTIONS
  • 
  The entire unit can replace their heavy bolters with heavy flamers, autocannons, multi-meltas, missile launchers, 
  plasma cannons, volkite culverins, or lascannons.
  • 
  The entire unit can take hardened armour
  ABILITIES
  Restricted Use: This model may only be taken in an army using the Tainted Flesh provenance.
  Fearsome: Enemy units within 1” of  this model must subtract 1 from their Leadership.
  Mutated Beyond Reason: When a unit of mutant spawn makes its close combat attacks, roll a D3 and consult 
  the table below:
  1 - Razor Claws: The hideous mutations of all models in this unit have an AP of -4 until the end of the Fight phase.
  2 - Grasping Pseudopods: Each model in this unit adds 2 to its Attacks characteristic until the end of the Fight 
  phase.
  3 - Toxic Haemorrhange: You can re-roll failed wound rolls for this unit until the end of the Fight phase
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  BeaSt, mutant SPawn
  6
  Power
  
  28
  29
  Militia Battle Tank Attack Squadron
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Leman Russ Tank
  10”
  6+
  4+
  7
  8
  7-12
  3
  7
  3+
  7”
  5+
  4-6
  D3
  4”
  6+
  1-3
  1
  This unit consists of 1 Leman Russ Tank. It can include up to 2 additional Leman Russ Tanks (+11 Power rating per model).
  • 
  Each model is equipped with a battle cannon and a heavy bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Battle cannon
  72”
  Heavy D6
  8
  -2
  D3
  -
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Exterminator 
  autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  Vanquisher battle 
  cannon
  72”
  Heavy 1
  8
  -3
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its battle cannon with a demolisher cannon, an exterminator autocannon, a twin lascannon 
  or a vanquisher battle cannon.
  • 
  Any model can replace its heavy bolter with a heavy flamer or a lascannon.
  • 
  Any model can take two heavy bolters or two heavy flamers in sponsons.
  • 
  Any model can take an heavy stubber or a combi-bolter.
  • 
  Any model can take a hunter-killer missile.
  ABILITIES
  Vehicle Squadron: The first time that this unit is set up, all models in this unit must be placed within 6” of each 
  other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
  Grinding Advance: If this model moves under half speed in its Movement phase (i.e. it moves a distance in 
  inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting 
  phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon 
  do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle 
  cannon, demolisher cannon, twin lascannon, exterminator autocannon and vanquisher battle cannon. 
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any 
  embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, leman ruSS, tank
  11
  Power
  Militia Malcador Heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Malcador
  10”
  6+
  4+
  7
  8
  10-18
  3
  8
  3+
  7”
  5+
  5-9
  D3
  5”
  6+
  1-4
  1
  This unit consists of a single Malcador equipped with a battle cannon, a heavy bolter and two heavy stubbers.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Battle cannon
  72”
  Heavy D6
  8
  -2
  D3
  -
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  WARGEAR 
  OPTIONS
  • 
  This model can replace its battle cannon with a twin lascannon.
  • 
  This model can replace its heavy bolter with a heavy flamer, autocannon, lascannon or demolisher cannon.
  • 
  This model can replace its two heavy stubbers with two heavy bolters, two heavy flamers, two autocannons or two 
  lascannons.
  • 
  This model can take an heavy stubber or a combi-bolter.
  • 
  This model can take a hunter-killer missile.
  ABILITIES
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6+ it explodes 
  and each unit within 2D6” suffers D3 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, malcador, tank
  16
  Power
  
  30
  31
  Militia Gorgon Heavy Transporter
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Militia Gorgon
  10”
  5+
  4+
  9
  8
  14-30
  5
  8
  3+
  7”
  5+
  7-13
  3
  4”
  6+
  1-6
  D3
  A Militia Gorgon is a single model equipped with two Gorgon mortars and two twin heavy stubbers.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Gorgon mortar
  48”
  Heavy 2D6
  5
  -1
  1
  Units attacked by this weapon do not get any bonus to their saving throws for 
  being in cover.
  Heavy stubber
  24”
  Heavy 3
  4
  0
  1
  -
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Twin heavy stubber
  36”
  Heavy 6
  4
  0
  1
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  WARGEAR 
  OPTIONS
  • 
  This model can replace both of its Gorgon mortars with either four heavy bolters, four heavy flamers, four heavy 
  stubbers or four lascannon.
  • 
  This model can replace both of it’s twin heavy stubbers with either two twin autocannon or two twin lascannon.
  ABILITIES
  Heavily Armoured Prow: This model has a 5+ save against shooting attacks.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any 
  embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (except for its dreadhammer siege 
  cannon which must target other units). In addition, this model only gains a bonus to its save in cover if at least half 
  of the model is obscured from the bearer.
  TRANSPORT
  This model can transport 50 militia inFantry models. Each Militia Fireteam takes up the space of two other models 
  and each Militia Brute takes up the space of three other models.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, tranSPort, tank. GorGon heavy tranSPorter
  18
  Power
  Militia Dark Age Rhino
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Militia Rhino
  12”
  6+
  3+
  6
  7
  6-10
  3
  8
  3+
  6”
  4+
  3-5
  D3
  3”
  5+
  1-2
  1
  A Miltia Rhino is a single model equipped with a twin boltgun.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Twin boltgun
  24”
  Rapid Fire 2
  4
  0
  1
  -
  WARGEAR 
  OPTIONS
  • 
  This model can take a hunter-killer missile.
  • 
  This model can take items from the Astartes Vehicle Upgrades list.
  • 
  This model can take an item from the Astartes Pintle Weapons list.
  ABILITIES
  Restricted Use: This model may only be taken in an army using the Survivors of the Dark Age provenance.
  Self -repair: Roll a D6 at the start of each of your turns; on a 6, this model regains 1 lost wound.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any 
  embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
  TRANSPORT
  This model can transport 10 militia inFantry models. Each Militia Fireteam takes up the space of two other models 
  and each Militia Brute takes up the space of three other models.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, tranSPort, rhino, tank
  4
  Power
  
  32
  33
  Militia Dark Age Land Raider Proteus
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Militia Land Raider 
  Proteus
  10”
  6+
  3+
  8
  8
  9-16
  6
  9
  2+
  5”
  4+
  5-8
  D6
  3”
  5+
  1-4
  1
  A Militia Land Raider Proteus is a single model equipped with two twin lascannons and a twin heavy bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  WARGEAR 
  OPTIONS
  • 
  This model can take a hunter-killer missile.
  • 
  This model can take items from the Astartes Vehicle Upgrades list.
  • 
  This model can take an item from the Astartes Pintle Weapons list.
  • 
  This model can replace its twin heavy bolter with a twin lascannon or twin heavy flamer.
  • 
  This model can take an explorator web. If this option is taken then the number of models that Proteus can 
  transport is reduced to 6.
  ABILITIES
  Restricted Use: This model may only be taken in an army using the Survivors of the Dark Age provenance.
  Self -repair: Roll a D6 at the start of each of your turns; on a 6, this model regains 1 lost wound.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Explorator Web: Enemy units opting to deploy using abilities during the battle which allow them to deploy 
  outside their normal deployment zone (such as via teleportation, grav-shute insertion etc.) may not do so within 12” 
  of this model.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any 
  embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
  TRANSPORT
  This model can transport 10 militia inFantry models. Each Militia Fireteam takes up the space of two other models 
  and each Militia Brute takes up the space of three other models.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, tranSPort, land raider, ProteuS, tank
  19
  Power
  Militia Thunderbolt Heavy Fighter
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Thunderbolt
  20-45”
  6+
  3+
  7
  7
  7-15
  3
  7
  3+
  20-30”
  4+
  4-6
  20”
  5+
  1-3
  A Thunderbolt Heavy Fighter is a single model equipped with a twin lascannon and two twin autocannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  Twin autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Kinetic piercer 
  missile
  60”
  Heavy 1
  7
  -2
  D3
  Add 1 to all hit rolls made for this weapon against targets that can Fly. Subtract 1 
  from all hit rolls made for this weapon against other targets.
  Hellstrike missile
  72”
  Heavy 1
  8
  -2
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result.
  Sunfury missile
  36”
  Heavy D6
  6
  -2
  1
  -
  WARGEAR 
  OPTIONS
  • 
  This model may take one of the following options: four sunfury missiles, four hellstrike missiles, four skystrike 
  missiles.
  • 
  This model can take ground-tracking auguries.
  ABILITIES
  Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked 
  in the Fight phase by units that can Fly.
  Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it 
  crashes and explodes, and each unit within 6” suffers D3 mortal wounds.
  Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far 
  the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. 
  When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice.
  Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  Battle servitor control: A model with Battle Servitor Control increases by one the Strength of any ranged 
  weapons that target a vehicle unit.
  Ground-tracking auguries: A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting 
  a unit that does not have the Fly keyword.
  Ramjet diffraction grid: This model has a 5+ invulnerable save against ranged weapons.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, Fly, thunderBolt
  15
  Power
  
  34
  35
  Militia Arvus Lighter Squadron
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Arvus Lighter
  20”-30”
  6+
  4+
  6
  6
  8
  1
  7
  3+
  This unit contains 1 Arvus Lighter. It can include 1 additional Arvus Lighter (Power Rating +6) or 2 additional Arvus Lighters (Power 
  Rating +12). Each Arvus Lighter is equipped with no weaponry.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Hellstrike missile
  72”
  Heavy 1
  8
  -2
  D6
  Roll 2 dice when inflicting damage with this weapon and 
  discard the lowest result.
  Twin autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Twin heavy stubber
  36”
  Heavy 6
  4
  0
  1
  -
  Twin multi-laser
  36”
  Heavy 6
  6
  0
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can take one of the following: twin multi-laser, twin autocannon, two twin heavy stubbers or two 
  hellstrike missiles.
  ABILITIES
  Aerial Assault: During deployment, you can set this unit up in the skies instead of placing it on the battlefield. 
  At the end of any of your Movement phases, this unit may fly into battle - set it up anywhere on the battlefield that is 
  more than 9” away from enemy models.
  Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked 
  in the Fight phase by units that can Fly.
  Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before 
  any embarked models disembark; on a 6 it crashes and explodes, and each unit within 6” suffers D3 mortal wounds.
  Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far 
  the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. 
  When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice.
  Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic 
  becomes 20” until the end of the phase and it loses the Airborne, Supersonic and Hard to Hit abilities until the 
  beginning of your next Movement phase.
  Repair: Roll a D6 at the end of this model’s movement; on a 6, this model regains 1 lost wound.
  Vehicle Squadron: The first time that this unit is set up, all models in this unit must be placed within 6” of each 
  other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
  TRANSPORT
  This model can transport 12 miltia inFantry models. Each Militia Fireteam takes up the space of two other models 
  and each Militia Brute takes up the space of three other models.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, tranSPort, Fly, arvuS liGhter
  6
  Power
  Militia Stormhammer Super-heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Stormhammer
  10”
  5+
  3+
  9
  8
  14-26
  9
  9
  3+
  7”
  4+
  7-13
  6
  4”
  5+
  1-6
  3
  A Stormhammer is a single model equipped with a Stormhammer cannon, twin battle cannon, a co-axial multi-laser, six multi-lasers, a 
  lascannon and adamantium tracks.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Co-axial multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Stormhammer 
  cannon
  60”
  Heavy D6
  9
  -3
  D6
  Roll two dice for the number of attacks when firing this weapon and discard the 
  lowest result. Re-roll damage rolls of 1 for this weapon.
  Twin battle cannon
  72”
  Heavy 2D6
  8
  -2
  D3
  -
  WARGEAR 
  OPTIONS
  • 
  This model can replace any of its multi-lasers with any of the following: heavy flamers, heavy bolters or lascannon.
  • 
  This model can take a hunter-killer missile.
  • 
  This model can take a combi-bolter or heavy stubber.
  ABILITIES
  Co-axial weapon: If during the same Shooting phase this model fires its Stormhammer cannon at the same target 
  as it’s co-axial multi-laser, it may re-roll any hit rolls with its Stormhammer cannon.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 2D6” suffers D6 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its heavy bolters or heavy 
  flamers may target unit within 1”of it - its other guns must target other units). In addition, this model only gains a 
  bonus to its save in cover if at least half of the model is obscured from the bearer.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, titanic, Stormhammer, tank
  27
  Power
  
  36
  37
  Militia Baneblade Super-heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Baneblade
  10”
  5+
  4+
  9
  8
  14-26
  9
  8
  3+
  7”
  5+
  7-13
  6
  4”
  6+
  1-6
  3
  A Baneblade is a single model equipped with an autocannon, a Baneblade cannon, a demolisher cannon, a twin heavy bolter and adamantium 
  tracks.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Baneblade cannon
  72”
  Heavy 3D6
  9
  -3
  3
  -
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  WARGEAR 
  OPTIONS
  • 
  This model may take a combi-bolter or heavy stubber.
  • 
  This model can take a hunter-killer missile.
  • 
  This model may take either two sponsons or four sponsons; each sponson is equipped with a lascannon and either 
  a twin heavy bolter or twin heavy flamer.
  ABILITIES
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 2D6” suffers D6 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its twin heavy bolter and 
  twin heavy flamer may target units within 1” of it - its other guns must target other units). In addition, this model 
  only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
  FACTION 
  KEYWORDS
  <Fealty>, militia
  KEYWORDS
  vehicle, titanic, BaneBlade, tank
  30
  Power
  Weapon Profiles Summary
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Augmented weapon
  Melee
  Melee
  4
  0
  1
  -
  Autogun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Auxilia pistol
  6”
  Pistol 1
  3
  0
  1
  -
  Auxilia rifle
  18”
  Assault 1
  3
  0
  1
  -
  Baneblade cannon
  72”
  Heavy 3D6
  9
  -3
  3
  -
  Battlecannon
  72”
  Heavy D6
  8
  -2
  D3
  -
  Blast pistol
  6”
  Pistol 2
  5
  0
  1
  On a hit roll of 1, the bearer takes a mortal wound after all of this weapon’s shots 
  have been resolved.
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Brutal assault 
  weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Charnabal sabre
  Melee
  Melee
  User
  -2
  1
  -
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Combi-flamer
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Combi-grenade 
  launcher
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Grenade launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag grenade
  24”
  Assault D6
  3
  0
  1
  -
  - Krak grenade
  24”
  Assault 1
  6
  -1
  D3
  -
  Combi-melta
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Meltagun
  12”
  Assault 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Combi-plasma
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Combi-volkite
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  Co-axial multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Demolition charge
  Dozer blade
  Melee
  Melee
  User
  0
  1
  Attacks with this weapon get +1 Strength if the bearer successfully charged this 
  turn. Each time the bearer fights with this weapon, it can make 1 additional attack.
  Earthshaker cannon
  240”
  Heavy D6
  9
  -2
  D3
  Roll two dice for the number of attacks when firing this weapon and discard the 
  lowest result. This weapon can target units that are not visible to the bearer.
  Exterminator 
  autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Graviton gun
  18”
  Assault 2
  5
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  Grenade launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag grenades
  24”
  Assault D6
  3
  0
  1
  -
  - Krak grenades
  24”
  Assault 1
  6
  -1
  D3
  -
  - Gas grenades
  24”
  Assault D6
  *
  0
  1
  Units attacked by this weapon do not get the benefit of cover. This weapon 
  wounds on a 4+ unless it is targetting a vehicle, in which case it wounds on a 6+.
  - Fireburst grenades
  24”
  Assault D3
  4
  0
  1
  This weapon automatically hits its target.
  Gorgon mortar
  48”
  Heavy 2D6
  5
  -1
  1
  Units attacked by this weapon do not get any bonus to their saving throws for 
  being in cover.
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  
  38
  39
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Havoc launcher
  48”
  Heavy D6
  5
  0
  1
  -
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Hellstrike missile
  72”
  Heavy 1
  8
  -2
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Lascarbine
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Lascutter
  Melee
  Melee
  9
  -3
  D3
  When attacking with this weapon, a model may only ever make a single attack
  Laser destroyer
  36”
  Heavy 1
  12
  -4
  D6
  If this weapon successfully inflicts damage, roll an additional D6. On a result 
  of 3-5, the weapon’s damage is increased to 2D6. On a result of a 6, the weapon’s 
  damage is increased to 3D6.
  Laslock
  18”
  Assault 1
  4
  0
  1
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Lasrifle
  30”
  Rapid Fire 1
  3
  0
  1
  -
  Medusa siege gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard shells
  36”
  Heavy D6
  10
  -3
  D3
  This weapon can target units that are not visible to the bearer.
  - Breacher shells
  48”
  Heavy D6
  10
  -3
  D3
  When attacking a BuildinG, increase this weapons damage characteristic to D6.
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  Meltagun
  12”
  Assault 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Missile launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag missile
  48”
  Heavy D6
  4
  0
  1
  -
  - Krak missile
  48”
  Heavy 1
  8
  -2
  D6
  -
  Mortar
  48”
  Heavy D6
  4
  0
  1
  This weapon can target units that are not visible to the bearer.
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Multi-melta
  24”
  Heavy 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Needle pistol
  12”
  Pistol 1
  1
  0
  1
  A needle pistol always wounds on a 2+, unless the target model is a vehicle.
  Phased plasma-fusil
  24”
  Rapid Fire 2
  6
  -2
  1
  -
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after it’s shot has been resolved.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Quad heavy bolter
  36”
  Heavy 12
  5
  -1
  1
  -
  Quad launcher with 
  Frag shells
  60”
  Heavy 4D3
  5
  0
  1
  This weapon can target units that are not visible to the bearer.
  Quad multi-laser
  36”
  Heavy 12
  6
  0
  1
  -
  Rending claws
  Melee
  Melee
  User
  -1
  1
  Each time you make a wound roll of 6+ for this weapon, that hit is resolved at AP 
  -4 instead of -1.
  Ripper gun
  12”
  Assault 3
  5
  0
  1
  -
  Rotor cannon
  30”
  Rapid Fire 3
  3
  0
  1
  -
  Servo arm
  Melee
  Melee
  x2
  -2
  3
  Each servo arm can only be used to make one attack each time this model fights. 
  When a model attacks with this weapon subtract 1 from the hit roll.
  Sniper rifle
  36”
  Heavy 1
  4
  0
  1
  This weapon can target a character even if it is not the closest enemy unit. If 
  you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition 
  to its normal damage.
  Shotgun
  12”
  Assault 2
  3
  0
  1
  If the target is within half range, add 1 to this weapon’s Strength.
  Kinetic piercer
  60”
  Heavy 1
  7
  -2
  D3
  Add 1 to all hit rolls made for this weapon against targets that can Fly. Subtract 1 
  from all hit rolls made for this weapon against other targets.
  Stormhammer 
  cannon
  60”
  Heavy D6
  9
  -3
  D6
  Roll two dice for the number of attacks when firing this weapon and discard the 
  lowest result. Re-roll damage rolls of 1 for this weapon.
  WARGEAR
  DESCRIPTION
  Advanced weapons
  Add 1 to the Strength of all laspistols, lascarbines, lasrifles, laslocks and rotor cannon used a model with this upgrade.
  Boarding shield
  Add 1 to the Saving Throws for models equipped with boarding shields if the attack has a Damage characteristic of 1.
  Cameleoline
  Add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.
  Carapace armour
  A model with carapace armour has a Save characteristic of 4+.
  Combat shield
  A model with a combat shield has a 5+ invulnerable save.
  Cyber-familiar
  A unit with a cyber-familiar is never slowed by battlefield terrain.
  Digital lasers
  A model equipped with digital lasers increases its Attacks characteristic by 1.
  Discipline collars
  Whenever a this unit fails a Morale test, roll D3; that many models in the unit are slain and the test is automatically passed.
  Explorator web
  Enemy units opting to deploy using abilities during the battle which allow them to deploy outside their normal deployment zone (such as via 
  teleportation, grav-shute insertion etc.) may not do so within 12” of this model.
  Frenzon
  If this unit charged during the Charge phase, they add 1 to their Attacks characteristic in the following Fight phase.
  Ground tracking 
  auguries
  A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting a unit that does not have the Fly keyword.
  Nuncio-vox
  You may re-roll any hit rolls of 1 made for friendly militia Heavy Ordnance Carriages or Rapiers with Quad Launchers when they target enemy units 
  at least 36” away in the Shooting phase, if the enemy unit is within sight of this model.
  Platoon standard
  Friendly militia units within 6” of any friendly company banner add 1 to their Leadership.
  Power armour
  A model with power armour has a Save characteristic of 3+.
  Power of the machine 
  spirit
  This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
  Ramjet-diffraction 
  grid
  This model has a 5+ invulnerable save against ranged weapons.
  Refractor field
  A model with a refreactor field has a 5+ invulnerable save.
  Vexilla
  Add 1 to the Leadership of models in a unit with a vexilla.
  Wicked blades
  Add 1 to the Attacks of models with this upgrade.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Tainted weapon
  Melee
  Melee
  User
  -1
  D6
  -
  Twin autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Twin battle cannon
  72”
  Heavy 2D6
  8
  -2
  D3
  -
  Twin boltgun
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  Twin multi-laser
  36”
  Heavy 6
  6
  0
  1
  -
  Vanquisher battle 
  cannon
  72”
  Heavy 1
  8
  -3
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result.
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  
  40
  41
  Solar Auxilia
  Keywords
  <Fealty>
  In games set in the Age of Darkness, your army will either fight on 
  the side of the loyalists or the traitors. When you build your army, 
  pick which you wish it to be. If you pick loyalist, then all units with 
  the <Fealty> keyword have this keyword changed to loyaliSt. If 
  you pick traitor, then all units with the <Fealty> keyword have this 
  keyword changed to traitor.
   
  All units in your army must have the same allegiance. Some unique 
  characters or specific units can already have traitor or loyaliSt 
  printed on their datasheet, in which case they can only be taken in 
  armies with the matching allegiance.
  Solar auxilia
  In matched play games using the Age of Darkness rules, a detachment 
  containing Solar auxilia units may only contain other Solar 
  auxilia units. It is then referred to as a ‘Solar auxilia detachment’.
  SuPPort
  A unit with this keyword cannot be taken as a compulsory choice for 
  the category of the Force Organisation chart that it is in.
  Abilities
  Objective Secured
  If your army is Battle-forged, all Troops units in Solar auxilia 
  detachment gain this ability. Such a unit that is within range of an 
  objective marker (as specified in the mission) controls the objective 
  marker even if there are more enemy models within range of that 
  objective marker. If an enemy unit within range of the same objective 
  marker has a similar ability, then the objective marker is controlled 
  by the player who has the most models within range of it as normal.
  Hold the Line
  If your army is Battle-forged, you always score an additional Victory 
  Point if, at the end of the battle, three friendly Solar auxilia units 
  with Objective Secured and no enemy units with Objective Secured 
  are within your deployment zone. 
  Disciplined Fire
  Models with this ability hit on a 5+ when firing overwatch, as long as 
  they are firing with Pistol, Rapid Fire or Assault weapons.
  Close Formation Fighting
  So long as two friendly Solar auxilia models with this ability are 
  in base-to-base contact when they are activated in the Fight phase, 
  they may re-roll hit rolls of 1 for the duration of that Fight phase.
  Explorator Adaption
  Models with this ability have a 6+ invulnerable save.  They do not get 
  this save against melta, plasma, volkite or laser weapons (weapons 
  with ‘melta’, ‘plasma’, ‘volkite’, ‘las’ or ‘laser’ in their name).
  Warlord Traits
  Before the battle, generate the a trait for your warlord using the table 
  below. You can either roll a D6 to generate the trait randomly or you 
  can select the trait you wish the warlord to have.
  diSciPlined command
  If you choose a Solar auxilia model as your warlord, it must be the 
  highest ranking in the army. In order, this must be a Lord Marshall (or 
  Ireton MaSade), a Legate Commander, a Strategos, and then finally a 
  Tank Commander. 
  Solar Auxilia Warlord Traits
  D6 Roll
  Trait
  1
  Uncanny Survivor
  The warlord has outlived many enemies; both the cruel claws of the 
  xenos and the blades of his rivals have failed to lay him low.
  If your warlord suffers a wound, roll a dice; on a roll of 
  6, ignore that wound.
  2
  Shattering Bombardment
  The Solar Auxilia’s armoured reserves are infamous for the deadly 
  effect to which their firepower can be put.
  At the start of each Shooting phase, select a single 
  weapon in an artillery unit wihin 6” of the warlord. 
  You may re-roll hit rolls with this weapon until the end 
  of the phase.
  3
  Bitter Blood
  A duellist of deadly repute, the warlords abilities in hand-to-hand 
  combat are not to be underestimated.
  The warlord may re-roll hit rolls against enemy 
  characterS.
  4
  Blind Barrage
  One tactic employed by the Solar Auxilia is to precede battle with a 
  barrage of smoke into which fields of fire have been prepared.
  In the first battle round of the game, all friendly Solar 
  auxilia units gain the benefit of cover, even if they are 
  not in cover.
  5
  Void Master
  The warlord has faced may strange perils on dima dn distand 
  nightmare worlds. The horrors of the battlefield hold little fear.
  The warlord and any friendly unit within 3” may re-roll 
  failed Morale tests and ignore any movement penalties 
  from battlefield terrain.
  6
  Siege Master
  The warlord is a veteran of uncounted sieges and knows the 
  vulnerabilities in his enemy’s defences
  After deployment is finished but before the first turn of 
  the game, you may nominate a single piece of terrain; 
  this piece of terrain no longer provides the benefit of 
  cover.
  Additional Lords of War
  In addition to the vehicles listed in this document, a Legiones 
  Astartes Army can include detachments of Crusade Reserves as 
  listed in the Battles in the Age of Darkness document.
  
  42
  43
  HQ
  Unit
  Models 
  per Unit
  Points per 
  Model*
  Auxilia Lord Marshsll
  1
  50
  Auxilia Legate Commander
  2-5
  40
  Auxilia  Tactical Command Section (Strategos)
  1
  20
  Auxilia Tactical Command Section (Everyone else)
  5-9
  10
  Auxilia Tank Commander
  1
  20
  Lord Marshal Ireton MaSade
  1
  85
  Elites
  Unit
  Models 
  per Unit
  Points per 
  Model*
  Auxilia Enginseer Adeptus
  1-3
  40
  Auxilia Servo-automata
  4-8
  2
  Auxilia Ogryn Charonite Squad
  3-9
  37
  Auxilia Medicae Detachment
  1-5
  18
  Auxilia Rapier Weapons Carrier **
  1-3
  20
  Auxiliary Crew
  **
  7
  Troops
  Unit
  Models 
  per Unit
  Points per 
  Model*
  Auxilia Lasrifle Section
  20
  7
  Auxilia Veletaris Storm Section
  10
  10
  Auxilia Flamer Section
  10
  8
  Fast Attack
  Unit
  Models 
  per Unit
  Points per 
  Model *
  Auxilia Taratula Sentry Turret
  1-3
  20
  Air Defense Tatantula
  1-3
  50
  Auxilia Leman Russ Strike Squadron
  1-3
  135
  Heavy Support
  Unit
  Models 
  per Unit
  Points per 
  Model *
  Auxilia Leman Russ Assault Squadron
  1-3
  135
  Auxilia Artillery Tank Squadron
  1-3
  110
  Auxilia Malcador Heavy Tank
  1
  195
  Auxilia Malcador Infernus
  1
  317
  Auxilia Valdor Tank Hunter
  1
  375
  Auxilia Cyclops Demolition Unit
  1-5
  40
  Dedicated Transport
  Unit
  Models 
  per Unit
  Points per 
  Model*
  Auxilia Dracosan Armoured Transport
  1
  170
  Auxilia Arvus Lighter
  1
  115
  Lords of War
  Unit
  Models 
  per Unit
  Points per 
  Model *
  Auxilia Baneblade Super-heavy Tank
  1
  395
  Auxilia Banesword Super-heavy Tank
  1
  395
  Auxilia Shadowsword Super-heavy Tank
  1
  395
  Auxilia Stormlord Super-heavy Tank
  1
  435
  Auxilia Stormsword Super-heavy Tank
  1
  395
  Auxilia Stormblade Super-heavy Tank
  1
  405
  Auxilia Stormhammer Super-heavy Tank
  1
  395
  * 
  Does not include wargear
  ** 
  Crew are purchased separately
  Flyer
  Unit
  Models 
  per Unit
  Points per 
  Model *
  Auxilia Primaris-Lightning Strike Fighter
  1
  125
  Auxilia Thunderbolt Heavy Fighter
  1
  125
  Melee Weapons
  Charnabal sabre 
  Paragon blade *
  Power axe 
  Power fist 
  Power lance 
  Power maul 
  Power sword
  Master-crafted power sword ** 
  Pistols
  Archaeotech pistol *
  Blast pistol
  Hand flamer
  Inferno pistol **
  Laspistol
  Needle pistol 
  Plasma pistol 
  Volkite Serpenta **
  * 
  Lord Marshals only
  ** 
  Lord Marshals and Legate Commanders only
  Wargear Lists
  Points Values
  TAKE COVER
  Solar Auxilia Stratagem
  Use this Stratagem in your opponent’s shooting phase when your 
  opponent selects one of your units as a target. You can add 1 to 
  saving throws you make for this unit until the end of the phase
  1
  cP
  GRENADIERS
  Solar Auxilia Stratagem
  Use this Stratagem before a Solar auxilia inFantry unit from 
  your army shoots or fires Overwatch. Up to ten models in that 
  unit that are armed with grenades can throw a grenade this 
  phase, instead of only one model being able to do so.
  1
  cP
  DEFENSIVE GUNNERS
  Solar Auxilia Stratagem
  Use this Stratagem when a charge is declared against one of your 
  vehicle units. When that unit fires Overwatch this phase, they 
  hit on a 5 or a 6, rather than just a 6.
  1
  CRUSADER RELICS
  Solar Auxilia Stratagem
  Use this Stratagem before the battle. Your army can have one 
  extra Solar Auxilia Relic for 1CP, or two extra Solar Auxilia Relics 
  for 3CPs. All of the Relics that you include must be different and 
  be given to different Solar auxilia characterS.
  1/3
  cP
  SEAL THE HATCHES!
  Solar Auxilia Stratagem
  Use this Stratagem in your opponent’s shooting phase when your 
  opponent selects one of your vehicle units as a target. The 6+ 
  invulnerable save granted by the Explorator Adaptions ability is 
  increased to 5+ for that unit until the end of the phase.
  1
  SUPPORTING FIRE
  Solar Auxilia Stratagem
  Use this Stratagem after a Solar auxilia unit from your 
  army has inflicted an unsaved wound on an enemy unit in the 
  Shooting phase. You can add 1 to hit rolls for any other Solar 
  auxilia units from your army that target the same enemy unit 
  this phase.
  2
  cP
  PRIDE OF THE NAVY
  Solar Auxilia Stratagem
  Use this Stratagem after one of your Solar auxilia 
  thunderBolt, arvuS liGhter or PrimariS-liGhtninG 
  units completes it’s move in the Movement phase. You may 
  immediately pivot the model an additional 45 degrees in either 
  direction.
  1
  cP
  ARMOURED ASSAULT
  Solar Auxilia Stratagem
  Use this Stratagem in the movement phase, before a Solar 
  auxilia tranSPort vehicle unit moves. Transported models 
  may disembark from this vehicle after it has completed it’s 
  move. However, the chosen vehicle may not Advance this turn.
  2
  cP
  RAPID DEPLOYMENT
  Solar Auxilia Stratagem
  Use this Stratagem at the start of your Shooting phase. Select a 
  unit of Solar auxilia inFantry in your army that disembarked 
  from a tranSPort vehicle this turn. You can re-roll hits of 1 
  with that unit until the end of the phase.
  1
  cP
  Solar Auxilia Stratagems
  IMPERIAL ELITE
  Solar Auxilia Stratagem
  Use this Stratagem at the start of the Morale phase. Pick a 
  militia unit from your army that is required to take a Morale 
  test. You can roll a D3 for the unit, rather than a D6, when taking 
  this test. 
  1
  cP
  ORBITAL AUGUR SCAN
  Solar Auxilia Stratagem
  Use this Stratagem immediately after your opponent sets up a 
  unit that is arriving on the battlefield as reinforcements within 
  12” of one of your  Solar auxilia inFantry units. Your unit can 
  immediarely shoot at that unit as if it were the Shooting phase, 
  but must subtract 1 from all the resulting hit rolls.
  1
  cP
  FROM THE MARTIAN FORGES
  Solar Auxilia Stratagem
  Use this Stratagem just before a friendly Solar auxilia unit 
  attacks in the Shooting phase. Each time you make a wound 
  roll of 6+ for a volkite weapon, the weapon scores an additional 
  automatic hit at the weapon’s normal profile which is resolved 
  after the initial attacks for the weapon on the same unit. These 
  additional hits do not themselves generate more additional hits. 
  Volkite weapons are any weapon that contains the word ‘volkite’ 
  in its name.
  1
  cP
  
  44
  45
  Weapons
  Weapon
  Points per 
  Weapon
  Adamantium tracks
  0
  Air defence missile
  10
  Archaeotech pistol
  6
  Atomantic imploder
  0
  Autocannon
  15
  Auxilia lasrifle
  2
  - Collimator
  0
  - Blast charger
  1
  Bombardment
  15
  Baneblade cannon
  0
  Battlecannon
  22
  Blast pistol
  2
  Bomb cluster
  20
  Charnabal sabre
  2
  Charonite claws
  0
  Co-axial multi-laser
  0
  Colossus siege mortar
  40
  Combat blade
  0
  Cyclops demolition charge
  0
  Cyclops incineration charge
  0
  Demolisher cannon
  40
  Earthshaker cannon
  35
  Executioner plasma cannon
  20
  Exterminator autocannon
  25
  Flamer
  7
  Frag grenades
  0
  Graviton cannon
  50
  Graviton gun
  15
  Grenade launcher (kinetic, tempest & krak grenades)
  15
  Hand flamer
  6
  Heavy bolter
  8
  Heavy flamer
  17
  Hellstrike missile
  20
  Hunter-killer missile
  6
  Inferno pistol
  6
  Inferno gun
  0
  Krak grenades
  0
  Kraken penetrator
  20
  Lascannon
  20
  Lasgun
  1
  Laser destroyer
  40
  Laspistol
  1
  Master-crafted power sword
  7
  Medusa siege gun
  35
  Melta bombs
  5
  Meltagun
  12
  Multi-laser
  10
  Multi-melta
  20
  Needle pistol
  3
  Neutron laser projector
  0
  Paragon blade
  17
  Phased plasma-fusil
  16
  Plasma blastgun
  0
  Plasma gun
  7
  Plasma pistol
  5
  Power axe
  5
  Power fist
  10
  Power lance
  4
  Power maul
  4
  Power sword
  4
  Quad launcher (frag & shatter shells)
  40
  Quad multi-laser
  32
  Quake cannon
  0
  Rotor cannon
  5
  Weapon
  Points per 
  Weapon
  Servo arm
  12
  Skystrike missile
  15
  Stormhammer cannon
  0
  Stormsword siege cannon
  0
  Sunfury missile
  15
  Tactical bombs (one cluster)
  0
  Twin autocannon
  25
  Twin battle cannon
  0
  Twin heavy bolter
  14
  Twin heavy flamer
  30
  Twin lascannon
  36
  Twin missile launcher
  50
  Twin rotor cannon
  10
  Vanquisher battle cannon
  25
  Volcano cannon
  0
  Volkite charger
  5
  Volkite demi-culverin
  18
  Volkite serpenta
  3
  Vulcan mega-bolter
  0
  Other Wargear
  Wargear
  Points per 
  Item
  Artificer armour
  8
  Battle-servitor control
  15
  Cohort vexilla
  5
  Cyber-familiar
  10
  Digital lasers
  15
  Displacer matrix
  12
  Ground tracking auguries
  10
  Hardened armour
  0
  Iron halo
  8
  Medi-pack
  0
  Nuncio-vox
  15
  Psy-jammer
  15
  Ramjet-diffraction grid
  15
  Refractor field
  4
  Troop Vexilla
  10
  Auxilia Legate Commander
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Legate Commander
  6”
  3+
  3+
  3
  3
  4
  3
  8
  4+
  Lord Marshall
  6”
  3+
  3+
  3
  3
  5
  4
  9
  4+
  • 
  A Legate Commander is a single model armed with a laspistol, combat blade, frag grenades and krak grenades and wearing a refractor 
  field.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combat blade
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  UNIT OPTIONS
  • 
  One Legate Commander in the army can be upgraded to a Lord Marshall.
  • 
  This model can be equipped with artificer armour, improving it’s Save characteristic to 2+.
  WARGEAR 
  OPTIONS
  • 
  This model can replace its laspistol and/or combat blade with an item from the Pistols or Melee Weapons lists.
  • 
  This model can replace its refractor field with an iron halo. A Lord Marshall can instead replace his refractor field 
  with a displacer matrix.
  • 
  This model can take melta bombs.
  • 
  This model can take digital lasers.
  • 
  This model can take a psy-jammer.
  • 
  This model can take a cyber familiar.
  ABILITIES
  Disciplined Fire, Close Formation Fighting
  Refractor Field*: This model has a 5+ invulnerable save.
  Iron Halo*: This model has a 4+ invulnerable save.
  Displacer Matrix*: This model has a 3+ invulnerable save. If a 1 is rolled for this save, remove the model from 
  the tabletop. At the end of the controlling player’s following movement phase, the model re-appears; place him 
  anywhere on the battlefield that is not within 9” of an enemy model.
  * Note that a Legate Commander will only have one of these abilities, which should be noted before the game begins.
  High Commander: While this model is on the battlefield, all friendly Solar auxilia units can use his Leadership 
  characteristic instead of their own when they take a Morale test.
  Household Retinue: If a detachment includes a Lord Marshall, it may take veletariS Storm SectionS as Elites 
  choices. These Elites choices improve their Weapon Skill characteristic to 3+ and may re-roll hir rolls of 1 in the Fight 
  phase as long as the Lord Marshall is on the table.
  Digital Lasers: A model equipped with digital lasers increases its Attacks characteristic by 1.
  Psy-jammer: A model equipped with a psy-jammer can attempt to deny one psychic power in each enemy Psychic 
  phase, as long as the enemy psychic power targets the bearer or a unit within 6” of the bearer.
  Cyber-familiar: A unit with a cyber-familiar is never slowed by battlefield terrain.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, character, leGate commander
  4
  Power
  
  46
  47
  Lord Marshall Ireton MaSade
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Ireton MaSade
  6”
  3+
  2+
  3
  3
  5
  3
  9
  2+
  • 
  Ireton MaSade is a single model armed with a master-crafted power sword, archaeotech pistol, psy-jammer, frag grenades and krak 
  grenades and wearing an iron halo. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Archaeotech Pistol
  12”
  Pistol 1
  6
  -2
  2
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted ower 
  sword
  Melee
  Melee
  User
  -3
  2
  -
  ABILITIES
  Disciplined Fire, Close Formation Fighting
  Iron Halo: This model has a 4+ invulnerable save.
  Hatred of Traitors: Ireton MaSade may re-roll failed hit rolls in the Fight phase for attacks directed against 
  traitor models.
  High Commander: While this model is on the battlefield, all friendly Solar auxilia units can use his Leadership 
  characteristic instead of their own when they take a Morale test.
  Household Retinue: If a detachment includes Ireton MaSade, it may take veletariS Storm SectionS as Elites 
  choices. These Elites choices improve their Weapon Skill characteristic to 3+ and may re-roll hir rolls of 1 in the Fight 
  phase as long as Ireton MaSade is on the table.
  Psy-jammer: A model equipped with a psy-jammer can attempt to deny one psychic power in each enemy Psychic 
  phase, as long as the enemy psychic power targets the bearer or a unit within 6” of the bearer.
  Ambulator frame: At the start of each of your turns, Ireton MaSade regains 1 wound lost previously in the battle.
  Protector of Agathon: Ireton MaSade must always be your Warlord, and may not be included in an army with 
  another Lord Marshall. Once per game, at the end of your movement phase, Ireton MaSade can call on reinforcements 
  from his sector. Pick a Solar auxilia inFantry unit and remove it from the battlefield. You can then set it up again 
  wholly within 6” of the edge of the battlefield and more than 9” away from enemy models, at full starting strength.
  Warlord Trait -  Master of the Battlefield: Ireton MaSade does not select a Warlord trait. Instead, after 
  deployment has finished but before the game begins, you may re-deploy D3 of your units; remove them from the 
  battlefield and deploy them again, in any manner normally allowed.
  FACTION 
  KEYWORDS
  loyaliSt, Solar auxilia
  KEYWORDS
  inFantry, character, leGate commander, ireton maSade
  5
  Power
  Auxilia Tactical Command Section
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Veteran Auxiliary
  6”
  4+
  3+
  3
  3
  1
  1
  6
  4+
  Proclamaitor
  6”
  4+
  3+
  3
  3
  1
  1
  6
  4+
  Vexilarius
  6”
  4+
  3+
  3
  3
  1
  1
  6
  4+
  Strategos
  6”
  4+
  3+
  3
  3
  2
  2
  7
  4+
  This unit consists of 1 Strategos, 1 Vexilarius, 1 Proclamaitor and 2 Veteran Auxiliaries. It may include up to 5 additional Veteran Auxiliaries 
  (+X Power rating).
  • 
  Each model is armed with a laspistol, combat blade, krak grenades and frag grenades.
  • 
  The Proclamaitor is also equipped with a nuncio-vox.
  • 
  The Vexillarius is also equipped with a cohort vexilla.
  • 
  The Strategos is also equipped with a single bombardment.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Auxilia lasrifle
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  30”
  Rapid Fire 1
  3
  0
  1
  -
  - Collimator
  36”
  Heavy 2
  3
  0
  1
  -
  - Blast charger
  18”
  Heavy 1
  6
  -1
  1
  After this a unit has fired this weapon, it may not be fired again until after the 
  controlling player’s next turn. In addition, roll a D6; on the roll of a 1 the unit 
  may not use their blast-chargers again in this battle.
  Bombardment
  100”
  Heavy D6
  8
  -2
  D3
  This weapon can only be fired once per battle, and cannot be used if the bearer 
  moved. This weapon can target units that are not visible to the bearer (when 
  doing so, subtract 1 from the hit rolls). You may only use one Bombardment per 
  turn, regardless of how many Masters of Signals you have in your army.
  Combat blade
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Grenade launcher
  When attacking with this weapon, choose one of the profiles below.
  - Kinetic grenades
  24”
  Assault D6
  4
  0
  1
  -
  - Tempest grenades
  24”
  Assault 1
  4
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  - Krak grenades
  24”
  Assault 1
  6
  -1
  D3
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  Meltagun
  12”
  Assault 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Rotor cannon
  30”
  Rapid Fire 3
  3
  0
  1
  -
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  WARGEAR 
  OPTIONS
  • 
  The Strategos can replace his combat blade and/or laspistol with items from the Pistols or Melee Weapons lists.
  • 
  Up to two of the Veteran Auxiliaries may replace their auxilia lasrifle with collimator & blast charger with a 
  special weapon; either a volkite charger, grenade launcher with kinetic, tempest and krak grenades grenades, 
  flamer, rotor cannon, meltagun or plasma gun.
  ABILITIES
  Disciplined Fire, Close Formation Fighting
  Cohort Vexilla: Friendly Solar auxilia units within 6” of any friendly cohort vexilla add 1 to their Leadership.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, auxilia tactical command Section
  7
  Power
  
  48
  49
  +2
  Power
  Auxilia Tank Commander
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Tank Commander 
  (Tank Commander)
  --- As Vehicle --
  3+
  -------------------------- As Vehicle --------------------------
  Tank Commander 
  (Infantry)
  6”
  4+
  3+
  3
  3
  2
  2
  7
  4+
  A Solar auxilia leman ruSS, malcador, valdor, BaneBlade, StormBlade, Stormlord, Stormhammer or ShadowSword in your 
  army with can take an Auxilia Tank Commander as an upgrade.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  ABILITIES
  Tank Ace: A vehile commanded by a Tank Commander may pick one of the following keywords at the start of the 
  game: vehicle, monSter, inFantry, titanic, Fly. The vehicle may re-roll wound rolls of 1 when shooting at units 
  with the selected keyword.
  Tank Commander: A Tank Commander begins the game commanding a vehicle (see above). Whilst 
  commanding the vehicle, use that vehicle’s normal profile, weapons, abilities, keywords and characteristics, with the 
  exception of it’s Ballistic Skill - use the Tank Commander’s Ballistic Skill of 3+ when firing with the vehicle instead.  
   
  If his vehicle is reduced to 0 wounds, set him up within 3” before removing the vehicle from the battlefield. He is 
  treated as a passenger departing from a destroyed transport. Assuming he survives, the Tank Commander then uses 
  the Infantry profile above and the keywords below. He is equipped with a laspistol, combat blade, frag grenades & 
  krak grenades.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, character, tank commander
  Auxilia Rapier Weapons Battery
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Rapier Weapons 
  Carrier
  3”
  6+
  4+
  3
  5
  4
  1
  7
  3+
  Auxiliary Crew
  6”
  4+
  4+
  3
  3
  1
  1
  5
  5+
  This unit consists of 1 Rapier Weapons Carrier and 2 Auxiliary Crew.  It can include up to 2 additional Rapier Weapons Carriers (each with 2 
  Auxiliary Crew) (+4 Power rating per Rapier Weapons Carrier).
  • 
  Each Rapier Weapons Carrier is equipped with a quad multi-laser.
  • 
  Each Auxiliary Crew is armed with a lasgun and a combat blade.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combat blade
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Graviton cannon
  36"
  Heavy D3
  7
  -4
  2
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to 3. For every five models in the target units, add D3 to the number of 
  attacks made by this weapon.
  Lasgun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Laser destroyer
  36”
  Heavy 1
  12
  -4
  D6
  If this weapon successfully inflicts damage, roll an additional D6. On a result 
  of 3-5, the weapon’s damage is increased to 2D6. On a result of a 6, the weapon’s 
  damage is increased to 3D6.
  Quad launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag shells
  60”
  Heavy 4D3
  5
  0
  1
  This weapon can target units that are not visible to the bearer.
  - Shatter shells
  24”
  Heavy 4
  8
  -2
  3
  -
  Quad multi-laser
  36”
  Heavy 12
  6
  0
  1
  -
  UNIT OPTIONS
  • 
  The entire unit can replace its quad multi-laser with quad launchers (frag & shatter shells).
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its quad multi-laser with a laser destroyer or graviton cannon.
  ABILITIES
  Disiplined Fire, Close Formation Fighting (Crew only)
  Artillery: A Rapier Weapons Carrier can only fire its ranged weapon if a friendly Auxiliary crew is within 3”. A 
  single crew model cannot operate multiple Rapier Weapons Carriers in this way in a single turn. If at any point, 
  there are no crew within 6” of a Rapier Weapons Carrier, it is immediately removed from play.
  Auxiliary Crew: When a Rapier Carrier is set up on the battlefield, its Auxiliary Crew are set up in unit coherency 
  with it. From that point onwards the Auxiliary Crew are treated as one unit and the Rapier Carrier as another. The 
  Auxiliary Crew may only be chosen as a target in the Shooting phase if they are the closest visible unit to the firer.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS 
  (Rapier Weapons Carrier)
  vehicle, artillery, raPier carrier
  KEYWORDS 
  (Auxiliary Crew)
  inFantry, crew
  4
  Poiwer
  
  50
  51
  Auxilia Enginseer Adeptus
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Enginseer Adept
  6”
  4+
  4+
  4
  4
  4
  2
  8
  3+
  This unit consists of 1 Enginseer Adept. It can include up to 2 additional Enginseer Adepts (+3 Power rating per model).
  • 
  Each model is armed with a servo arm, power axe and laspistol.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Graviton gun
  18”
  Assault 2
  5
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  Power axe
  Melee
  Melee
  1
  -2
  1
  -
  Servo arm
  Melee
  Melee
  x2
  -2
  3
  Each servo arm can only be used to make one attack each time this model fights. 
  When a model attacks with this weapon subtract 1 from the hit roll.
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can take melta bombs.
  • 
  Any model can take a nuncio-vox.
  • 
  Any model can take a cortex controller.
  • 
  Any model can take a volkite charger.
  • 
  Any model can take a graviton gun.
  • 
  Any model can take a refractor field.
  • 
  Any model can take a cyber-familiar.
  ABILITIES
  Battlesmith: At the end of your Movement phase this model can repair a single Solar auxilia vehicle within 
  1”. That model regains D3 wounds. A model can only be repaired once per turn.
  Bionics: This model has a 6+ invulnerable save.
  Cyber-familiar: A unit with a cyber-familiar is never slowed by battlefield terrain.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, character, enGinSeer
  3
  Power
  Auxilia Servo-automata
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Servo-automata
  5”
  5+
  5+
  3
  3
  1
  1
  6
  4+
  This unit consists of 4 Servo-automata. It may include up to four additional Servo-automata (+3 Power rating)
  • 
  Each model is armed with a brutal assault weapon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Brutal assault weapon
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Grenade launcher
  When attacking with this weapon, choose one of the profiles below.
  - Kinetic grenades
  24”
  Assault D6
  4
  0
  1
  -
  - Tempest grenades
  24”
  Assault 1
  4
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  - Krak grenades
  24”
  Assault 1
  6
  -1
  D3
  -
  Multi-melta
  24”
  Heavy 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Phased plasma-fusil
  24”
  Rapid Fire 2
  6
  -2
  1
  -
  Servo arm
  Melee
  Melee
  x2
  -2
  3
  Each servo arm can only be used to make one attack each time this model fights. 
  When a model attacks with this weapon subtract 1 from the hit roll.
  Rotor cannon
  30”
  Rapid Fire 3
  3
  0
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can take either a flamer, phased plasma-fusil, rotor cannon, grenade launcher (with kinetic, tempest 
  and krak grenades), heavy bolter, multi-melta or a servo-arm.
  ABILITIES
  Mindlock: If there is a friendly enGinSeer model within 6”, this unit‘s Weapon Skill and Ballistic Skill increase 
  to 4+ and their Leadership increases to 9.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, Servo-automata
  3
  Power
  
  52
  53
  Auxilia Ogryn Charonite Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Ogryn Charonite
  6”
  3+
  4+
  5
  5
  3
  3
  7
  4+
  This unit consists of 3 Ogryn Charonites It can include up to 3 additional Ogryn Charonites (+4 Power rating) or up to 6 additional Ogryn 
  Charonites (+8 Power rating).
  • 
  An Ogryn Charonite is armed with charonite claws.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Charonite claws
  Melee
  Melee
  +1
  -3
  1
  Each time you make a hit roll of 6+ for this weapon, that hit is resolved at AP -4 
  instead of -1 and Damage D3 instead of 1.
  ABILITIES
  Avalanche of Murder: On a turn in which this unit made a successful charge, models in this unit can make one 
  additional attack in the Fight phase the first time they fight.
  Mind-slave: This unit can never hold objectives.
  Dead-man’s Switch: Whenever this unit fails a Morale test, roll D3; the unit suffers this many mortal wounds and 
  the test is automatically passed
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, oGryn, oGryn charonite Squad
  4
  Poiwer
  Auxilia Medicae Detachment
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Medicae Orderly
  6”
  4+
  4+
  3
  3
  3
  1
  7
  4+
  This unit consists of 1 Medicae Orderly. It can include up to 3 additional Medicae Orderlies (+2 Power rating per model).
  • 
  A Medicae Orderly is armed with a medi-pack, combat blade and laspistol.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combat blade
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Needle pistol
  12”
  Pistol 1
  1
  0
  1
  A needle pistol always wounds on a 2+, unless the target model is a vehicle.
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  --
  WARGEAR 
  OPTIONS
  • 
  Any Medicae Orderly can replace his laspistol with a needle pistol.
  ABILITIES
  Disciplined Fire, Close formation fighting
  Medi-pack: At the end of any of your Movement phases, the Medicae can attempt to heal or revive a single model. 
  Select a friendly Solar auxilia inFantry unit within 3” of the Medicae. If that unit contains a wounded model, 
  it immediately regains D3 lost wounds. If the chosen units contains no wounded models, but one or more of its 
  models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound 
  remaining. If the Medicae fails to revive a model he can do nothing for the remainder of the turn (shoot, charge, 
  fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Medi-pack ability 
  once in each turn.
  Attached Deployment: During deployment, all models in this unit must be set up at the same time, they do not 
  need to be in unit coherency. From that point on, each Medicae Orderly is treated as a separate unit.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, character, medicae
  2
  Power
  
  54
  55
  Auxilia Lasrifle Section
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Solar Auxiliary
  6”
  4+
  4+
  3
  3
  1
  1
  6
  4+
  Auxiliary Sergeant
  6”
  4+
  4+
  3
  3
  1
  2
  7
  4+
  Troop Master
  6”
  3+
  3+
  3
  3
  1
  2
  7
  4+
  This unit consists of 1 Auxiliary Sergeant and 19 Solar Auxiliaries.
  • 
  Each model is armed with an auxilia lasrifle, collimator, combat blade, krak grenades and frag grenades.
  • 
  One Solar Auxiliary has a nuncio-vox in addition to the above equipment.
  • 
  One Solar Auxiliary has a troop vexilla in addition to the above equipment.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Auxilia lasrifle
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  30”
  Rapid Fire 1
  3
  0
  1
  -
  - Collimator
  36”
  Heavy 2
  3
  0
  1
  -
  - Blast charger
  18”
  Heavy 1
  6
  -1
  1
  After this a unit has fired this weapon, it may not be fired again until after the 
  controlling player’s next turn. In addition, roll a D6; on the roll of a 1 the unit 
  may not use their blast-chargers again in this battle.
  Combat blade
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  UNIT OPTIONS
  • 
  For every three units of this type in the detachment, one Auxiliary Sergeant may be upgraded to a Troop Leader.
  • 
  The entire unit can take blast-chargers.
  WARGEAR 
  OPTIONS
  • 
  The Auxiliary Sergeant or Troop Master can replace his combat blade and/or auxilia lasrifle & collimator with 
  items from the Pistols or Melee Weapons lists.
  • 
  The Auxiliary Sergeant or Troop Master can take melta bombs.
  ABILITIES
  Disciplined Fire, Close Formation Fighting
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, auxilia laSriFle Section
  7
  Power
  Auxilia Veletaris Storm Section
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Veletari
  6”
  4+
  3+
  3
  3
  1
  1
  7
  4+
  Veletari Prime
  6”
  3+
  3+
  3
  3
  1
  2
  8
  4+
  This unit consists of 1 Veletari Prime and 9 Veletarii.
  • 
  Each model is armed with a volkite charger, laspistol, combat blade, krak grenades and frag grenades and wears hardened armour.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combat blade
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  --
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Rotor cannon
  30”
  Rapid Fire 3
  3
  0
  1
  -
  Shroud bombs
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  UNIT OPTIONS
  • 
  The entire unit can replace their volkite chargers with rotor cannon or power axes.
  • 
  The entire unit can take shroud bombs.
  WARGEAR 
  OPTIONS
  • 
  One Veletari can take a nuncio-vox.
  • 
  The Auxiliary Sergeant or Troop Master can replace his combat blade and/or auxilia lasrifle & collimator with 
  items from the Pistols or Melee Weapons lists.
  • 
  The Auxiliary Sergeant or Troop Master can take melta bombs.
  ABILITIES
  Disciplined Fire, Close Formation Fighting
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, veletariS Storm Section
  7
  Power
  
  56
  57
  Auxilia Flamer Section
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Solar Auxiliary
  6”
  4+
  4+
  3
  3
  1
  1
  6
  4+
  Auxiliary Sergeant
  6”
  4+
  4+
  3
  3
  1
  2
  7
  4+
  This unit consists of 1 Auxiliary Sergeant and 9 Solar Auxiliaries.
  • 
  Each Auxiliary is armed with a flamer, laspisol, krak grenades and frag grenades and wears hardened armour.
  • 
  The Auxiliary Sergeant is armed with a flamer, laspisol, combat blade, krak grenades and frag grenades and wears hardened armour.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combat blade
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  --
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  WARGEAR 
  OPTIONS
  • 
  The Auxiliary Sergeant can replace his combat blade and/or auxilia lasrifle & collimator with items from the 
  Pistols or Melee Weapons lists.
  • 
  The Auxiliary Sergeant can take melta bombs.
  ABILITIES
  Disciplined Fire, Close Formation Fighting
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  inFantry, SuPPort, auxilia Flamer Section
  7
  Power
  Auxilia Leman Russ Strike Squadron
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Leman Russ Tank
  10”
  6+
  4+
  7
  8
  7-12
  3
  7
  3+
  7”
  5+
  4-6
  D3
  4”
  6+
  1-3
  1
  This unit consists of 1 Leman Russ Tank. It can include up to 2 additional Leman Russ Tanks (+11 Power rating per model).
  • 
  Each model is equipped with a battle cannon and a heavy bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Battle cannon
  72”
  Heavy D6
  8
  -2
  D3
  -
  Exterminator 
  autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  Vanquisher battle 
  cannon
  72”
  Heavy 1
  8
  -3
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its battle cannon with an exterminator autocannon, a twin lascannon or a vanquisher 
  battle cannon..
  • 
  Any model can replace its heavy bolter with a multi-laser, heavy flamer or a lascannon.
  • 
  Any model can take a pintle weapon: either a multi-laser or a heavy flamer.
  • 
  Any model can take a hunter-killer missile.
  ABILITIES
  Explorator Adaption
  Induction Chargers: Once per battle at the start of any of your Movement phases, you may activate this unit’s 
  induction chargers. The unit may Advance and still fire all it’s weapons this turn, and ignores the usual -1 penalty for 
  moving and firing heavy weapons.
  Grinding Advance: If this model moves under half speed in its Movement phase (i.e. it moves a distance in 
  inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting 
  phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon 
  do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle 
  cannon, demolisher cannon, twin lascannon, exterminator autocannon and vanquisher battle cannon. 
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any 
  embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, leman ruSS, tank
  11
  Power
  
  58
  59
  Auxilia Tarantula Sentry Gun Battery
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Tarantula Sentry Gun
  0”
  -
  4+
  4
  5
  4
  -
  10
  3+
  Air defence Tarantula
  0”
  -
  4+
  4
  5
  4
  -
  10
  3+
  This unit consists of 1 Tarantula Sentry Gun. It can include up to 2 additional Tarantula Sentry Guns (Power Rating +3 per model).
  • 
  Each model equipped with a twin heavy bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Air-defence missiles
  48”
  Heavy D3
  8
  -2
  D3
  This weapon gets +1 to hit against units with the Fly keyword. However it gets 
  -1 to hit all other units.
  Multi-melta
  24”
  Heavy 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  Twin multi-laser
  36”
  Heavy 6
  6
  0
  1
  -
  Twin rotor cannon
  30”
  Rapid Fire 6
  3
  0
  1
  -
  UNIT OPTIONS
  • 
  The entire unit can be upgraded to Air defence Tarantulas. Air defence Tarantulas replace their twin heavy bolters 
  with air-defence missiles.
  • 
  One model can replace its air-defence missiles with a hyperios command platform.
  • 
  The entire unit can take concealment.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its twin heavy bolters with twin heavy flamers, twin multi-lasers, two twin rotor cannons, 
  twin lascannon or multi-melta.
  ABILITIES
  Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically 
  hit this model in the Fight phase - do not make hit rolls. However,this model can still shoot if there are enemy models 
  within 1” of it, and friendly units can still target enemy models that are within 1” of this model.
  Automated Weapons: If this model has a twin heavy bolter, twin heavy flamer or twin rotor cannon; it will 
  automatically target the nearest enemy inFantry unit in the Shooting phase within range. If this model has a multi-
  melta or twin lascannon; it will automatically target the nearest non-inFantry model in the Shooting phase within 
  range. If this model has air-defence missiles; it will automatically target the nearest visible enemy unit that can Fly 
  and is within range. If there are none of the specified types of unit types of unit in range then the closest enemy unit 
  of any kind must be targeted, however in all cases this model may only shoot at an enemy character if it is the 
  closest model of any type.
  Hyperios Command Platform: A model equipped with a hyperios command platform gives a +1 to hit rolls for 
  air-defence missiles within 3”.
  Concealment: Enemy units targeting this unit suffer a -1 to hit rolls with ranged attacks, until this unit shoots.
  FACTION 
  KEYWORDS
  <Fealty>, leGioneS aStarteS, <leGion>
  KEYWORDS
  vehicle, artillery, tarantula Sentry Gun
  3
  Power
  Auxilia Artillery Tank Battery
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Artillery Tank
  10”
  6+
  4+
  7
  7
  7-12
  3
  7
  3+
  6”
  5+
  4-6
  D3
  4”
  6+
  1-3
  1
  This unit consists of 1 Artillery Tank. It can include up to 2 additional Artillery Tanks (+10 Power rating per model).
  • 
  Each model is equipped with an earthshaker cannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Earthshaker cannon
  240”
  Heavy D6
  9
  -2
  D3
  Roll two dice for the number of attacks when firing this weapon and discard the 
  lowest result. This weapon can target units that are not visible to the bearer.
  Colossus siege mortar
  240”
  Heavy 2D6
  6
  -2
  D3
  This weapon can target units that are not visibl to the bearer. Units 
  attacked by this weapon do not gain any bonus to their saving 
  throw for being in cover.
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Medusa siege gun
  36”
  Heavy D6
  10
  -3
  D3
  This weapon can target units that are not visible to the bearer.
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  WARGEAR 
  OPTIONS
  • 
  The entire unit can replace their earthshaker cannon with meduse siege guns or colossus siege mortars.
  • 
  Any model can take a pintle weapon: either a heavy bolter, a multi-laser or a heavy flamer.
  • 
  Any model can take a hunter-killer missile.
  ABILITIES
  Explorator Adaption
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any 
  embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle,  artillery, tank
  10
  Power
  
  60
  61
  Auxilia Leman Russ Assault Squadron
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Leman Russ Tank
  10”
  6+
  4+
  7
  8
  7-12
  3
  7
  3+
  7”
  5+
  4-6
  D3
  4”
  6+
  1-3
  1
  This unit consists of 1 Leman Russ Tank. It can include up to 2 additional Leman Russ Tanks (+11 Power rating per model).
  • 
  Each model is equipped with a demolisher cannon and a heavy bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Executioner plasma 
  cannon
  36”
  Heavy 2D3
  7
  -3
  2
  -
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Volkite demi-
  culverin
  45”
  Heavy 5
  7
  -1
  2
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its demolisher cannon with an executioner plasma cannon or a volkite demi-culverin.
  • 
  Any model can replace its heavy bolter with a multi-laser, heavy flamer or a lascannon.
  • 
  Any model can take a pintle weapon: either a multi-laser or a heavy flamer.
  • 
  Any model can take a hunter-killer missile.
  ABILITIES
  Explorator Adaption
  Co-ordinated Fire Protocols: So long as two or more tanks from the same unit are firing at the same target, the 
  weapons they fire at that target may re-roll hit rolls of 1. Note that you must declare the target for all weapons on all 
  tanks before making any hit rolls.
  Grinding Advance: If this model moves under half speed in its Movement phase (i.e. it moves a distance in inches 
  less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase 
  (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not 
  suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: demolisher 
  cannon, executioner plasma cannon and volkite demi-culverin. 
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any 
  embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, leman ruSS, tank
  11
  Power
  Auxilia Malcador Heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Malcador
  10”
  6+
  4+
  7
  8
  10-18
  3
  8
  3+
  7”
  5+
  5-9
  D3
  5”
  6+
  1-4
  1
  This unit consists of a single Malcador equipped with a battle cannon and three autocannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Battle cannon
  72”
  Heavy D6
  8
  -2
  D3
  -
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its battle cannon with a twin lascannon.
  • 
  Any model can replace one of its autocannon with a heavy flamer, multi-laser, lascannon or demolisher cannon.
  • 
  Any model can replace two of its autocannon with two heavy flamers, two multi-lasers or two lascannons.
  • 
  Any model can take a pintle weapon: either a multi-laser or a heavy flamer.
  • 
  Any model can take up to two hunter-killer missiles.
  ABILITIES
  Explorator Adaption
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it explodes 
  and each unit within 2D6” suffers D3 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, malcador, tank
  16
  Power
  
  62
  63
  Auxilia Malcador Infernus Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Malcador Infernus
  10”
  6+
  4+
  7
  8
  10-18
  3
  8
  3+
  7”
  5+
  5-9
  D3
  5”
  6+
  1-4
  1
  This unit consists of a single Malcador Infernus equipped with an inferno gun with flammable fuel and three autocannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Inferno gun
  When attacking with this weapon, use the profile that matches the fuel the model has:
  - Chemical fuel
  16”
  Heavy 2D6
  *
  -3
  1
  This weapon automatically hits its target. In addition, it wounds on a 2+, unless it 
  is targetting a vehicle, in which case it wounds on a 6+.
  - Flammable fuel
  16”
  Heavy 2D6
  7
  -2
  2
  This weapon automatically hits its target.
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  WARGEAR 
  OPTIONS
  • 
  This model can replce its inferno gun’s flammable fuel with chemical fuel. It may only have one of these.
  • 
  This model can replace two of its autocannon with two heavy flamers, two multi-lasers or two lascannons.
  • 
  This model can take a pintle weapon: either a multi-laser or a heavy flamer.
  ABILITIES
  Explorator Adaption
  Titanic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+ 
  it explodes and each unit within 2D6” suffers D6 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, malcador, tank
  16
  Power
  Auxilia Valdor Tank Hunter
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Valdor
  10”
  6+
  4+
  7
  8
  10-18
  3
  8
  3+
  7”
  5+
  5-9
  D3
  4”
  6+
  1-4
  1
  This unit consists of a single Valdor equipped with a neutron laser projector and an autocannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Neutron laser 
  projector
  72”
  Heavy 2D3
  14
  -4
  D6
  Any vehicle which suffers wounds from this weapon but is not slain must 
  subtract 1 from its Shooting hit rolls until the end of its controlling player’s next 
  turn.
  WARGEAR 
  OPTIONS
  • 
  This model can replace its autocannon with a heavy flamer, multi-laser, or lascannon.
  • 
  This model can replace two of its autocannon with two heavy flamers, two multi-lasers or two lascannons.
  • 
  This model can take a pintle weapon: either a multi-laser or a heavy flamer.
  ABILITIES
  Explorator Adaption
  Tank Hunter: If this model attacks a vehicle with it’s neutron laser projector, roll two dice when inflicting damage 
  with it and discard the lowest result.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its heavy bolters or heavy 
  flamers may target unit within 1”of it - its other guns must target other units). In addition, this model only gains a 
  bonus to its save in cover if at least half of the model is obscured from the bearer.
  Unstable Reactor: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 2+ 
  it explodes and each unit within 2D6” suffers D6 mortal wounds.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, malcador, tank
  18
  Power
  
  64
  65
  Cyclops Demolition Unit
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Cyclops
  10”
  6+
  4+
  4
  6
  4
  1
  7
  3+
  This unit consists of 1 Cyclops. It may include up to four addtional Cyclops’ (+3 Power rating per model). Your army may only include 
  one of this unit.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Cyclops demolition 
  charge
  *
  Heavy 2D6
  9
  -2
  D3
  This weapon automatically hits its target. This weapon may only be used once 
  per battle.
  Cyclops incineration 
  charge
  *
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target. This weapon may only be used once 
  per battle. Units attacked by this weapon do not get any bonus to their saving 
  throws for being in cover. Roll three dice when determining number of shots 
  from this weapon and discard the lowest dice.
  Atomantic imploder
  *
  Heavy D3
  12
  -4
  D6
  This weapon automatically hits its target. This weapon may only be used once 
  per battle.
  UNIT OPTIONS
  • 
  The entire unit can replace its cyclops demolition charges with cyclops incineration charges.
  OR
  • 
  If the detachment contains a Lord Marshal, the entire unit can replace its cyclops demolition charges with 
  atomantic imploders.
  ABILITIES
  Cyclops Demolition: At the start of any of this model’s Shooting phases, so long as it has not Advanced, it may 
  choose to detonate. When it does so, every unit (both friendly and enemy) within D6” is automatically hit by its 
  weapon - make a separate attack agaist each unit in range. Once this model has detonated, remove it from play. Any 
  Cyclops that is removed from play in this way does not award Victory Points in missions where this is a factor.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 3+ it 
  explodes, and each unit within 6” suffers D3 mortal wounds.
  Vehicle Squadron: The first time this unit is set up, all models in the unit must be placed within 6” of each other. 
  From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, cycloPS demolition unit
  3
  Power
  Auxilia Arvus Lighter
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Arvus Lighter
  20”-30”
  6+
  4+
  6
  6
  8
  1
  7
  3+
  This unit contains 1 Arvus Lighter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Hellstrike missile
  72”
  Heavy 1
  8
  -2
  D6
  Roll 2 dice when inflicting damage with this weapon and 
  discard the lowest result.
  Twin autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Twin multi-laser
  36”
  Heavy 6
  6
  0
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can take one of the following: twin multi-laser, twin autocannon or two hellstrike missiles.
  ABILITIES
  Aerial Assault: During deployment, you can set this unit up in the skies instead of placing it on the battlefield. 
  At the end of any of your Movement phases, this unit may fly into battle - set it up anywhere on the battlefield that is 
  more than 9” away from enemy models.
  Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked 
  in the Fight phase by units that can Fly.
  Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before 
  any embarked models disembark; on a 6 it crashes and explodes, and each unit within 6” suffers D3 mortal wounds.
  Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far 
  the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. 
  When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice.
  Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic 
  becomes 20” until the end of the phase and it loses the Airborne, Supersonic and Hard to Hit abilities until the 
  beginning of your next Movement phase.
  Repair: Roll a D6 at the end of this model’s movement; on a 6, this model regains 1 lost wound.
  TRANSPORT
  This model can transport 12 Solar auxilia inFantry models. Each Ogryn Charonite or Cyclops Demolition Vehicle 
  takes up the space of three other models.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, tranSPort, Fly, arvuS liGhter
  6
  Power
  
  66
  67
  Auxilia Dracosan Armoured Transport
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Dracosan
  10”
  6+
  4+
  7
  8
  10-16
  3
  8
  3+
  7”
  5+
  5-8
  D3
  5”
  6+
  1-4
  1
  This unit consists of a single Dracosan equipped with a twin lascannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its twin lascannon with a demolisher cannon. If this option is taken then the number of 
  models that Dracosan can transport is reduced to 10.
  • 
  Any model can take a pintle weapon: either a multi-laser or a heavy flamer.
  • 
  Any model can take up to two hunter-killer missiles.
  ABILITIES
  Explorator Adaption
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it explodes 
  and each unit within 2D6” suffers D3 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  TRANSPORT
  This model can transport 20 Solar auxilia inFantry models. Each Ogryn Charonite or Cyclops Demolition Vehicle 
  takes up the space of three other models.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, dracoSan, tank, tranSPort
  X
  Power
  Auxilia Primaris-Lightning Strike Fighter
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Primaris-Lightning
  20-45”
  6+
  3+
  7
  7
  7-14
  3
  8
  3+
  20-30”
  4+
  4-6
  20”
  5+
  1-3
  A Primaris-Lightning is a single model equipped with a twin lascannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  Twin autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Twin multi-laser
  36”
  Heavy 6
  6
  0
  1
  -
  Twin missile 
  launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag missile
  48”
  Heavy 2D6
  4
  0
  1
  -
  - Krak missile
  48”
  Heavy 2
  8
  -2
  D6
  -
  - Rad missile
  48”
  Heavy 2D3
  4
  -2
  1
  Your opponent must subtract 1 from the Toughness characteristic of any 
  Infantry or Biker units that have suffered any hits from rad grenades or rad 
  missiles until the end of the turn.
  Sunfury missile
  36”
  Heavy D6
  6
  -2
  1
  Kraken penetrator
  36”
  Heavy 1
  8
  -3
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result. 
  Phosphex Bomb 
  cluster
  ---------------------- See Bomb cluster below ---------------------- Each Phosphex bomb cluster can only be used once per battle.
  UNIT OPTIONS
  • 
  This model can take up to three hardpoint weapon systems, which may either be twin autocannons, twin multi-
  lasers, twin missile launchers (frag & krak missiles), two sunfury missiles, two kraken penetrator missiles or a 
  phosphex bomb cluster.
  • 
  Any twin missile launcher can take rad missiles.
  WARGEAR 
  OPTIONS
  • 
  This model can take battle servitor control.
  • 
  This model can take ground-tracking auguries.
  • 
  This model can take a ramjet diffraction grid.
  ABILITIES
  Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked 
  in the Fight phase by units that can Fly.
  Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it 
  crashes and explodes, and each unit within 6” suffers D3 mortal wounds.
  Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far 
  the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. 
  When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice.
  Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  Phosphex Bomb cluster: Once per turn a Primaris-Lightning equipped with a Phosphex Bomb cluster can drop 
  it as it flies over enemy units in its Movement phase. After the Primaris-Lightning has moved, pick one enemy unit 
  that it flew over. Then roll a D6 for each model in the unit, up to a maximum of 10 dice (roll two dice for each vehicle 
  or monSter in the unit). For each roll of a 4+, the unit being bombed suffers a mortal wound.
  Battle servitor control: A model with Battle Servitor Control increases by one the Strength of any ranged 
  weapons that target a vehicle unit.
  Ground-tracking auguries: A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting 
  a unit that does not have the Fly keyword.
  Ramjet diffraction grid: This model has a 5+ invulnerable save against ranged weapons.
  FACTION 
  KEYWORDS
  <Fealty>, leGioneS aStarteS, <leGion>
  KEYWORDS
  vehicle, Fly, PrimariS-liGhtninG
  14
  Power
  
  68
  69
  Auxilia Thunderbolt Heavy Fighter
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Thunderbolt
  20-45”
  6+
  3+
  7
  7
  7-15
  3
  7
  3+
  20-30”
  4+
  4-6
  20”
  5+
  1-3
  A Thunderbolt Heavy Fighter is a single model equipped with a twin lascannon and two twin autocannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  Twin autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Kinetic piercer 
  missile
  60”
  Heavy 1
  7
  -2
  D3
  Add 1 to all hit rolls made for this weapon against targets that can Fly. Subtract 1 
  from all hit rolls made for this weapon against other targets.
  Hellstrike missile
  72”
  Heavy 1
  8
  -2
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result.
  Sunfury missile
  36”
  Heavy D6
  6
  -2
  1
  -
  WARGEAR 
  OPTIONS
  • 
  This model may take one of the following options: four hellstrike missiles, four sunfury missiles, four kinetic 
  piercer missiles.
  • 
  This model can take ground-tracking auguries.
  ABILITIES
  Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked 
  in the Fight phase by units that can Fly.
  Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it 
  crashes and explodes, and each unit within 6” suffers D3 mortal wounds.
  Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far 
  the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. 
  When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice.
  Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  Ground-tracking auguries: A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting 
  a unit that does not have the Fly keyword.
  Ramjet diffraction grid: This model has a 5+ invulnerable save against ranged weapons.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, Fly, thunderBolt
  15
  Power
  Auxilia Stormhammer Super-heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Legion Stormblade
  10”
  5+
  3+
  9
  8
  14-26
  9
  9
  3+
  7”
  4+
  7-13
  6
  4”
  5+
  1-6
  3
  A Stormhammer is a single model equipped with a Stormhammer cannon, twin battle cannon, a co-axial multi-laser, six multi-lasers, a 
  lascannon and adamantium tracks.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Co-axial multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Stormhammer 
  cannon
  60”
  Heavy D6
  9
  -3
  D6
  Roll two dice for the number of attacks when firing this weapon and discard the 
  lowest result. Re-roll damage rolls of 1 for this weapon.
  Twin battle cannon
  72”
  Heavy 2D6
  8
  -2
  D3
  -
  WARGEAR 
  OPTIONS
  • 
  This model can replace any of its multi-lasers with any of the following: heavy flamers, heavy bolters or lascannon.
  • 
  This model can take a hunter-killer missile.
  • 
  This model can take a pintle weapon; either a multi-laser or heavy flamer.
  ABILITIES
  Co-axial weapon: If during the same Shooting phase this model fires its Stormhammer cannon at the same target 
  as it’s co-axial multi-laser, it may re-roll any hit rolls with its Stormhammer cannon.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 2D6” suffers D6 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its twin heavy bolter and 
  twin heavy flamer may target units within 1” of it - its other guns must target other units). In addition, this model 
  only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, titanic, Stormhammer, tank
  27
  Power
  
  70
  71
  Auxilia Baneblade Super-heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Baneblade
  10”
  5+
  4+
  9
  8
  14-26
  9
  8
  3+
  7”
  5+
  7-13
  6
  4”
  6+
  1-6
  3
  A Baneblade is a single model equipped with an autocannon, a Baneblade cannon, a demolisher cannon, a twin heavy bolter and adamantium 
  tracks.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Baneblade cannon
  72”
  Heavy 3D6
  9
  -3
  3
  -
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  WARGEAR 
  OPTIONS
  • 
  This model may take a combi-bolter or heavy stubber.
  • 
  This model can take a hunter-killer missile.
  • 
  This model may take either two sponsons or four sponsons; each sponson is equipped with a lascannon and either 
  a twin heavy bolter or twin heavy flamer.
  ABILITIES
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 2D6” suffers D6 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its twin heavy bolter and 
  twin heavy flamer may target units within 1” of it - its other guns must target other units). In addition, this model 
  only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, titanic, BaneBlade, tank
  30
  Power
  Auxilia Banesword Super-heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Banesword
  10”
  5+
  4+
  9
  8
  14-26
  9
  8
  3+
  7”
  5+
  7-13
  6
  4”
  6+
  1-6
  3
  A Banesword is a single model equipped with a quake cannon, a twin heavy bolter and adamantium tracks.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Quake cannon
  140”
  Heavy 2D6
  14
  -4
  D6
  When rolling for this weapon’s damage, treat results of a 1 or 2 as 3 instead.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  WARGEAR 
  OPTIONS
  • 
  This model may take a combi-bolter or heavy stubber.
  • 
  This model may take either two sponsons or four sponsons; each sponson is equipped with a lascannon and either 
  a twin heavy bolter or twin heavy flamer.
  ABILITIES
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 2D6” suffers D6 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its twin heavy bolter and 
  twin heavy flamer may target units within 1” of it - its other guns must target other units). In addition, this model 
  only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, titanic, BaneSword, tank
  25
  Power
  
  72
  73
  Auxilia Shadowsword Super-heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Shadowsword
  10”
  5+
  4+
  9
  8
  14-26
  9
  8
  3+
  7”
  5+
  7-13
  6
  4”
  6+
  1-6
  3
  A Shadowsword is a single model equipped with a volcano cannon, a twin heavy bolter and adamantium tracks.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Volcano cannon
  120”
  Heavy 3D3
  16
  -5
  2D6
  You can re-roll failed wound rolls when targetting titanic units with this 
  weapon.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  WARGEAR 
  OPTIONS
  • 
  This model may take a combi-bolter or heavy stubber.
  • 
  This model may take either two sponsons or four sponsons; each sponson is equipped with a lascannon and either 
  a twin heavy bolter or twin heavy flamer.
  ABILITIES
  Explorator Adaptions
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 2D6” suffers D6 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Shadowsword Targeters: Add 1 to any hit rolls you make for this model for attacks that target titanic units.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its twin heavy bolter and 
  twin heavy flamer may target units within 1” of it - its other guns must target other units). In addition, this model 
  only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, titanic, ShadowSword, tank
  27
  Power
  Auxilia Stormlord Super-heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Stormlord
  10”
  5+
  4+
  9
  8
  14-26
  9
  8
  3+
  7”
  5+
  7-13
  6
  4”
  6+
  1-6
  3
  A Stormlord is a single model equipped with a vulcan mega-bolter, a twin heavy bolter, two heavy stubbers and adamantium tracks.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Vulcan mega-bolter
  60”
  Heavy 20
  6
  -2
  2
  -
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  WARGEAR 
  OPTIONS
  • 
  This model may take a combi-bolter or heavy stubber.
  • 
  This model may replace its two heavy stubbers with two heavy bolters.
  • 
  This model may take either two sponsons or four sponsons; each sponson is equipped with a lascannon and either 
  a twin heavy bolter or twin heavy flamer.
  ABILITIES
  Explorator Adaptions
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 2D6” suffers D6 mortal wounds.
  Extended Firing Deck: Up to 20 models being transported by a Stormlord can shoot in their shooting phase,  
  measuring and drawing line of sight from any point on the vehicle. Units that shoot in this manner count as having 
  moved if they or the Stormlord moved in the preceding movement phase.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its twin heavy bolter and 
  twin heavy flamer may target units within 1” of it - its other guns must target other units). In addition, this model 
  only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
  TRANSPORT
  This model can transport 40 Solar auxilia inFantry models. Each Ogryn Charonite or Cyclops Demolition Vehicle 
  takes up the space of three other models.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, titanic, Stormlord, tank, tranSPort
  27
  Power
  
  74
  75
  Auxilia Stormsword Super-heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Stormsword
  10”
  5+
  4+
  9
  8
  14-26
  9
  8
  3+
  7”
  5+
  7-13
  6
  4”
  6+
  1-6
  3
  A Stormsword is a single model equipped with a Stormsword siege cannon, a twin heavy bolter and adamantium tracks.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Stormsword siege 
  cannon
  36”
  Heavy 2D6
  10
  -4
  D6
  Roll two dice for the number of attacks when firing this weapon and discard 
  the lowest result. Units attacked by this weapon do not gain any bonus to their 
  saving throws for being in cover. Re-roll damage rolls of 1 for this weapon.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  WARGEAR 
  OPTIONS
  • 
  This model may take a combi-bolter or heavy stubber.
  • 
  This model may take either two sponsons or four sponsons; each sponson is equipped with a lascannon and either 
  a twin heavy bolter or twin heavy flamer.
  ABILITIES
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 2D6” suffers D6 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its twin heavy bolter and 
  twin heavy flamer may target units within 1” of it - its other guns must target other units). In addition, this model 
  only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
  FACTION 
  KEYWORDS
  <Fealty>, Solar auxilia
  KEYWORDS
  vehicle, titanic, StormSword, tank
  25
  Power
  Auxilia Stormblade Super-heavy Tank
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Stormblade
  10”
  5+
  4+
  9
  8
  14-26
  9
  9
  3+
  7”
  5+
  7-13
  6
  4”
  6+
  1-6
  3
  A Stormblade is a single model equipped with a plasma blastgun, heavy bolter and adamantium tracks.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Plasma blastgun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  72”
  Heavy 2D6
  8
  -3
  2
  -
  - Supercharge
  96”
  Heavy 2D6
  9
  -3
  3
  For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s 
  shots have been resolved.
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  WARGEAR 
  OPTIONS
  • 
  This model can take up to two pairs of sponsons (each  sponson consists of a twin heavy bolter and lascannon).
  • 
  Any twin heavy bolter can be replaced with a twin heavy flamer.
  • 
  This model can take a hunter-killer missile.
  • 
  This model can take an item from the Pintle Weapons list.
  ABILITIES
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 2D6” suffers D6 mortal wounds.
  Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use 
  its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target this vehicle.
  Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the 
  controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its heavy bolters or heavy 
  flamers may target unit within 1”of it - its other guns must target other units). In addition, this model only gains a 
  bonus to its save in cover if at least half of the model is obscured from the bearer.
  FACTION 
  KEYWORDS
  <Fealty>,  Solar auxilia
  KEYWORDS
  vehicle, titanic, StormBlade, tank
  29
  Power
  
  76
  77
  Weapon Profiles Summary
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium tracks
  Melee
  Melee
  User
  -2
  D3
  -
  Air-defence missiles
  48”
  Heavy D3
  8
  -2
  D3
  This weapon gets +1 to hit against units with the Fly keyword. However it gets -1 
  to hit all other units.
  Archaeotech Pistol
  12”
  Pistol 1
  6
  -2
  2
  -
  Atomantic imploder
  *
  Heavy D3
  12
  -4
  D6
  This weapon automatically hits its target. This weapon may only be used once 
  per battle.
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Auxilia lasrifle
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  30”
  Rapid Fire 1
  3
  0
  1
  -
  - Collimator
  36”
  Heavy 2
  3
  0
  1
  -
  - Blast charger
  18”
  Heavy 1
  6
  -1
  1
  After this a unit has fired this weapon, it may not be fired again until after the 
  controlling player’s next turn. In addition, roll a D6; on the roll of a 1 the unit may 
  not use their blast-chargers again in this battle.
  Bombardment
  100”
  Heavy D6
  8
  -2
  D3
  This weapon can only be fired once per battle, and cannot be used if the bearer 
  moved. This weapon can target units that are not visible to the bearer (when 
  doing so, subtract 1 from the hit rolls). You may only use one Bombardment per 
  turn, regardless of how many Masters of Signals you have in your army.
  Baneblade cannon
  72”
  Heavy 3D6
  9
  -3
  3
  -
  Battlecannon
  72”
  Heavy D6
  8
  -2
  D3
  -
  Blast pistol
  6”
  Pistol 2
  5
  0
  1
  On a hit roll of 1, the bearer takes a mortal wound after all of this weapon’s shots 
  have been resolved.
  Charnabal sabre
  Melee
  Melee
  User
  -2
  1
  -
  Charonite claws
  Melee
  Melee
  +1
  -3
  1
  Each time you make a hit roll of 6+ for this weapon, that hit is resolved at AP -4 
  instead of -1 and Damage D3 instead of 1.
  Colossus siege 
  mortar
  240”
  Heavy 2D6
  6
  -2
  D3
  This weapon can target units that are not visibl to the bearer. Units 
  attacked by this weapon do not gain any bonus to their saving 
  throw for being in cover.
  Co-axial multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Combat blade
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Cyclops demolition 
  charge
  *
  Heavy 2D6
  9
  -2
  D3
  This weapon automatically hits its target. This weapon may only be used once 
  per battle.
  Cyclops incineration 
  charge
  *
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target. This weapon may only be used once 
  per battle. Units attacked by this weapon do not get any bonus to their saving 
  throws for being in cover. Roll three dice when determining number of shots 
  from this weapon and discard the lowest dice.
  Demolisher cannon
  24”
  Heavy D3
  10
  -3
  D6
  When attacking units with 5 or more models, change this weapon’s Type to 
  Heavy D6.
  Earthshaker cannon
  240”
  Heavy D6
  9
  -2
  D3
  Roll two dice for the number of attacks when firing this weapon and discard the 
  lowest result. This weapon can target units that are not visible to the bearer.
  Exterminator 
  autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Executioner plasma 
  cannon
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  36”
  Heavy D3
  7
  -3
  1
  -
  - Supercharge
  36”
  Heavy D3
  8
  -3
  2
  If you make 1 or more hit rolls of 1, the bearer suffers D6 mortal wounds after all 
  of this weapon’s shots have been resolved.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Graviton cannon
  36"
  Heavy D3
  7
  -4
  2
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to 3. For every five models in the target units, add D3 to the number of 
  attacks made by this weapon.
  Graviton gun
  18”
  Assault 2
  5
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  Grenade launcher
  When attacking with this weapon, choose one of the profiles below.
  - Kinetic grenades
  24”
  Assault D6
  4
  0
  1
  -
  - Tempest grenades
  24”
  Assault 1
  4
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  - Krak grenades
  24”
  Assault 1
  6
  -1
  D3
  -
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Hellstrike missile
  72”
  Heavy 1
  8
  -2
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  A model can only fire each of its hunter-killer missiles once per battle.
  Inferno pistol
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Inferno gun
  When attacking with this weapon, use the profile that matches the fuel the model has:
  - Chemical fuel
  16”
  Heavy 2D6
  *
  -3
  1
  This weapon automatically hits its target. In addition, it wounds on a 2+, unless it 
  is targetting a vehicle, in which case it wounds on a 6+.
  - Flammable fuel
  16”
  Heavy 2D6
  7
  -2
  2
  This weapon automatically hits its target.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Kraken penetrator
  36”
  Heavy 1
  8
  -3
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result. 
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Lasgun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Laser destroyer
  36”
  Heavy 1
  12
  -4
  D6
  If this weapon successfully inflicts damage, roll an additional D6. On a result 
  of 3-5, the weapon’s damage is increased to 2D6. On a result of a 6, the weapon’s 
  damage is increased to 3D6.
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Master-crafted 
  power sword
  Melee
  Melee
  User
  -3
  2
  -
  Medusa siege gun
  36”
  Heavy D6
  10
  -3
  D3
  This weapon can target units that are not visible to the bearer.
  Melta bomb
  3”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehicle.
  Meltagun
  12”
  Assault 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Multi-melta
  24”
  Heavy 1
  8
  -4
  D6
  If the target is within half range of this weapon, roll two dice when inflicting 
  damage with it and discard the lowest result.
  Needle pistol
  12”
  Pistol 1
  1
  0
  1
  A needle pistol always wounds on a 2+, unless the target model is a vehicle.
  Neutron laser 
  projector
  72”
  Heavy 2D3
  14
  -4
  D6
  Any vehicle which suffers wounds from this weapon but is not slain must 
  subtract 1 from its Shooting hit rolls until the end of its controlling player’s next 
  turn.
  Paragon blade
  Melee
  Melee
  +2
  -3
  D3
  -
  Phased plasma-fusil
  24”
  Rapid Fire 2
  6
  -2
  1
  -
  Plasma blastgun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  72”
  Heavy 2D6
  8
  -3
  2
  -
  - Supercharge
  96”
  Heavy 2D6
  9
  -3
  3
  For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s 
  shots have been resolved.
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after it’s shot has been resolved.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Quad heavy bolter
  36”
  Heavy 12
  5
  -1
  1
  -
  Quad launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag shells
  60”
  Heavy 4D3
  5
  0
  1
  This weapon can target units that are not visible to the bearer.
  - Shatter shells
  24”
  Heavy 4
  8
  -2
  3
  -
  Quad multi-laser
  36”
  Heavy 12
  6
  0
  1
  -
  Quake cannon
  140”
  Heavy 2D6
  14
  -4
  D6
  When rolling for this weapon’s damage, treat results of a 1 or 2 as 3 instead.
  Rotor cannon
  30”
  Rapid Fire 3
  3
  0
  1
  -
  Servo arm
  Melee
  Melee
  x2
  -2
  3
  Each servo arm can only be used to make one attack each time this model fights. 
  When a model attacks with this weapon subtract 1 from the hit roll.
  Shroud bombs
  12”
  Grenade D6
  -
  -
  -
  This weapon does not inflict any damage. Your opponent must subtract 1 from 
  any hit rolls made for Infantry units that have suffered any hits from shroud 
  bombs until the end of the turn.
  Kinetic piercer 
  missile
  60”
  Heavy 1
  7
  -2
  D3
  Add 1 to all hit rolls made for this weapon against targets that can Fly. Subtract 1 
  from all hit rolls made for this weapon against other targets.
  Stormhammer 
  cannon
  60”
  Heavy D6
  9
  -3
  D6
  Roll two dice for the number of attacks when firing this weapon and discard the 
  lowest result. Re-roll damage rolls of 1 for this weapon.
  Stormsword siege 
  cannon
  36”
  Heavy 2D6
  10
  -4
  D6
  Roll two dice for the number of attacks when firing this weapon and discard the 
  lowest result. Units attacked by this weapon do not gain any bonus to their saving 
  throws for being in cover. Re-roll damage rolls of 1 for this weapon.
  Sunfury Missile
  36”
  Heavy D6
  6
  -2
  1
  Twin autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  
  78
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Twin battle cannon
  72”
  Heavy 2D6
  8
  -2
  D3
  -
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin heavy flamer
  8”
  Heavy 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  Twin missile 
  launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag missile
  48”
  Heavy 2D6
  4
  0
  1
  -
  - Krak missile
  48”
  Heavy 2
  8
  -2
  D6
  -
  Twin multi-laser
  36”
  Heavy 6
  6
  0
  1
  -
  Twin rotor cannon
  30”
  Rapid Fire 6
  3
  0
  1
  -
  Vanquisher battle 
  cannon
  72”
  Heavy 1
  8
  -3
  D6
  Roll two dice when inflicting damage with this weapon and discard the lowest 
  result.
  Volcano cannon
  120”
  Heavy 3D3
  16
  -5
  2D6
  You can re-roll failed wound rolls when targetting titanic units with this weapon.
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  Volkite demi-
  culverin
  45”
  Heavy 5
  7
  -1
  2
  -
  Volkite serpenta
  10”
  Pistol 1
  5
  0
  2
  -
  Vulcan mega-bolter
  60”
  Heavy 20
  6
  -2
  2
  -
  WARGEAR
  DESCRIPTION
  Artificer armour
  A model with artificer armour improves their Save characteristic to 2+.
  Battle servitor control
  A model with Battle Servitor Control increases by one the Strength of any ranged weapons that target a vehicle unit.
  Cohort vevilla
  Friendly Solar auxilia units within 6” of any friendly company banner add 1 to their Leadership.
  Cyber-familiar
  A unit with a cyber-familiar is never slowed by battlefield terrain.
  Digital lasers
  A model equipped with digital lasers increases its Attacks characteristic by 1.
  Displacer matrix
  This model has a 3+ invulnerable save. If a 1 is rolled for this save, remove the model from the tabletop. At the end of the controlling player’s following 
  movement phase, the model re-appears; place him anywhere on the battlefield that is not within 9” of an enemy model.
  Ground tracking 
  auguries
  A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting a unit that does not have the Fly keyword.
  Hardened armour
  This unit has a 5+ invulnerable save and gains the void hardened keyword.
  Nuncio-vox
  You may re-roll any hit rolls of 1 made for friendly Solar auxilia artillery or Rapiers with Quad Launchers when they target enemy units at least 36” 
  away in the Shooting phase, if the enemy unit is within sight of this model.
  Iron halo
  A model with an iron halo has a 4+ invulnerable save.
  Psy-jammer
  A model equipped with a psy-jammer can attempt to deny one psychic power in each enemy Psychic phase, as long as the enemy psychic power targets 
  the bearer or a unit within 6” of the bearer.
  Ramjet-diffraction 
  grid
  This model has a 5+ invulnerable save against ranged weapons.
  Refractor field
  A model with a refreactor field has a 5+ invulnerable save.
  Troop Vexilla
  Add 1 to the Leadership of models in a unit with a vexilla.
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/1) Codex & Index/2) Codexes/40K 8e - Codex Horus Heresy Crusade Imperialis Fandex.pdf