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Why play Talons of the Emperor[edit]

There are a number of reasons for playing this army.

 Because you like gold


 Because you like Eagles
 Because you like Eagles made out of gold
 Because the Emperor was right all along
 Because Erebus can fuck a cactus
 Because you want to take Phoenix Terminators with a half-Primarch statline as troops
 Because you want to model Pillarstodes
 Because you hate Psykers harder than any furry can ever hope to imagine
 Because one day you will be able to take the EMPRAH as a LoW
 Because you notice that you can get Custodes, Sisters of Silence, a Contemptor Dready, Rhino, and Land
Raider for $180USD thanks to the Gathering Storm: Talons of the Emperor bundle.

Special Rules[edit]
Custodes[edit]
 Preternatural Skill: If the majority of enemy models have equal or less Weapon Skill compared to yours when
fighting in assault, you get +1I. (Though consider Thousand Sons' Khenetai Cabal being the only squad with
potential WS6, and things that drop your WS like Sonic Shriekers) you might as well assume you're always I6
with most of your troops, unless you're facing a lone HQ model.
 The Sodality: A Custodian's unit coherency range is 3" and they always use their usual LD for regrouping.
Representing how the Banana Custards fight as individuals rather than a squad in the lore. Use the 3" to
better control the battlefield and reduce the effectiveness of Blast weapons (since a 3" blast will only touch
more than one Custodes when perfectly centered between two of them, at maximum coherency).
 Inviolable Psyche: Forgeworld dancing around ATSKNF again, you are immune to Fear and Pinning and ignore
all penalties when taking Morale Checks, meaning it's Stubborn 2.0, and re-roll Deny the Witch rolls.
However, it does mean you CAN break as a result of bad combat, and you CAN be utterly wiped out. Not that
that would happen often, but still.
 Bulky: Not a rule specific to the Custodes, but they all have it.
 Character: Always remember that ALL Custodes are Characters. That means they can issue and accept
challenges, but also benefit from Look Out, Sir. With some lucky rolls and a good positioning, this can really
help your guys survive hails of plasma fire and assaults, especially if you have a lot of Solarite gauntlets.
 Crusader: Like Bulky, almost all Custodes have it. Quite powerful since your Custodians usually have better
Initiative than most 30k units.

Sisters of Silence[edit]
 Psychic Anathema: The core defining feature of the Sisters of Silence, this is how they fuck up psykers all
twenty ways from Sunday. They're immune to any psychic powers targeting them and ignores any Telepathy
Blessings that would negatively affect them, because fuck invisibility cheese (you can still be raped by
Biomancy user, for example, so pick your targets). Anyone within 12" takes -1 Ld (-2 if they're psykers, though
anyone with Fearless is immune) while allies can re-roll Deny tests, but any Daemons in range take -1 to
Toughness while Daemon vehicles take +1 to Pen. Anyone within that range that tries to use a power now
needs to roll 1 higher to successfully manifest, raised to 2 higher if they're in B2B (So if they're against
Magnus, he has to roll 4+ to use a power when in range, while needing 5+ when in combat).
 Ex Oblivio: Another deadly null power for the Sisters, but only for the most brutal of them. Anyone within 6"
can't generate WC dice, and if they want to use a power, they have to test Ld or suffer Perils at a -1 penalty,
minimum 1. This means they can't roll a 6 for warp surge and are twice as likely to roll a one.
 Fanatical Discipline: Sisters are Fearless and Hate Psykers. Blah.
 Company-Cadres: The organization of the Sisters. For every three non-HQs they bring, they need an HQ
choice. If they have an HQ choice, every Sister model in the detachment gains Infiltrate, Crusader, Stealth, or
+1 to Combat Resolution.

Special Equipment[edit]
Ranged Weapons[edit]
 Adrathic Weapons:Yet another super special Terran-only weapon, these are proper disintegrators. As a rule,
they are all AP2 with Instant Death, Armorbane, and Gets Hot.
o Adrathic Destructor: 12" S5 AP2 Assault 1: By far the most 'common', available in some form or another on
most infantry models.
o Adrathic Devastator: 18" S6 AP2 Heavy 2: Dickbike and Pallas upgrade.
o Adrathic Exterminator: 36" S6 AP2 Heavy 1, 3" Blast: Not yet used on any model, but it's only a matter of
time. Rumoured to be one of the weapons on the upcoming Custodes 'Heavy Dreadnaught'
 Adrastus Bolt Caliver: 30" Heavy 3 Heavy Bolter with a Disintegration Beam (Adrathic destructor possibly
with beam special rule--need FAQ!) welded onto it. Distinctly stated as being two functional weapons with
unlimited uses, but only one can be used a turn.
 Lastrum Bolt Weapons: The Caladus' fixed mounts have turned into the Custodes' most prevalent vehicle
mount. All weapons have Heliothermic Detonation, so anybody that takes an unsaved wound has to make a
Toughness roll or get Instant Death (or +1 to penetration damage table if a vehicle).
o Lastrum Storm Bolter: 24" S5 AP4; only used by Aquilon Terminators and the Contemptor-Achillus.
o Lastrum Bolt Cannon: 36" S6 AP3 Heavy 3; used on the Caladus, Coronus, and (assuming a typo) the
Dickbikes.
o Iliastus Accelerator Cannon: 60" S7 AP2 Heavy 3, Rending, Rapid Tracking (ignores Jink saves).
 Infernus Weapons: The Custodes super flamers. Only two versions, and they're both Heavy 1, but who gives
a shit when they're S6!
o Infernus Firepike: S6 AP6 Heavy 1, Torrent; only used by Aquilon Terminators.
o Infernus Incinerator: S6 AP4 Heavy 1; used on the Contemptors, either as a replacement for the Storm
Bolters or in the Galatus Warblade.
 Proteus Las-Lance: 24" S7 AP2 Heavy 2, Lance; like the Adrathic Exterminator, it is not yet used on any model,
come again later.
 Corve Las-Pulsar: 36" S9 AP2 Heavy D3: Upgrade for the Agamatus jetbikes and found as part of the
Contemptor-Achillus's Dreadspear, and most of the reason for it's 40 point upgrade cost.
 Arachnus Blaze Weapons: Bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One
is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which
gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you
roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...)
o Arachnus Blaze Cannon: S6 AP5 Heavy Bolter, or 48" S8AP1 Heavy 1, Exoshock: In all honesty, the Burst
mode is rather shitty, but Concentrated is essentially a Lascannon with nasty special rules.
o Arachnus Heavy Blaze Cannon: 48" S8 AP3 Heavy 4, or S72" S10 AP1 Heavy 1, Exoshock: Optional turret
replacement for the Caladus, enjoy IDing MEQs.
 Psyk-Out Weaponry: Available as grenades with 8" range, in grenade launchers with 24", or in missiles with
48", each of them has Strength 2, Blast 3 and Psi-Shock, which forces Psykers to suffer perils.
 Stake Crossbow: A 24" S5 AP- crossbow with Rapid Fire and Psi-shock
 Needle Weapons: S2 AP5 weapons with Rending and Poisoned 4+.
o Needle Pistol: 12" Pistol.
o Assault Needler: 18" Assault 2.
 Snare Gun: A 12" Assault 1 Pinning weapon. If it hits, it inflicts d3 hits, each of them requiring a Strength test
to resist taking an unsavable wound (though Invulns work). Just don't expect Superheavies to listen to this.
Hurray, the Rogue Trader Webber has finally made a return!

Melee Weapons[edit]
 Custodes Spears: Made of two parts, the power blade is AP2 +1S on the charge, and reverts to a specialist
power sword afterwards. Every time you roll a 6 to hit with it, you get another attack, but those extra attacks
can't generate any more. The second part depends on the spear.
o Adrasite Spear: It has an Adrathic Destructor, which was 12" S5 AP2 Assault 1, Instant Death, Armorbane,
and Gets Hot. Short range and nasty.
o Guardian Spear: Attached with a 18" S4 AP4 Assault 2 bolt weapon. Pretty good on anything short of an
MEQ, but not great.
o Pyrithite Spear: Attached with a 6" S8 AP1 Melta, essentially an inferno pistol. Okay for busting light vehicles
or TEQs, but 3" melta range can hurt, but it's not like you weren't planning on charging at that range
anyways.
o Paragon Spear: AP2 +2S on the charge (reverts to AP2 +1S when not charging, like a Paragon Blade), rather
than +1, and 6s to wound always inflict Instant Death, but 6s to hit get another attack, as it is a spear. The
attachment is an 18" S5 AP3 Assault 2 bolter.
 Misericordia: No entry in the book, thank you FW. Fluff-wise it is the long dagger the Custodes carry as the
sign of their right of life and death in the Emperor's name, so we can assume it to be a close-combat weapon
of some sort since all Custodes without an actual CCW have one instead. Maybe it has some special rules,
maybe not. Just wait for the FAQ.
 Paragon Blade: Specialist +1S AP2 that inflicts Instant Death on a wound roll of 6, but you want a Paragon
Spear more.
 Plasma Grenades: Rare enough to mention here, they are assault grenades that can be thrown as S4 AP4
instead of S3 AP-.
 Sentinel Warblade: A Specialist Power Sword with Rending. In addition, it's got an inbuilt 12" Storm Bolter
that snap fires at BS2. As it exists now, it's almost entirely inferior to the Guardian Spear except when snap
shooting (including overwatch), unless you're planning on using Rending to even out long assaults with high
toughness models, or you need to crack open AV11+ and you can't get enough Custodes stuck in to use their
Krak Grenades (a lucky rend with this sword can glance a Land Raider, though MathHammer doesn't favor
your odds). But, the Sentinel Warblade does work better with the Praesidium Shield, so taking models with
this is a legitimate trade of punching power for defense.
 Solarite power gauntlet: AP1 mastercrafted power fist, same as Imperial Fists. However, you are Custodes,
so your punches are now railguns.
 Solarite power talon: +1S, master crafted lightning claw.

Sisters of Silence Melee Weapons[edit]


 Proteus Neuro-Lash: Flails and sectioned staves known for causing agonizing pain. Each is a two-handed
melee weapon with S+1 but AP-. What they also get is the ability to hit anyone in base contact as opposed to
just hitting one unit. In addition, for every hit they make, they roll a d6, with a 3+ meaning they can deliver an
additional attack with Poisoned 4+ at AP-. These aren't gonna kill a marine any time soon, but Daemons will
rue fucking with these ladies.
 Execution Blade: Essentially Charnabal Sabres with more fancy. They're Two-Handed S+1 AP3 weapons with
Duelist's Edge (+1 Initiative in a challenge) and Flawless Cut (a 5+ to hit counts as AP2)

Equipment[edit]
 Arae-shrikes: Enemy units deep striking within 12" of a model with this wargear suffer perils on a 4+,
including models that ignore the effects of mishap. In addition, barrage weapons targeting models with this
wargear add 1D6 to their scatter and pick the 2 highest results, although a hit still remains a hit.
 Aquilon pattern Terminator Armour is super Cataphractii armour with Hammer of Wrath and pseudo-
relentless. They can't Run, but they can make Sweeping Advances and fire Overwatch.
 Custodian Armour: Artificer Armour and Move Through Cover rolled into one pimping banana suit. Makes
footslogging and charging across difficult terrain a bit more reliable and basically means your Agamatus
jetbikers can move everywhere confidently.
 Praesidium Shield: Lets you reroll invulns and your opponents suffer -1 to Hit on every attack targeting the
wielder in close combat. A Praesidium Shield precludes two-handed weapons, the +1A for 2 CCW, and the
bonus for charging with a spear (this includes the Paragon Spear).
 Magisterium Vexilla: A unit with this wargear can reroll failed leadership checks and gains the Fear special
rule. In addition, all units within 12" add 1 to combat resolution at the end of the phase. TAKE IT. The vexilla
compensates for the lack of Fearless and may give you the edge when charging with Guardian spears. Fear
may be especially useful if you're fielding Sisters of Silence alongside your Custodes.
 Teleportation Transponder: Already known to Imperial Fists and Night Lords, this model's entire unit can
deep strike.

Sisters of Silence Equipment[edit]


 Vratine Armour: The armor of the Sisters of Silence and symbol of their oath to kill witches...otherwise
known as Power Armor.

Unit Analysis (30K)[edit]


HQ[edit]
 Legio Custodes Shield Captain: An unholy rape machine, fit to take on a Chaos Lord, a Chapter Master and a
Warboss simultaneously and come out on top. His statline comes with all the best bits of a Chapter Master
and a Custodes and gear better than both, he can take the all powerful Paragon Spear, and combine it with a
Praesidium shield, Digital lasers, Iron Halo and a Cyber-Familiar for 6 S6 AP2 attacks which generate
additional attacks on 6s to hit and Instant Death on 6s to wound at I6 and a rerollable 3++ in close combat
with -1 to Hit malus for your adversary if they specifically target your golden dude. Or you can drop the
Paragon Spear and go for a Solarite gauntlet for 6 S10 AP1 master-crafted I1 attacks (don't forget the
Praesidium shield means you don't get a bonus attack for 2 CCWs, even though the Solarite gauntlet isn't a
specialist weapon and the shield captain comes with a basic ccw). And everything in between, the rape train
has no brakes.
o Tribune: Ooooh FW, what have you done... Here is Mr. Cheestodes, the deadliest, most broken, stupidly OP
as fuck generic character in the ENTIRE GAME. No really, this guy is the very definition of mindless rape,
Slaanesh him/herself is fucking ashamed. Same as above except you get Eternal Warrior and Fearless,
y'know, in case you wanted to add an Archon and an Overlord to the stuff you can take on at once. At a price
of 25 more points. However, you can only take him in a detachment of 2000 points or more, so you're not
likely going to see him in an allied force. unless you are playing HUGE games. Also, if he's in the Primary
detachment he has to be the warlord (unless Valdor, Krole, or Emps are present), but he is able to choose his
warlord trait. Needless to say, some warlord traits can be really, really good for your guys. Strategic Genius
can be useful since almost all your Custodes have access to deep strike, and Master of Ambush is priceless
when your cheapest transport is 135 points for a capability of only 6.
 Sisters of Silence Oblivion Knight-Centura: Surprisingly has mostly ordinary human stats with WS5 BS4 I5 and
Ld9, she's essentially the budget HQ at 75. She's not barebones however, as she grabs Artificer Armor with a
4+ Invuln that ups to 3+ against Blasts and Templates. She has a bolt pistol, Execution Blade, and Frag, Krak,
and Psyk-out grenades, while she has the Cadre rules, Ex Oblivio, and Precision Strikes. Her melee weapon
can be exchanged for a power axe (don't), a Neuro-Lash (not for Marines), or a Paragon Blade (if you just
want to maul 2+ saves with a chance at ID), while her pistol can be exchanged for a hand-flamer, a plasma
pistol, a needle pistol, or an archaeotech pistol - and for 10 points, any of these weapons can be Master
Crafted.
 Sisters of Silence Excruciatus Cadre: Something akin to a command squad, this is a squad of WS4 BS4 I4 Ld9
ladies with tools, with the Silent Judge having 2 wounds. They all hate Daemons and Psykers, get Fanatic
Discipline, Night Vision, the Cadre rules (forcing them to be the mandatory HQ if the detachment is less than
500 pts, meaning they eat up at least 1/5 of the budget by themselves), and the ability to make their melee
attacks ID. The Questorae only get CCWs, Bolt Pistols, Assault Needlers, and grenades alongside their armor
and Spectra-vestments which force anyone to take -1 BS to hit them, while the Silent Judge adds a refractor,
a Needle Pistol, a Nuncio-Vox, and a power weapon. A Questora can buy the Ardrathic Destructor, while any
of them can exchange their guns for Needle Pistols or Stake Crossbows for free or buy a Snare Gun or a
Flamer with a one-use boost to make them S6, and each can replace their CCW for a Charnabal Sabre or a
power weapon. The Judge can swap her melee weapon for a Neuro-Lash, the Execution Blade, or a fist, while
her gun can be exchanged for a Stake-Crossbow, hand flamer, plasma pistol, or a second needle pistol.

Special Characters[edit]
 Constantin Valdor: The Captain-General of the Legio Custodes and second best bro of the Emperor takes to
the field. With his near-primarch statline he is a CC beast, with 5s across the board plus WS7, I6, Ld10, and 2+
save. He also has the ever rare Eternal Warrior, as well as Crusader, Fearless, and Counter-Attack. In terms of
wargear he has the Apollonian Spear, a +1s (+2 on the charge) AP2 guardian spear, with the GODLY
Molecular Severance rule: any to-wound rolls of 4+ cause instant death or an automatic penetrating hit
regardless of AV or T. In addition, successful invulnerable saves against wounds caused by this weapon must
be rerolled! Oh, and it comes with an attached 18" S5 AP2 Assault 2 Concussive bolter on top! He also has lots
of other gear: An Iron Halo, plasma & krak grenades, Arae-shrike, Misericordia, digital lasers, and custodian
armour. His warlord trait allows him to re-roll Seize the Initiative, and any Legio custodes unit (including
himself, and possibly Dreads depending on how you interpret 'Legio Custodes units') take teleportation
transponders at no extra cost. All that for just 275 points.
o This guy is your ultimate golden Swiss Army Knife. Even if he is not a real match for the Primarchs - let's not
even talk about motherfucking Anacharis Scoria or his colleague Cheestodes - Valdor can fuck with a wider
variety of things than most of them for a far cheaper price. Six S6 attacks (Seven at S7 on the charge,
remember 30k Digital Lasers are +1A) plus the potential ones from Lightning Blow are fairly decent against
big squads, while Molecular Severance allows him to deal with any vehicle from cardbox-made Raiders from
Spartans and will ruin the day of any character or multi-wound unit crossing his path. Do note that his
Sigismund-ish shenanigan works ANYTIME, not just in challenge, so you can slaughter MC or even GC with
your shiny spear.
o Some people may ask why you would ever take good ol' Valdor rather than the already infamous Tribune
(you know, the guy who can stomp Spartans, Primarchs and Scoria for the same price). Firstly, you don't want
to be beaten up to death by your opponent IRL. Secondly, Valdor is not bad either, (better even choppy wise)
just not as durable. The possibility to deep-strike almost all your army for free is something unique in 30k
and may be a gift from the gods *BLAM* 'THERE ARE NO SUCH THINGS AS GODS YOU FOOLISH
HERETIC *BLAM* THERE IS NO DOGMA AND THEREFORE NO HERESY, NONCOMPLIANT SCUM! a
welcome alternative if you don't want to buy some Coronus. Last thing is, you can only take the Tribune if
your Detachment is over 2000 points, so Valdor is the only way to get a Custodes HQ with Fearless and
Eternal Warrior if you play smaller games. And since you are probably spending a lot of points on your Shield
Captain's wargear anyway, you should consider taking the golden boss instead.
o If you take 55 custodes in your army and decide to have them all deepstrike, you can take Valdor for the low,
low price of your warlord trait.
 Jenetia Krole: Knight-Commander of the Sisters of Silence. She's got 3's across the board with WS6, BS4, I5
A4 and Ld10. On top of Psychic Anathema, she also has Ex Oblivio, Fanatic Discipline, Rage, Preferred Enemy
against Psykers and Characters, Cadre rules, Eternal Warrior, and the option to upgrade an Oblivion Knight
Cadre to her elite Raptor Guard, which costs 20 points to make them WS5. For gear, she has Artificer Armor
with the invuln seen on the Knight-Centura, an Archaeotech Pistol, grenades, and the Sword of Oblivion: a
super-Execution Blade with S+2 AP2 with 5+ Murderous Strike instead of Flawless Cut. This all makes her
close to a match against the Marine HQs she'll inevitably run into, and more than a match against Daemons.
Her Warlord Trait lets her re-roll Seize the Initiative and grants d3 units Scout.

Elites[edit]
 Legio Custodes Hetaeron Guard Squad: The Emperor's Companions, the best of the best of the best. At 70
points per model they look REALLY expensive, but they're probably the best infantry unit in the game, bar
none. So they have the same stat line as normal custodes but with 3W and 3A. their special rules are the
same as normal Custodes as well but they get counter attack. They can all take a Praesidium shield, melta
bombs, Arae-shrikes, and Teleporters, and any member of the squad can replace their spears with any melee
weapon other than a Paragon Spear, but you can have Paragon blades for some nice AP2 at Initiative
(probably another typo from FW, just wait for a FAQ). One of the squad without a shielded may replace their
guardian spear with the vexilla and either a MC power weapon or a sentinel warblade.
o So, super Custodes with S6 AP2 attacks at I5 (I6 if your opponent is WS:5 or below!), re-rollable 5++ and hit
on a 5+ by most units in the game ? Yep. Unless your opponent has something capable of insta-killing them,
the Hetaeron are a real step above your other Custodes, so do not dismiss them because of their high price.
Depending on the loadout, a Hetaeron can be as deadly as an Aquilon and more than twice as durable in CC
for just +20 points, while remaining more flexible. Mixing Paragon blades and Solarite gauntlets in a squad
allows you to mince EVERYTHING you could fight against without being stuck at Initiative 1 and still getting
some Instant Death attacks thanks to Murderous Strike. Find some psyker ally with Endurance or Invisibility
and you are basically unkillable in assault. Too bad your only option for that are Knights Errant, and nobody
will ever play with you ever again if you try.
o Again, remember you can reallocate some wounds on a 4+ thanks to Look Out, Sir!, so having 3W is a real
advantage over your other Custodes. When one model is worth almost 100 points, that's definitely
something you MUST NOT forget.
 Legio Custodes Aquilon Terminator Squad: Custodes with Terminator Armor. How terrifying. Each of them is
75 points a model, and at with 5s on every stat save W2 A3 and Ld9, they're absolutely not slouches. Aquilon
Terminator Armour affords 4++, Hammer of Wrath and Pseudo-relentless. In addition, they are able to fire
Overwatch and sweeping advance, but cannot run. Say hello to Super Cataphractii armour. Each Aquilon
Terminator has Crusader, a Lastrum Storm Bolter, a Solarite Gauntlet, and a Misericordia, and each can
exchange the gauntlet for a Solarite Power Talon or exchange their guns for a TL Ardrathic Destructor or
Infernus Firepike. Each can also buy a Teleport Transponder and Arae-Shrikes.
o While costly, they can do the job if you use them correctly. They are the Custodes' answer against vehicles
and Astartes multi-wound special units, since they can one-shot Justaerin, Firedrakes and Gal Vorbak while
giving no fucks about power fist/thunderhammer instakill (beware for shenanigans, like Rad Grenades, Rad
Furnaces, Rad-Phage etc). Firepikes are also you best friends against hordes, something useful since tarpits
are the bane of your Cutodes.
o Worth noting that the standard Solarite Power Gauntlet is NOT a specialist weapon. Whilst we do not have
the profile for the Misericordia, it is safe to assume it is a CCW (check the Shield Captains profile in book 7!
But RAW it is not, discuss that with your opponent before the game). If this is indeed the case, then the
Aquilon terminators can throw out a surprising number of attacks. On the charge, that's 3 base, +1 for the
charge, and +1 for multiple bashing weapons for a total of 5 attacks each. With Mastercrafted. At AP1.
Therefore, given that the Talon is a specialist weapon, you will be sacrificing both strength and an extra
attack for initiative in combat...an interesting thing to mull over, until a FAQ is finalised for this book.
 Legio Custodes Contemptor-Achillus Dreadnought: The fanciest, goldiest, and potentially deadliest non-
boxiest dreadnought to ever be seen. It's got WS6 and BS5, an AV of 13/13/11, and hits at I5, meaning he'll
more than match any marines on the field. He also has a Refractor Field instead of the basic Atomantic
Reactor Contemptors use and comes stock with Extra Armor. For weapons, he starts with two Dread CCWs
with Lastrum Storm Bolters, but he can buy the Dreadspear, a S10 AP2 MC weapon that turns ALL hits into
S:Destroyer if he rolls a single 6 to hitand comes attached to a Corvae Las-Pulser or replaces his bolters with
either a TL Ardrathic Destructor or an Infernus Incinerator for +15 points.
o Do note the Dreadspear is not two-handed and nothing is specified about the bonus attacks for every CCW
after the first walkers get being included in the profile, so you may get 7 Destroyer attacks on the charge (4
base + 2 for three CCW + 1 for the charge).
o Some players think Dreadspear's special rule is a typo, and that it works akin to Lightning Blows, Murderous
Strike, etc - only 1 D hit per 1 6 on To Hit roll. RAW it is not, but, well, Forgeworld...
 Sisters of Silence Oblivion Knight Cadre: The Elite among the Sisters of Silence, each comes with Ex Oblivio,
Fanatic Discipline, and Precision Strikes. Each comes with Vratine Armor, cloaks that grant a 6++ Invuln or a
4++ against Templates and Blasts, Execution Blades, grenades, and Bolt Pistols. Everyone can replace their
blades for Power Axes while the sergeant can buy a Neuro-Lash and replace her pistol with a Needle-Pistol, a
Plasma Pistol, or a Hand Flamer.

Troops[edit]
 Custodian Guard Squad: Think Terminators, but with all the 4s in their statline replaced with 5s (so yes, you
can strike at Initiative 6 thanks to Preternatural Skill), with situational AP2 at initiative weapons, something
that most Space marines (outside of Praetors or Emperor's Children) would never get. They can take the
usual Arae-shrikes, Teleportation Transponders and Melta Bombs as upgrades for the whole squad, any
Custodian can replace its Guardian spear by an Adrasite or Pyrithite spear and one can take a Magisterium
vexilla with a master-craft power weapon or a Sentinel blade instead. They do pay for the high degrees of
kickassitude they bring to the table, most notably with actual points and they are liable to get shot down
before doing anything if you don't take a Coronus, though with 2 wounds each and a 2+ 5++ they might pull
though. With 3 S6 AP2 attacks per Custodian on the charge and the buff from Crusader and a vexilla
Magisterium, they have decent chances to win the first round of close combat with a good margin before AP3
becomes a problem, so make sure the situational nature of their AP2 isn't going to get them killed.
o Since Custodes pay no extra points for the base squad, it may be worth deploying a lot of small squads rather
than big pseudo-deathstars if you expect a lot of 2+. AP3 and only 2 attacks by Custodian are trash if you get
charged by TEQs with AP2, even if you outnumber them, so you REALLY don't want to see your 10-man squad
rammed by 5 angry Tartaros with power fists. While they are more vulnerable to Moral tests if they take too
many casualties, small units are also more adaptable : keep a couple of them close so you can charge with all
your dudes when the opportunity presents itself without risking losing 550 points all at once.
o Before bitching about your ultimate elite warriors being butchered by "mere" Terminators because of your
shitty AP3, remember these guys are only basic Custodes and remain rather violent in close combat against
anything else. Mathammer-wise, even a three-man squad of Custodians can withstand the charge of 20
World Eaters tactical Legionnaries with 2 CCW and win. Anything with 2+ save and AP2 will quickly have the
upper hand on your golden bananas if the fight turns into attrition warfare, but otherwise you may be able to
murder MEQs or at least keep them locked until reinforcements arrive.
 Sentinel Guard Squad: As Custodians armed with sword and board, they are somewhat less killy than their
spear-wielding counterparts, but are more defensive thanks to their Praesidium shields. These are best used
to guard your squishier Custodians, so they don't get wiped when they get charged by a squad with 2+ saves
as your improved Invuls allow Sentinels to stick around long enough for rending to enter the equation. It's
also worth noting that these guys can theoritecally deal with vehicules thanks to their rending swords, but
don't expect too much from them. Anyway, you can replace your Sentinel blades with Solerite gauntlets and
talons for more flexibility.
o While expensive, the Sentinels are the very definition of holding the line, as anything without S10 or Instant
Death will take a lot of turns to kill them in CC. For sure, they lack AP2 against TEQs, but they can tank your
opponent's most dangerous units, so they are good for preventing a deathstar from rampaging through your
army.
 Sisters of Silence Prosecutor Cadre: Baseline WS4 BS4 I4 Sisters of Silence with bolters (or double bolt
pistols) and grenades. They get Fanatic Discipline and can buy a Nuncio-Vox or Breaching Charge.
 Sisters of Silence Vigilator Cadre: Slightly improved Sisters, they all get an Execution Blade and Pistol. They
also have the ability mark a single Infantry unit or Character and they get Preferred Enemy on that one
target.

Dedicated Transports[edit]
 Legio Custodes Coronus Grav-Carrier: A 13/12/11 4HP fast skimmer with BS5 acts as the Dedicated Transport
for Custodes forces. It's equipped with a TL Arachnus Blaze-cannon AND TL Lastrum bolt cannon, a Machine
Spirit, and a Flare Shield, while also having Grav-Backwash (-2 to hit unless immobilized), DS, and Outflank. It
can also buy more armor, Ceramite, and a light. It's not an assault transport - it's an infantry
supporting/scoring unit depositing gunboat in ways that a Razorback can only dream of.
 Sisters of Silence Kharon Pattern Acquistor: The DT of the Sisters, it's not Custodes-tier hax but it's got lots of
weapons and is an ASSAULT VEHICLE. It's only 12/11/10 with BS4. It has a ton of guns however, with missile
launchers and the Helion-Pattern Heavy Cannon Array, a super TL-assault cannon with S7 AP4 Heavy 4 with
Pinning. It also has an Auspex to give Night-Fighting and reduces enemy cover while also having Stealth and
the ability to make anyone shooting beyond 12" shoot at -1 BS. The last trick it has is the Capture-Grid, a
tank-shock attack that grants d6 S5 HoW attacks before any Death of Glory is counted. Stick any type of
sisters with execution blades in it, with a character (even a custodes one, they're the same list), infiltrate the
Kharon Acquisitor, charge in, and rip and tear.

Fast Attack[edit]
 Legio Custodes Pallas Grav-Attack: A rather light tank with 12/11/11, but it has a TL Arachnus Blaze Cannon
to attack and a Flare Shield and the Grav-Backwash of the Coronus to defend it. It also gets a Machine Spirit,
Outflank, and DS, making it best suited to attack from an unexpected angle rather than be an assault
weapon.
 Sisters of Silence Pursuer Cadre: They're Sisters...with pets. For each sister you buy, you also have to buy a
Cyber-Jackal, a powerful beast that's actually slightly stronger and tougher than the sisters and equipped with
Rage, FNP, a 5+ save and the option to shoot flamers or meltas at BS2 (pick the flamer), or Razortalon Wings,
birds that get more attacks at higher Initiative, but can only fight in melee. The birds are a bit cheaper, but
the dogs have more utility and punch. The sisters meanwhile benefit from Fleet and Move Through Cover as
well as Fanatic Discipline, though the sergeant has a small list of pistols or Charnabal/Power Weapons to use
if she's unhappy with the CCW/Bolt Pistol combo.
 Legio Custodes Agmatus Jetbike Squadron: RIDE THE LIGHTNING ! Custodians on super jetbikes wielding
FUCKHUEG knight-style power lances. It sounds so goddamn metal. The Gyrfalcon-pattern jetbike is a jetbike
that boosts the rider's Toughness by 1, making you as tough as a Primarch so you can laugh at S10-induced
instant death and allows you to re-roll failed charge distances. Your glorious steed of gold and fury comes
with an Iliastus (Alan Blight confirmed it was a typo) a Lastrum Bolt Cannon and benefit from the slew of
Custodes rules in addition to Split Fire and Sweeping Fire, which lets them shoot with each weapon once per
shooting phase. If you're not happy with the bolt cannon, the whole squadron can be 'upgraded' with
Adrathic Devastators (+5 points) or twin-linked Corvae Las-pulsers (+25 points) as well as getting melta-
bombs.
o Move on Boltodes, those guys can do your job better. For just 10 points above the Sagittarum guard, you
have a unit that can actually move 12ps, shoot three 36" S6 AP3 and deliver three (four if you assume
Misericordia to be CCW) S6 AP3 attacks on the charge, so anything without a 2+ or decent invulnerable save
is fucked. If you must deal with something harder, Corvae las-pulsers can ruin the day of any vehicle, TEQ or
MC but the price of your squadron is increasing quickly, so just take the Adrathic Devastators if you're not
afraid of short range fights. Two S6 Armourbane shots are mathematically better than 1D3 S9 ones and you
get Instant Death as a bonus for far cheaper, meaning T5 or more characters, multi-wound units and
Montruous Creatures will shit in their pants too.
o It is unclear if the weapon taken as upgrade replaces the Lastrum bolt cannon or stacks with it. As a smart
fa/tg/uy or ca/tg/irl you probably noticed that Sweeping Fire seems useless so far if Agamatus only have one
shooting weapon, so the second statement may be right.
o Do note that the Agamatus are the only Custodes unit without Crusader, and it really sucks since you NEED to
win the first round of close-combat after you charge if you don't want to be locked forever. Don't be greedy
and keep your precious heavy weapons away from tarpits.

Heavy Support[edit]
 Sisters of Silence Seeker Cadre: Sisters with Flamers. Nothing more you need to know besides the ability to
grab grenades and the basic Anathema, Fanatic Discipline, and Cadre rules. The squad can take Grenade
Launchers with Frag, Krak, and Psyk-Out grenades. This is your answer to Magnus and his D.
 Legio Custodes Sagittarum Guard Squad: For 65 points per model, you got Custodes with Adrastus Bolt
Calivers and refractors. Thanks to their caliver, they're more than able to cover either front. There's not much
more to describe on the equipment front, being able to grab Arae-Shrikes, meltabombs, and transponders as
well as one guy grabbing the Vexilla. For sure they are as tough as any Custodes and can withstand more
damage than almost any shooty unit in the entire HH setting, but are quite difficult to use if you want them
to earn their points back.
o Using the bolt profile makes your golden Boltodes tough overcosted Devastators, and basically nothing more.
Unless you're fielding a big squad of Sagittarum, a 30" heavy bolter means you are sacrificing mobility for
only a few damage against anything with an armour save of 3+ or better. As a comparison, a 8-man strong
Astartes Support Squad costing the same price can deal almost thrice the amount of dakka.
o So, what about the Adrathic destructor? AP2, Amourbane and Instant Death are pretty terrifying, but you
only get one shot per shooting phase, so anything with a good invulnerable save and/or some meatshields
will probably survive your volley of murder beams. And since the unit you are shooting at is within charge
range and will wreck/tarpit your Boltodes in assault because you have only 2 attacks and not even a power
weapon (The Misericordia might be a power sword equivalent[1] but until a FAQ is released we can't assume
anything about it), you need to be lucky. Concretely, that means you must target something you're almost
sure to kill in one turn, so avoid characters with Eternal Warriors and Cataphractii squads. Deep-striking
behind vehicles is the best way to use your golden boys, so plan to take melta bombs if you fail at blasting
this angry Contemptor before it charges you.
 Contemptor-Galatus Dreadnought: It's the biggest, shiniest (non-boxy) Dreadnought variant that ever
existed. Compared to the Achilius, this one gets a fuckhuge warblade with AP2, Shred and Rampage, with a
Twin-Linked Infernus Destructor built in to it. The Galatus also sports a Praesidium Shield, allowing it to re-roll
invul saves taken from the front at range (and all in CC) and makes any hit rolls from any non-Gargantuans
drop by 1. It also grabs Counter Attack, which lets it use that sword to its fullest. Put this in the front to take a
few hits and let the other bananas smack whatever targets the big guy.
o Whilst this sexy beast occupies the sacred support slot for your Golden Bananas, and doesn't have any long-
distance ranged weapons, this guy is an absolute BEAST in close combat. Even if we gloss over the Twin-
linked S6 AP4 Flamer in it's sword (!), it's going to be doing some damage. On the charge, after a S8 Hammer
of Wrath; you can expect 4 base attacks, +1 for charging or counterattack, and +d3 on the charge for for
Rampage. That's between 5 and 8 attacks resolved at I5, at S10 AP2, rerolling failed to-wound rolls. The
really nice thing is that in the event YOU are charged, you're still probably going to benefit from Wall of
Death, Rampage, and (thanks to Counter Attack) +1 to your base. And if you don't sweep assault? They'll
likely be hitting you on 5's in CC thanks to that shield of yours, which is also affording your AV13 a rerollable
5++. Again, it's competing with the Caladius, and the Achilius is arguably better overall, but don't discount
this fella. Used correctly, he will put in some work.
 Caladius Grav-Tank: Take a Sicaran Battle Tank, and stick it on a Land Speeder. Then give it to the most elite
dudes in the Imperium and you have the Caladius. It's a fast skimmer (so you can Jink) with BS5, 13|13|11 3
HP and a flare shield, so keep it front toward your enemy and enjoy your grav-Land Raider with a 4+ cover
save. It comes with Outflank, a Machine spirit (so you can Jink AND fire one of your weapons at full BS,
pretty cool since the guns of your gilded podracer are nasty) and Grav Backwash (your ennemy suffers a -2 to
Hit penalty in close combat as long as the Caladius is not Immobilised). The Caladius comes with two
weapons : the turret-mounted Iliastus accelerator cannon and the hull-mounted Lastrum bolt cannon. The
former is a twin-linked 60" S7 AP2 Heavy 3 gun with Rending and Rapid Tracking (no Jink for your enemy),
while the latter is twin-linked 36" S6 AP3 Heavy 3. Great, but here is the cherry on the top of the golden
cake. Both weapons have a brand new fearsome rule : Heliothermic Detonation. If your target has suffered
one or more unsaved wounds, they have must pass a Toughness test or suffer Instant Death, and
Penetrating hits adds +1 to the Vehicle Damage table. You get this package for just 195 points, or the same
as an off the shelf Land Raider Proteus, a bargain for your golden banana warriors.
o Given some similarities with the Sicaran's accelerator autocannon, it is worth making some comparisons.
Against vehicules, the Sicaran remains better for pure saturation and wiping out HP since it throws twice the
amount of dakka the Caladius does, especially against Flyers, the Caladius' BS5 being useless in this case.
HOWEVER, any Penetrating hit you may score with the Iliastus will have a 33% chance to blow your enemy
up, something the autocannon can't even do. Anyway, the Sicaran looks like a jealous little bitch when
coming to anti-infantry capabilities as the Caladius can tear apart MEQs and even TEQs or Monstruous
Creatures better than most tanks. Well, for the same price the Sicaran can have 4 heavy bolters and will do a
better job against 4+ saves and Cataphractii (by pure saturation power), but the golden floater remains more
polyvalent overall. This Heliothermic Detonation shit means that Characters, multi-Wounds units and MC will
sweat a little if they get wounded, unless they are Eternal Warriors.
o In book 7, we now have the option to replace the turret-mounted twin-linked Iliastus accelerator with a Twin-
Linked Arachnus Heavy Blaze Cannon, for 15pts. Whilst you do lose out on AP2 and Rapid Tracking, you are
gaining a Heavy 4 weapon with +1S and AP3. The real icing on this weapons cake, however, is the alternate
firing mode. S10 AP1, with the Exoshock special rule from the Deredeo. With BS5 and TL, one would hope
that round punches through some armour! Mathammer-wise, the concentrated mode is more efficient
against Armour Value from 12 to 15, while the burst mode will wip out more HP than both the Iliastus and
the concentrated blast until facing AV14 but remember you have no chance to get the Explosion! result on
the chart. The Arachnus is better at tank-hunting and MEQ-killing, but if you expect a lot of skimmers, flyers,
jetbikes or TEQs to show up, the Iliastus remains a more versatile (and cheaper) choice.
o All in all, the Caladius is maybe the most versatile tank in 30k for its price, both durable, fast, manoeuvrable
and killy. With a main weapon firing from 48" up to 72", a 4+ cover save and a Frontal Armour of 14, it can
stay away from your adversary's biggest guns while destroying light vehicles and infantry from afar and
survive medium-range fire from the front when you cannot retreat. Just remember it has only a Rear Armour
of 11 so any deep-striking/outflanking unit with a bit of anti-armour stuff will wreck it.

Lord of War[edit]
 Warlord-Sinister Pattern Battle Psi-Titan: HO-LYYY FUCK. PSYCHIC WARLORD TITAN. Fueled by the powers
of captured psykers, who are bled dry to power the Titan, it's a good thing this monster is worth 3250 points.
Starting off with the standard kit of a Warlord Battle Titan, the Warlord-Sinister adds the Psychic Pilot rule
(Mastery Level 3), knowing three set powers: a 24" d6 bolter-shot nova with Soul Blaze and Ignores Cover, a
blessing which restores any lost hull point on a 5+, and a witchfire which hits all units within 24" of a point
with a Haywire hit (for vehicles-EVEN FLYERS) or d6 Heavy Bolter shots (PER 5 MODELS) if it's infantry. The
Psi-Titan makes all enemy units within 12" take leadership checks automatically, and any unit that wishes to
charge the monstrosity (why you would do that is beyond us) must take a leadership check at -3 Ld. Its
weapons are standard fare for the Warlord, except that you always carry the Sinistramanus Tenebrae , aka
the gun that will ruin your day, on one arm. Fluff-wise it's an up-scaled Animus Speculum, crunch-wise it's an
apocalyptic mega-blast that's Strength D/Fleshbane/Poison 4+, and AP 1/2/3 for its respective ranges. Oh,
and that inner circle? Yeah, it's a Vortex, just in case anything in the blast radius thought it would survive that
shot. And if you finally manage to put the Titan(ic amount of Grimdark) down, it will explode on you, which
on a 4+ becomes a 36 INCH DESTROYER BLAST. Honestly, even when the Emperor's rules get released, this
bastard will probably be the more OP Lord of War choice.
 God-Emperor of Mankind: COMING SOON! No actual rules yet, but a note in the Legio Custodes Tribune rules
suggests he will be a future potential HQ choice for the army, similar to the Primarchs and their legions.

Unit Analysis (40k)[edit]


Warlord Traits[edit]
Custodes now have their own Warlord Traits, most of them making your Warlord even scarier in close-
combat.

1. Saviour of the Imperium: Friendly units from the Armies of the Imperium within 6" of your Warlord have a 6+
invulnerable save.
2. Peerless Warrior: Your Warlord re-rolls failed To Hit and To Wound rolls in challenge. AKA "I really want to
slaughter your HQ.
3. Champion of the Blood Games: Your Warlord has the Preferred Enemy (Everything) special rule. ...and so
does his unit. Now your ten-man squad with Vexilla is really an unstoppable, hideously expensive bulldozer.
4. Impregnable Mind: Your Warlord and his unit pass Deny the Witch tests on a 2+ roll that cannot be modified
by any means. Fuck you psykers. Totally useless against some armies, but helpful against the more psychic-
oriented ones.
5. Light of the Emperor: Your Warlord has the Shrouded special rule.
6. Emperor's Companion: Your Warlord gets +1WS and BS. Great if you face something with WS7 or 6, pretty
useless otherwise.

Wargear[edit]
 Guardian Spear: Different than the 30k variant. Incorporates a regular, rapid fire Boltgun, but can be used to
shoot then used in the assault phase. It is Two-Handed and always S+1 AP2. Also comes with the Block rule.
Basically pick a single attack against this model's unit and roll a d6 for each model attempting to block. If you
beat the enemy's to hit roll with the result (sum total of dice) the attack is nullified.
 Sentinel Blade: Only AP3, but incorporates a Bolt Caster (S4 AP5 Assault 2 12") that fires Snapshots at BS2.
 Power Knife: It's a Power Sword. It's good because it stacks with the Sentinel blade for +1 attack, unless you
took a Storm Shield.
 Custodes Vexilla: One Custodes in your army can take this. It's a boosted Company Standard which gives all
Armies of the Imperium units within 12" Fearless and +1 Attack, but you lose your Guardian Spear.
 Storm Shield: You know them, you love them. 3+ Invulnerable. Specifically says you cannot take this if you
have a Guardian Spear though, which figures, though it is a shame you can't make space hoplites.

Special Rules[edit]
 Aegis of the Emperor: Gives all units with this rule a 5+ invulnerable save and Eternal Warrior. Now your
Custodes are REALLY Terminators on steroids.

Troops[edit]
 Custodian Guard Squad: They're a bit different than their 30k counterparts. First, they have Fearless straight
up, along with Adamantium Will. They have 2+ armor, a 5+ invulnerable save and can take Storm Shields for
10 points unlike their 30k counter parts. They're all Characters, so stick an HQ in there and have the
meatshield squad of your dreams. While ultimately quite expensive they are highly survivable in either
weapon loadout and can match the damage output of just about any other close combat squad. Can make an
excellent DISTRACTION CARNIFEX unit and a bodyguard squad to rival Lychguard. Much like their fluff implies,
while individually being amazing fighters they lack the tactical flexibility of their brothers the Astartes, with
shortcomings in serious long-range firepower, effective anti-armour (let your other units worry about that, its
beneath these guys anyway), and mobility (unless you deep strike. Or buy a Land Raider so no worries there).
Don't use them as end-all units, instead treat them as what they are as powerful assault combat troops that
can hold their own in a fight. May take a Venerable Land Raider as a DT.

Elite[edit]
 Venerable Contemptor Dreadnought: For 200 points, you have a Contemptor Dreadnought with +1A, a
dreadnought close combat weapon with built-in combi-bolter, a multi-melta, an atomantic shielding and the
Fleet, Adamantium Will, Aegis of the Emperor, Deep Strike and Venerable (you can force the enemy to re-roll
Vehicle Damage table results against your 'nought, but you must accept the second result) special rules. If
you're not happy with this loadout, you can replace the multi-melta with a Kheres pattern assault cannon
and... that's all. They lack the versatility of their 30k cousins from the Legions and couldn't compete with the
Achillus or Galatius in term of killiness, but are arguably a bit tougher and more mobile thanks to Deep Strike.
Considering these options the Comtemptor is arguably the best anti-armour in the army. With the far safer
deepstrike available to Cutodians you can get this little guy where you need him for some melta fun. Best
focus on the things your base squads will not like, namely AV 13-14. But don't discount a good assualt cannon
or CC dread either.

Heavy Support[edit]
 Venerable Land Raider: YES THANK YOU GW ! The solution to your footslogging and vehicle-hunting
problems. It's not antigrav like the Coronus from 30k, but for just 25 points above the price of a standard
Land Raider you get some cool additional stuff : BS5, Adamantium Will, Aegis of the Emperor (yes, your
mobile bunker has a 5++ save), Venerable and Magos-class Machine Spirit (you ignore the Crew Shaken and
Crew Stunned results on the Vehicle Damage chart). Your wargear options are limited to a storm-bolter
(5pts), one hunter-killer missile (10pts) and extra armour (10pts but ultimately useless). But this is more than
made up for by its inherent superiority to base-line Land Raiders. Twin-Linked lascannons that hit on twos is a
great anti-everything weapon and the extra defenses mean it's not completely screwed by the usual vehicle
predators (grav, melta, and lance to name a few).

Formations (40k)[edit]
Golden Legion Task Force:

 Compulsory: 1 Troops
o Optional: 2 Troops + 1 Elite. Yep, no Land Raider for you. Venerable Land Raiders are Dedicated Transports in
addition to an HS option. Yes, Land Raiders for you!
 Restrictions: All your units must be from the Adeptus Custodes faction.
 Command benefits:
o The Emperor's Chosen: If you field the maximum number of units choices in your Detachment, all said units
within 6" of at least another unit from the Legio Custodes faction can re-roll invulnerable save rolls of 1. You
basically trade tactical mobility for a bit of resistance. Nice for your guys with shields, not that powerful for
your regular spearman.
o From Golden Light They Come: Units that deep-strike only roll one die for deviation distance and can re-roll
any result on the Deep Strike Mishap table.
o Right Hand of the Emperor: You can re-roll any result on the Warlord Traits table if the Golden Legion is your
Primary Detachment. Because Impregnable Mind against Tau is rather sad.

Allies[edit]
30k[edit]
There isn't a word about Talons of the Emperor being Agents of the Emperor in Prospero. RAW you can't take
them as allies or take allies with them. Definetely an editor's mistake, but you can only homerule it.

40k[edit]
The Legio Custodes are Armies of the Imperium, and ally as it implies. Every other ally level isn't worth
mentioning.

Battle Brothers[edit]
 Adepta Sororitas: They have Immolators and come with shit tons of Melta and flamers. Also can bring warm
bodies with 3+ armor saves.
 Adeptus Mechanicus: They bring loads of ranged firepower, while you guys provide a solid anchor and
beatstick. Also take the Vexilla to ensure your slow-moving gunline never retreats! That is really all that there
is to say about Skitarii or the Cult Mechanicus.
 Space Marines: If you're taking Custodes in a Marines army, it's because they wished their
Terminators/Command Squad was as good as you. That, or you needed to borrow their Spartan Assault
Tanks/Stormravens.
o Grey Knights: Can work with Draigo since one of their weak points is their low mobility, and Draigo's fixed
power of Gate of Infinity will overcome that. Or you could just buy the Venerable Land Raider, since Draigo is
only 40 points less anyway.
o Blood Angels: Sanguinary priest can make these already tough bastards unstoppable, especially as they have
eternal warrior. Quickening (imagine 8 s6 ap2 i8 attacks) and Unleash rage can also be really helpful.
 Imperial Guard: They bring the cheap warm bodies to hold objectives, and lots of ranged goodies like the
Leman Russ tank and Basilisk artillery. The only thing they cannot give you is Assault Vehicles.
 Imperial Knights: Custodes don't bring much to the baby titans that they couldn't already do (scary
distraction Carnifexes that rape in Close Combat), but the baby titans do put out rapid-fire ordnance and AP3
miniguns.
 Inquisition: Oh hell yes. Henchmen squads of Acolytes provide the bodies, Mystics and servo-skulls help you
in case you wanted to Deep Strike your Custodes into battle. Also, the Custodes make the best bodyguards to
an Inquisitor of any kind. The Hereticus Inquisitor can straight-up shut down psychic attacks with the Null-
rod, and the Ordo Xenos Inquisitor can help you guys with Rad Grenades to weaken the enemy, and
Psychotroke grenades to fuck with the enemy and help you out tonnes. The Ordo Malleus Inquisitor in
Terminator Armor will probably blend in the most with you guys. Also if you care, this maybe the fluffyist
option; if the Adeptus Custodes goes to war in the 41st Millennium, only the Inquisition's gonna know about
it.
 Sisters of Silence: Golden armored anti-Psyker girls with Golden armored Glory boys. These girls give you
anti-Psyker protection while you give the beatstick to them.

=====================================================================

Why Play Solar Auxilia[edit]


Because you like Stormtroopers but find their list hideously lacking in the vehicle department, and you like
the Imperial Guard but not their 5+ cardboard save. But most of all, it's because you like 80's sci-fi tin men
and this is the Militarum Tempestus 30k equivalent. Seriously, you're able to make a force with decent
survival ability as well as the large numbers and fire-power of classic Guard, not to mention Commanders
that can go toe-to-toe with a Space Marine Captain (or Praetor in 30k). Also, all our vehicles are better than
the average IG ones, and that's modesty: better AV, Melta immunity and we can field some Superheavies as
normal heavy options. Yes, we laugh at Vraks.

Compared to their 40k counterparts, Solar Auxilia have a pretty versatile list. Where Guardsmen and
Stormtroopers need orders, Solar Auxilia doesn't, making up with their special rules and wargear which is
better because that doesn't need a Ld test:

 Get Back in the Fight? Solar Auxilia Tercios wont break lines to begin with.
 FRFSRF? Your Lasrifle's Collimators give you 2 shots at 150% range of a lasgun's.
 Elimination Protocol Sanctioned? The Lasrifle's Blast-Charger lets you glance stuff to death.
 Close Assault Doctrine Sanctioned? Some of our guys can become WS5 by holding hands.

Speaking of melee, we have pretty competent melee units as well, with access to MEQ mulching Ogryns and
incredibly cheap power axe troops which do rather OK at killing termy squads that cost 3 times as much. That
said if you want to make a melee-centric list, assault transports are not found in this army.

When compared to other non-enhanced human armies, Solar Auxilia can be sumed up as "Back in my day;
Better than yours". Thus, Solar Auxilia is Pepperidge Farm in space.

However, you'll need to shit money. Seriously. If you're planning on running many Lasrifle sections (which
you most definitely will) then you'll have to cough up £70 for a mere 100 points of your army.

It also should be noted that it was developed, it's minituares made and rules written by a single man named
Edgar Skomorowski, so, just like Eldar in 6th edition, whose codex was written by a fanboy who played them
since 2nd edition, this army allows ridiculously powerful combos, has OP stuff (FFS, Tempest Shells!) exclusive
equipment of pure rape SOMEHOW not available to anyone else (Malcador Infernus) and better point-per-
point options compared to Astartes (Astartes Malcador 275 vs Auxillia's 235 (245 for the same profile),
Kraken penetrators 35 vs 25, Servo-automatas can only take Power Fists for 15 points vs Auxillia's Servoarm
for 5 and so on). And that's after the Conquest, in new book "Crusade Imperialis", so those rules are here to
stay. You like winning? Take this army.

That being said, while all models are beautiful and very warhammer-esque (look at Strategos Gognis-signum
with a typing machine! That's not some Space Elf sci-fi faggatory, it's real Imperial technology), they are
pretty much restricted to default poses and equipment. It's really hard to make two completely different
Volkite Velitarii or Command Squads (dunno why you'd want the latter, but still) or even Lord Marshal with
Power Fist so he would look decent and new parts wouldn't be out of army style. In addition, Edgar
Skomorowski left Forgeworld, and the only thing in the range not made by him is Solar Auxilia Medicae
Detachment by Israel Gonzalez, who is tasked now with whole Solar Auxilia range. Needless to say, it's highly
unlikely we will see any new units for Solar Auxilia, or maybe even new models at all.

Special Rules[edit]
 Disciplined Fire: All models with this rule can fire Overwatch at BS2 when using Pistols, Assault and Rapid-fire
weapons (read: all your infantry). Whatever helps stalling close combat is nice, but with AP- on most of your
weapons this isn't a game changer. Though it's a nice incentive for buying plasma pistols or Archaeotech
Pistols for that re-rollable 5+
 Close Formation Fighting: Akin to the Greek and | Macedonian phalanxes, 2+ models with this rule in base
contact during an assault phase gain +1 WS, sorta helping stall those killer marines. Like with the real life
formation, this is meant to be used for gaining/holding ground while support units (like tanks & artillery) do
the real pummeling. Of course, assume this formation only when assaulters are upon you - your enemy also
has artillery of his own!
 Hold the Line: If you have a squad within 12" of another squad from the same Tercio (platoon) that is not
falling back, you can re-roll Morale and Pinning rolls of 6 in the Psychic or Shooting phases. They'll still flee in
assault, but CFF helps them in that. Nice, because your vexillas (banners), unlike the Legion's ones, won't
allow you to re-roll morale checks.
 Structured Command: The elaborated version of 40K Militarum's Chain of Command.
o The Lord Marshal is always the Warlord unless there's a named character who can override.
o If you lack any Lord Marshals, then a Legate Commander is the Warlord.
o Not having those, the Stratego of any of your Tactical Command Section will be the Warlord.
o Not having that, then the Tank Commander with the priciest tank will be the Warlord, but he won't have a
Trait.

Wargear[edit]
Ranged Weapons[edit]
 Archaeotech Pistols: S6 AP3 Master-crafted pistol. Your powermincer. Too bad it's available only to the Lord
Marshal. Works well with Disciplined Fire, hitting on a re-rollable 5+ on Overwatch so, if you're using him, buy
one for him. A Master-Crafted Plasma pistol costs the same and is deadlier, meaning Archeotech has only one
function: being the sidearm of a MC Paragon wielding Praetor in order to get two MC weapons.
 Graviton Weapons: Not to be confused with Grav-weapons; their wounding has nothing to do with the
enemy's armour save.These Heavy weapons (not Salvo) possess no Strength, but have both Concussion and
Haywire effects. They make the enemy take Strength tests; if the result is above their Strength they take a
wound - a result of 6 always causes a wound. So they are effectively Strength 3, wounding GEQs on 4+, and
MEQs on 5+, making it ineffective against infantry blobs. That's not why you're taking them though. You take
them to dump haywire on the super-tough vehicles of this era. If you have nothing better to shoot at then
you can use it bog down infantry because it also creates Difficult and Dangerous terrain in its blast radius, so
it can at least severely hinder their movement which is certainly useful. Don't expect many kills though
because AP4 in the space marine millennium is just...sub optimal. And it's even difficult to hunt vehicles with
it because of its short range and Heavy type, meaning that after you show up, the enemy either kills the
wielder or moves away. It's hard to miss, though. They come in gun (18", Blast) and cannon (36" Large Blast)
flavors.
 Grenade Launcher: Comes with 3 different grenades: The basic Kraks, Kinetic (S4 AP5 Blasts, so AoE Bolter)
and Tempest, which is easy-use AP6 Haywire, because it's an Assault 24" weapon. Pretty versatile, actually.
 Las Weaponry: Yeah, this is your army's bread and butter right here. And we mean it: not counting
Volkite/Flamers-only squads and Techpriests, currently you can field like 6 special weapons per detachment.
Fortunately, you get LOTS of variety, as the lasrifle your basic tercios get comes with special attachments and
whatnot.
o Laspistol: It's a fucking laspistol. What'd you expect?
o Blast Pistol: A predecessor to the Hot-Shot weaponry. It's pretty much the revolver version of the laspistol:
Officers only, with Twin-linked and S5 but half the range and Gets Hot, with no AP value. But it's only 2pts,
and Gets Hot is virtually unheard of with TL, while comboing with Disciplined Fire.
o Lasrifle: A 30" lasgun with a fancy name. Extra range, BS2 on Overwatch, attachment options...these were
manly weapons, instead of mere flashlights.
 Collimator: The first of two attachments, this is a 36" Heavy 2 lasgun shot. Pretty useful when holding
objectives and you need to add some firepower to a fight.
 Blast-Charger: Turns your lasrifle into a pocket multilaser. An 18" S6 AP6 Heavy 1 shot that runs a modified
version of Power Outage: After shooting, the gun can't be used again for the next turn as it cools down. In
addition, roll one D6 (per squad); on a 6 the charger (not the lasrifle) becomes unusable for the rest of the
game, but at least you'll be wounding marines on a 2+ and now your basic troops have a chance against
Mechanicum, so it's worth a try. Remember Disciplined Fire doesn't work for Heavy weapons, so DON'T use
them for Overwatch - you'll end up less unsaved wounds overall, and with the risk of a Charger Burnout, so
stick to normal BS2 lasrifle overwatch. On the other hand, if one of your squads gets charged they're likely to
get their asses handed to them so you may want to risk it-for what it's worth.
 Needle Pistol: S2 AP5 with Rending and Poisoned, which is actually as good/better than a bolter, specially vs
2+ save MEQs. Worth considering.
 Plasma pistol: The same as always, with a minuscule but significant twist: It's rather decently priced now -
15pts was insane, 10 still borders madness, but with Disciplined fire less so. Not to mention it's pretty much
the only plasma your infantry can get. So, instead of a power weapon that pretty much always goes last,
which WILL get you killed, consider buying this, which just might get you killed.
 Rotor Cannons: Salvo lasguns, really. A nice way to add volume of fire. They're 30" S3 AP6 Salvo 3/4, so they
suck only slightly less than normal.
 Volkite Weapons: The literal Martian ray gun. They have the Deflagrate special rule, which means each
unsaved wound inflicts another automatic hit. Additional hits this way cannot cause yet more hits. They have
nice Strength but poor AP and range, so you better throw DTs or some support in the mix. Your infantry only
gets access to the Serpenta (pistol) and Charger (assault) variants here, both S5 AP5.

Close Combat Weapons[edit]


 Charnabal Sabre: Favours speed over strength. A Rending CCW, with no AP value whatsoever. However, it
grants +1I in challenges, so your regular Sgts. can strike at the same time than Space Marines. Yes, melee
sergeants are still bad ideas, but your model at least gets a chance to actually attack and it's cheaper that a
power weapon you might not actually be able to use, which is nice.
 Paragon Blade: +1S AP2 Specialist melee weapon without Unwieldy that has Murderous Strike - inflicts
Instant Death on a wound roll of 6. Available only for your Marshal. Even though you'll strike last, take it - it'll
be a nasty surprise for your non-EW enemy.
 Power weapons: It narrows to Power Axes (poor man's Fist) to kill marines, because you were already going
last, or Power Mauls, which are actually good vs the slow, tough and often 4+ armoured Mechanicum, who
are shootier than you and would not be hurt easily by power swords.
 Power Fist: You're paying a lot for a weapon that you might not use, that isn't IDing anyone except for other
Auxilia. For that you'd be taking a power axe instead. But it's worth considering against the T3 Tau, and unlike
40k IG, all your Sgts. can take them.

Armor & Invuln[edit]


 Void Armour: When the IG got actual space armor instead of cardboard. Void Hardened Carapace Armor,
thus 4+ save being stock for the Solar Auxilia, while doing fine even in Zones Mortalis (if you ever play that).
Pretty sweet.
 Reinforced Void Armour: Void Armor that re-rolls failed saves against Templates and Blasts. This is invaluable
and awesome - short of the best armor a regular human could hope for. Veletaris exclusive, though. Do note
that both versions of Void Armour lack the -1 penalty the Space marine version has.
 Artificer Armor: The classic 2+ save Marine Commanders usually get, available for your Legate Commanders.
 Refractor Field: The Guard Commander's familiar 5++ Invul.
 Iron Halo: The Chapter Master's familiar 4++ Invul.
 Displacer Matrix: Possibly the best protection system even Magos could ask for, wonder how this isn't a
Relic. A 3++ Invul save that, if any 1's are rolled, teleports the wielder to Ongoing Reserves (but you'll still
recieve a wound!). The player must then Deep-Strike this guy anywhere he likes, meaning boot him to
another wherever he's needed most (like behind a big squad). The supposed 'catch'? If you get any mishap
he'll die. BUT since even your common squads have vox operators (no scatter), you won't ever care.
o The real strength of this is it requires your enemy to invest way more fire than is justifiable if he wants to kill
your HQ. He is annoyingly hard to kill. Just remember his squad is not. Also remember that your opponent
probably won't oblige you by firing all his really powerful weapons at one model that really isn't all that
threatening but is very hard to kill. Don't pin your hopes on your HQ heroically drawing volcano cannon fire
away from your more dangerous stuff.
 He will. Lord Marshal provides the whole force with Ld 10 and it's a real pain to route your guys with him
being in game, so the opponent will try to remove him ASAP. Use it to your advantage.

Equipment[edit]
 Augury scanner: No unit can infiltrate within 18" of the unit. In addition, grants Interceptor to the unit's
Rapid fire & Heavy weapons but only against enemies within the 18" range. That last part is incredibly
important, turning this from an auto-include item to highly-situational, namely, to keep someone from
infiltrating with a melta near your tanks' rear AV. But don't expect much against Terminators.
 Cognis-signum: Counts as an Augury scanner + Night vision. In addition, if the model doesn't shoot, it can
confer +1BS to ANY nearby squad, except for ICs and Superheavies. So yeah, it can benefit Tanks.
 Cyber familiar: +1 to your invuln save (to a maximum of 3++, to avoid unkillable Displacer matrices
Commanders) and allows re-rolling of failed tests, except Ld and Dangerous terrain.
 Digital lasers: +1 attack. For just 5pts, it's a nice, cheap addition to your Commander, but even better for
your Marshal, who can get a Paragon blade.
 Grav-wave generator: "What wouldn't I give to avoid CC". Emperor heard your plea, this is -D3" to enemy
assaults targeting the bearer (or his unit), and denies HoW. Better than some relics, actually.
 Infravisor: Confers Night vision but renders the user vulnerable to Blind, testing at I1 only. Available to any
character in the army.
 Nuncio vox: No scatter for allied Deep strikers within 6", and Barrage weapons can use the carrying model's
line of sight (range is still measured from the firing model).
 Psi-jammer: Grants Adamantium Will. Psykers are uncommon in 30k, but Auxilia have none, so take it if your
enemy has those mutants.
 Troop Vexilla: 'Vexilla' is Latin for 'Banner'. It allows you to regroup despite incurring in 25% casualties. It also
counts as scoring +1 wound in CC, so it both stacks with Close Formation Fighting and Hold the Line. Nice,
since every Section Sgt. has one.
o Cohort Vexilla: Counts as a Troop Vexilla that allows friendly Auxilia squads within 24" to "ignore casualties
when taking Morale tests". Command Section exclusive, naturally.
 The wording is really bad there. Does it mean pseudo-Stubborn (no negative modifiers in h2h for casualties)
or ignoring casualties Death Corps-style? Wording is different from Iron Warrior's "do not suffer Morale
Checks from shooting",so be sure to discuss it with your opponent before the game begins. It's also
interesting that your guys may use it, not must, so you can totally run from close combat.
 Shroud Bombs: "Let's keep this avoid-assault trend!" Count as Defensive grenades (Blind when thrown, no +1
charge attack when assaulted) with a bonus: Unless the assaulters are Daemons, Gargantuan creatures or
have Night vision, they need to take a Ld test to charge at you. Ld is very high in 30k, so take them as
Defensive grenades, mostly.

Vehicle Equipment and Rules[edit]


 Armoured Ceramite: Lets the vehicle ignore the Melta rule. This is the reason Melta weapons are frowned
upon in this millennium.
 Auxiliary Drive: Allows the vehicle to repair an Immobilized result on a 4+ at the start of the Movement
phase.
 Explorator Adaptation: All your Tanks have this. Rerolls failed Dangerous terrain tests, 6++ save against
Blast/Templates and counts as Void Hardened. And you thought your vehicles were already tough. This does
everything a dozer blade can and more, and it's included by default on all the vehicles that could take dozers,
which raises the question of why you even have the option to buy those.
 Flare Shield: Front facing force field that reduces the strength of incoming frontal shots by 1. Template/Blast
weapons get a 2S reduction instead, but melee/Destroyer hits are unaffected.
 Lascannons: EVERY vehicle can get Lascannons (except artillery), and very often these are Twin-linked, so you
can actually spam them because they are surprisingly cheap. Tread softly and carry a big gun indeed.
 Multilasers: Seriously, more more Multilasers than an Irish Leper colony. Your trademark Heavy weapon, it is
to the Auxilia what Heavy Bolters are to Astartes. You've got them as standard on quite a lot of vehicles, you
can swap Heavy bolters with them for free on Leman Russes and damn near every vehicle can take them as a
pintle-mounted weapon. Being able to shove these things on vehicles instead of Heavy Bolters is a god-send.
Although S6 wounds Marines on a 2+ and even Castellax on a 5+, AP6 is nigh useless. That said, Multilasers
are better than Heavy Bolters against 3+ saves, but against most Mechanicum and other Auxilia you'd be
better keeping the Heavy Bolter's AP4. However, one closing thought on MLs vs. HBs is that the S6 of the
former will negate any FNP rolls from medicae types on standard humans so the laser-beamer still makes
sense, particularly vs. Mechanicum which can get Thralls with FNP 4+ and Militia lists where Flak Armour is
common and medics cheap.

Relics[edit]
The Solar Auxilia use the generic list of Dark Age of Technology relics everyone uses, plus their SA specific
ones. Since they are restricted for IC use, the only ones with access to them would be Legate
Commanders/Marshals, so the usefulness of some items does not translate directly over from the Legion
options.

In a campaign you're only allowed one character with a relic which you'll be stuck for the rest of the
campaign, so be sure of your decision. If the relic bearer is killed, the side that killed him can choose to play a
Relic Hunt mission, where the winner steals (or recovers) the relic, even if it's a Legion specific one, but a
Draw means that relic is effectively lost for everyone. Still, you can always opt to play a 'Relic Hunt' mission at
the beginning of every campaign phase to acquire FREE relics, where your war zone-assigned character must
be deployed and thus miss all other missions played in that phase...but that way you can hoard up on relics,
even getting duplicates of the non-faction-specific ones, by rolling a D6 on the 'Relic Uncovered' table below.
Of course, this only matters when playing missions instead of casual gaming, enjoy!

 #1 Nanyte Blaster: The Grey Goo gun of uncontrolled carnage!!! It's a S5 AP2 Fleshbane weapon, where if it
kills anyone you center a large blast over the dead model on a die roll of 4+, causing a S5 AP2 hit to those
underneath it. Unlike Volkite, each model who dies to this can cause yet MOAR large blasts on further rolls of
a 4+. All you need to do is get one casualty and you can wipe out an entire unit! Smashing!
 #2 Warp Shunt Field: 3++ against shooting, however for every save of a 6+ (against direct fire weapons) the
shooting unit suffers D6 S5 hits. This is the only risk-free defensive relic.
 #3 Phase Walker: Each moving phase, instead of moving you may place the bearer anywhere you like,
counting as having just deep struck but with no scatter. If you move through a solid object you have to take a
dangerous terrain check for EACH solid object you went through (including all models) so be wary of abusing
it in city scenarios. Quite nice for Void Masters, who have Move through Cover, so feel free to abuse it. Too
bad this leaves behind the rest of his unit, and commanders aren't known for being one-men armies. If you're
up against an Assault heavy army though or are playing a Zone Mortalis/Cities of Death game it can make it's
points back as your Warlord retreats through walls (and into another unit) so he can't be assaulted, like a
panic button.
 #4 Combat Augment Array: Once per game, at the beginning of any of the controller's player turn, he may
count any single die (only 1) rolled as an automatic 6 (Emails from FW confirm). However, he must also pass
Toughness tests for each remaining wound. If he fails he suffers a wound with no saves or mitigating FnP rolls
of any kind. A Cyber familiar can mitigate the danger by granting a re-roll on the commander tests. However,
you're paying 35pts for one guaranteed 6 - nice combo with a Paragon Blade, but given that everyone strikes
before you...do you really want to be in Close combat?
 #5 Cloaking Array: Once per game, at the beginning of ANY game turn you may make yourself invisible for
that whole game turn (i.e. on the 3rd turn both in your and your opponent's turn, thus starting on your
enemy's turn if he goes first). You cannot be shot or charged at unless the enemy unit contains psykers or
daemons, in which case the array immediately shuts down (so now everyone can hit you, not just the
previous two). Unfortunately you cannot activate it while attached to a squad or if engaged in close combat
already. You also cannot shoot, assault, move or do anything at all. So your model stands on the same spot
invisible but doing nothing during a whole game turn. Since you don't want your commander to be alone,
pass on this one.
 #6 Void Shield Harness: Yep. You can get a voidshield for your dude. It's a large blast-sized shield, centered
on your dude but protecting anyone that fits inside. Glancing, Penetrating and Destroyer hits will collapse the
shield, but it can be restored at the end of your turn on a 5+, and with AV12 you'll be immune to most small
arms fire. However, a result of Explodes! will overload the shield, disabling it for the rest of the game and
placing a S6 AP4 Large Blast template centered on the bearer - that's Instant Death for your commander and
his friends, who won't get their armor saves, so get the hell away from Meltaguns.
 Solar Auxillia Specific
o Metaphasic Reader: Grants the bearer and units from the same detachment within 12" the Interceptor rule.
Costs 45 points but can be priceless against an Orbital Strike Legion detachments, especially bacause it also
affects vehicles like Leman Russ tanks.
o Apex Digital Weapon: More like Ape-X, am I right? Incredibly over costed for what it does, though. It counts
as a normal Digital Weapon, granting +1 attack, but also once per game it can be fired as either a Lascannon,
Plasma Cannon, Multi-Melta or Volkite Caliver. But when you factor the cost of the basic Digi weapons you've
essentially just paid 30 points for a One-use heavy weapon at BS4. If you want a super shooting attack, buy
the Nanyte blaster instead.

Warlord Traits[edit]
HH4 brings the Auxilia exclusive Warlord Traits table, arguably better than the WH40k 7E's tables, which you
can also use if you so desire. But keep in mind some of those traits are made redundant by your units'
inherent rules.

7. Uncanny Survivor: Your squishy humie is now an Eternal Warrior, which is actually good, since a lucky plasma
bolt could ID your 80pts+ Commander, and there's a lot of that in 30k. However, he should be a force
multiplier instead of a champion or something.
8. Shattering Bombardment: Warlord grants Twin-Linked to a single Ordnance weapon within 6".
9. Bitter Blood: Gains Hatred, but only in challenges.
10. Blind Barrage: At the start of the game you can give all friendly SA units the Shrouded USR, there is no reason
not to use this.
11. Void Master: Being a Rogue Trader makes him Stubborn and any unit they join gains Move Through Cover.
12. Siege Master: Because Shatter Defenses and Digestive Denial were so great FW saw fit to re-re-use this
decent Warlord Trait.
Unit Analysis[edit]
HQ[edit]
 Legate Commander: For only 45pts you get a basic Company Commander, but just him alone. That allows
you a little more flexibility in the way that you could stick him in any squad instead of a Command section. He
can let anyone in his army use his Ld for Morale and Pinning so long as he's not Falling Back or in combat, so
he's a bit better with his Ld, but not as breakingly powerful as his 40K equivalent's orders. For extra survival,
he can buy a Cyber familiar, which should be bought instead of the Iron Halo, that costs the same. Or buy
both for a 3++ with rerollable tests. He can also buy Artificer Armor, but beware plasma will ID him, so give
priority to the invuln.
o Lord Marshal LORD MARSHAL: This man is rad. For 35pts more you boost your Commander's I/A/Ld by 1, as
well as unlocking several more options, all of them handy, namely Archeotech pistol, Paragon blade, Grav-
Wave generator and Displacer matrix, as well as the ability to take Household retinue squads. But most
importantly, LORD MARSHAL can CHOOSE his WT, which absolutely nobody but a Custodes Tribune can do
(even Primarch Fulgrim chooses from only Strategic Table). So that must mean he is an artillery-loving Rogue
trader that holds a grudge against someone who tried to ID him. In fact, this guy is better than the best
creation of the best super-human in history, being able to choose from Auxillia in addition to any of the
WH7E WT tables. That's the reason why LORD MARSHAL should always be written in capitals. And yeah, your
puny humans with him and Command Squad are harder to route than beforementioned Custodes, being Ld
10, Stubborn and rerolling sixes. Who needs Astartes?
 The Marshal is rather costly - you shouldn't ever take him barebones since he's too important yet too
squishy. Artificer + Displacer will give him a recomforting 2+/3++ for 35pts. Never give him an Iron halo, all
other options are better. Now that you've protected him you can begin to truly kit him up. A useful and
points friendly option would be to put him in the vanilla command section and grab a Grav-wave generator
along a Blast, Archeotech or MC Plasma pistol.
 He can be surprisingly good at CC. Grab Paragon and Digital lasers, Master-crafted at your discretion.
Combine this with his Household retinue and you can get a full WS5 unit, all of them dealing AP2 PE hits, with
the Marshal dealing 5 WS5 S4 AP2 Murderous strike hits at initiative. Again, throw in a Grav-wave generator
to make sure YOU are the one charging, and while you're at it, take a nice pistol. And that's without
considering Relics. Who sucks at melee now, huh?
 Alternate Opinion: Don't bring him anywhere near CC, seriously. Your army are gods of pew-pew, but any
Marine Commander worth his salt will utterly destroy you in melee. Power Mauls are your nigtmare, since
they ignore both armor and FNP of your guys striking before them. Even LORD-MARSHAL will eventually roll
that 1 (especially when his whole squad is already beaten to a bloody pulp), and there are so much better
traits than Eternal Warrior (well, maybe not in Zone Mortalis, if you play that) to buff your entire army with.
Protect him with Grav-Wave Generator, Artificer + Displacer, put him in Tercio with Aegis/in ruins, join
Medicae and use as a bait, abusing Look Out, Sir. The only thing you will need to fear is cover-ignoring
Barrages, since you will be in center of the formation. But why not put him in Command Squad? Because that
would be putting all eggs in one basket; there is too little expandable bodies in it, unlike in Tercio, and your
opponent will have to choose if he wants do destroy that banner and Cognis-signum or your Warlord.
 Lord Marshal Ireton MaSade: The "old general" that comes out of retirement to kick Heresy in the ass.
Currently one of only two named characters. He's a kitted out ranged Marshal, WS3 but BS5, along with a MC
power sword, Archeotech, Iron Halo and Psi-Jammer but only 2 attacks, so yeah, keep him out of melee. He's
old, so his exoskeleton, the 'Ambulator frame' counts as Artificer armor and grants him IWND. As warlord, he
gets the Master of the Battlefield trait (yes, a Space marine trait) that allows him to place D3 units in reserve
or vice versa, screwing your enemy's battle plan. He has Hatred (All traitors) and, being the 'Protector of
Agathon', the first time a non-vehicle/LoW/unique unit dies he can call another one on a D6 roll of 5+, placed
on Ongoing reserves.
 Auxilia Tactical Command Section: The classic CCS that Guard players know and love. For 75pts, you get the
Stratego (Commander), who has a Cognis-signum (very important), Proclamator (with Nuncio-Vox, so treat
him like a walking Homing Beacon), and Vexilarus (with a Cohort Vexilla) with 2-7 vets as bodyguards. Given
how cheap they are, always max them out; 25pts for 5 more wounds and 10 more BS4 Lasrifle shots with
Collimators and Blast chargers by default is always worth it. The Stratego gets a Chapter Master's
bombardment, which is S9 AP2 here with Barrage, Blast and Pinning. He can also buy Charnabal sabres,
power weapons or pistols, but only 2 Veterans can buy special weapons. This squad is an effective force
multiplier. The Strategos' Cognis-signum is the only source for BS-boost, and because of their banner they'll
be an anchor of Hold the Line for your squads.
o When it comes to upgrades they're pretty limited, with only 2 Veterans being able to replace their lasrifles for
special weapons and the 3 characters only having laspistols & chainswords. Volkite aren't worth it: you wont
be able to pump out enough shots to take full advantage of them, and by that point you're probably a bit
tooooo close to the enemy. Grenade Launchers are always a good choice, especially with the versatility of the
three grenade type that can be fired. Flamers are good, but then again why are you letting the enemy get
that close to you? Rotor Cannons allow you to pack more "Lasrifle" shots at range, but don't allow them to
deal with more specialized threats and are inferior than Volkites. Meltaguns remain as useful as any AP1
strength 8 assault weapons. Armored ceramite is uncommon and overrated and your army has all manner of
artillery to handle it outside of this squad. Even without the melta rule you are more damaging than a volley
of krak missiles and can fuck up terminators too. Other weapons probably give better value for this kind of
squad who you more want for mowing down rank and file at medium range, but don't let anyone tell you
that meltaguns are just useless because of one rare vehicle upgrade. Plasma guns have the usual "useful but
keep blowing up in my face" problem, however this squad is pretty much your only source of plasma, so
consider wisely. As for the Strategos' upgrades, they're mostly useless: they either don't add enough
firepower or are used for situations you shouldn't be getting yourself into, like say, close combat. And you
won't be shooting much (see below).
o By the Imperial Truth, do not forget about Cognis-signum. It's like an Augury Scanner, which has one nifty
ability - to give one squad (not IC or SH though) +1 BS in lue of the Strategos shooting. What is the main
problem of Servoautomata? BS3. Now they shoot like marines.
 Auxilia Tank Commander: These guys give anyone within 12" re-rolls on morale for being on a huge tank of
win. While he certainly has nothing on Pask. (Though one shouldn't doubt for a second that Forge World will
make a character with better rules.) For 55 more points on the fallowing. You can upgrade a Russ, Malcador,
Valdor or Baneblade variant become a Command Tank with BS4 and become able to Overwatch. In addition,
the tank also gains either Tank Hunters, IWND, Monster Hunters, Scout & Move Through Cover, Preferred
Enemy (Infantry) or Precision Shots, pick one based on how his tank works. He can never be the mandatory
HQ of a primary detachment, though...so if you need Auxilia allies he's your tank.

Elites[edit]
 Auxilia Medicae Detachment: They work essentially like Legion Apothecaries, having to split up into multiple
squads to whom they confer FNP. These squads can either be Tercio squads or Command Sections. They are
priced at 60 for three and then 15 for each successive one, and they can only buy Needle Pistols.
o Unlike 40k, FnP is no longer restricted to Command squads! However, an attached medic will force a Lasrifle
Section to footslog since they won't fit in their DT. The other valid squads present no such inconvenience and
benefit a lot, either having few valuable members or having short ranged weapons that get them exposed to
retaliation.
o Take them home in boxes, take them home in cases: 20 pts for FNP is ridicoulsly cheap and you should
always find a room for this guys in your army both for Command Sections and Tercios.
 Surgeon-Primus Aevos Jovan: Serving the purpose of padding both the small Elites section of the Solar
Auxilla and it's lack of special characters. Jovan is a loyalist only mad scientist surgeon character who once
challenged the laws of ethics, and joined the Solar Auxilia. As practicing these skills was a better option than
execution when given the choice by Ireton MaSade. He is essentially an upgraded Auxilia Medicae
detachment. He comes with Void Armor, an MC Needle Pistol, and an AP3 Poisoned 4+ melee weapon with
ID. He also gets an Auto-Gurney (granting Very Bulky and FNP 4+) and the ability to either auto-pass ONE FNP
roll for his unit or recover a lost wound on a his or nearby unit within 6" at the end of each player turn (which
would help Ogryns or HQs.), as well as granting a re-roll on Look Out Sir! He can buy orderlies to cover other
units (each costing 15 points, while Jovan himself is 50), but all they can grab are Needle Pistols. Jovan would
probably be best utilized in an already footslogging unit, as he'd take up 3 slots in any transport (Despite
having a model, the Auto-Gurney is treated as a piece of equipment and not as an actual unit), and used to
either to support some Ogryns(He nor his Orderlies are not allowed to join their squad. But they can benefit
from Miraculous Skill if they are within six inches of his model) or a Veletaris Storm Section (see Household
Retinue) with his healing or a Command Section as an insurance policy. Maybe attach him to a Flamer Section
to be really annoying and tell infantry blobs to frak off. You may as well buy any nearby Sergeants and the
Medicae Orderlies Needle Pistols as they are cheap sources of Poison and Rending.
 Auxilia Rapier Battery: The same Rapier from legions, but crewed by BS3 Auxillia. Squad size is 1-3 guns with
2 crew members each and with almost identical weapon options. Comes default with a Quad Multi-laser that
can be upgraded to a Laser destroyer, Graviton cannon or Quad mortar, which may use either standard Frag-
munitions or Shatter-Shells (akin to Frag and Krak missiles). Furthermore, they can make up for the
notoriously missing Heavy weapon teams your squads will need, providing them with ranged support, albeit
they should be kept in cover. Now, regarding their weapons:
o The stock Quad Multi-Laser is 36" S6 AP6 Heavy 6 and Twin-Linked. Unfortunately, it's not very good at
anything, with 3 of them only causing about 4 wounds on MEQs due to AP6 being useless, and requiring
Cognis-Signum support to be competent vs them. They could also be used as a light vehicle hunter, where
they can chip off quite a few hull points from low AV targets, but they become useless against AV13-14.
o Laser Destroyers are 36" Lascannons that gain TL, Ordnance and AP1, so they chose the best of 2 dice for
penetration and add 2 to the total Vehicle Damage score, meaning anything short of AV14 can kiss its ass
goodbye on a penetrating hit, or at least get permanently impaired on a 3+. However, with only 1 TL shot
each at BS3, if the enemy has some form of cover/invuln you might struggle to even damage it.
o Quad mortars are the "tactical" choice, and are probably the best one of the list for their cost. They can fire
either Frag munitions - S5 AP5 Pinning Barrage Small Blast templates with an additional -1 to the Ld test for
Pinning, that can be fired up to 60", or Shatter shells - 4 S8 AP4 shots with Sunder, which re-rolls failed
armour penetration rolls. S8 may not penetrate AV14 like a Laser Destroyer, but with the same range, 4
attacks and versatility, you can glance light to mid vehicles to death. Also a solid choice against flyers in a
pinch, with how many Sunder shots they can put out apiece. Don't leave home without one...or 12.
o Graviton Cannons are an odd one, they're AP 4, but wound based on a Strength test which means they
wound Marines on a 5+. However, their true value lies in containing the enemy with their ability to create
Dangerous terrain, which your tanks re-roll. And most of Auxilia strategies rely on preventing the enemy from
maneuvering/getting into melee, at the same time your Veletaris & tanks take Dangerous terrain less
seriously, so strongly consider taking them. Also, they possess both Concussive and Haywire, which can both
be effective to make foes strike after you (for once) or destroy vehicles. It's versatility is balanced by being
the most expensive option, each gun costing what an extra model would cost, so keep that in mind.
 Auxilia Ogryn Charonite Squad: These are what you get when you make Arco-Flagellants out of Ogryns. They
are hella-though, being T5 3W with FnP(6) and having the basic 4+ save, meaning each can tank around 5
plasma shots before falling and thus are great meatshields for your Commander. They have no guns...or even
forearms, having in their place 'Charonite claws', S+1 AP3 melee weapons that on a 6 to-hit become AP2
Instant Death (at I2, but that's better than Unwieldy), the perfect answer to the AdMech big guys. Issue is
that they're never scoring (being Elites, this only affects them on certain missions), they can't go to ground
and always have to consolidate towards the nearest enemy or make Sweeping advances, though with their I2
they're going to be the ones trying to avoid Sweep advances. Even though they're listed as Ld6, they're
actually Ld9-10 because of your Commander's 'High Command' rule, Stubborn making sure it stays that way.
Which is good because they don't have access to a Bone'ead. And even if they ever fail morale, then an
unengaged HQ can *BLAM* D3 wounds randomly off the mindless brutes, automatically ignoring the test. If
you NEED walking shields, these are your guys.
o Their claws are pretty brutal in melee, and being very resilient, they will mush most marines in CC. Pitted
against 20 marines, 4 Auxilia Ogryns will "statistically" kill 8 of them and take only 2 wounds in return
(overwatch not included). Their main caveat is their cost and the lack of any decent transport to put them in.
If you want to make use of them they're going to have to be footslogging it. With this in mind, they probably
work best as a guard dog for your expensive ranged firepower. Like most 30k units, a big squad costs less
than 2 smaller ones, so if you were considering taking multiple units of them it might be a better idea to just
bunch them together.
o Compared to 40k Ogryns these are a steal, for 5 points cheaper than a similarly equipped bullgryn you get an
AP3 S+1 weapon that makes them far superior as they can actually hurt MEQ. Power Mauls are also pretty
unpopular in 30k as nearly everything has power-armour, so they don't have to worry about most marines
being able to slap their shit before they strike. Bare in mind though that their effectiveness dwindles quickly
as S10 blast count rises. One lucky Demolisher blast is all that's needed to wipe that 400 point unit out of
existence, so consider pairing them with some long ranged anti-tank (looking at you, vanquishers) to clear the
way for them.
 Enginseer Auxilia: Keeping the 30k pricing trend, the first Enginseer + Servoautomatos cost 65, but the next
group costs 40, 20 of those being for the Enginseer. The unit can add up to 2 more of them, but only 4 extra
Servoautomatos and, unlike Medicae, they remain a unit. The Enginseer has access to a lot of goodies, like
invuln gear (Refractor & Cyber familiar), weapons (Volk charger & Graviton gun) and equipment (Augury
scanner & Nuncio vox), so they can both help your army and be useful on their own. But the best piece of
equipment undoubtedly is the Cortex Controller, which allows you to take either non-Paragon-of-Metal
Castellaxes, which are siege-themed MCs (one of the best MC squads in the entire game) or unaugmented
Thallax squads (Jetpack ogryns who aren't as good as Charonites on melee but they're cheaper and tactically
flexible, with powerful ranged weapons) as optional Heavy support. More info in the Mechanicum tactica
page
o Their Servo-automatas are the better than the Techmarine's, on par with the Mechanicum. Not only are they
dirt-cheap at 5pts or actually improve repair rolls when equipped with servo-arms, but can also equip special
weapons. In fact, this squad is your major source of special weapons, namely super versatile Grenade
launchers and plasma. And not just plasma guns, but Phased Plasma Fusils - that's 8 models with Salvo 2/3 S6
AP3 weapons that don't get hot. Hell, 8 Haywire shots can kill a Land Raider in one volley. The other weapon
options are either difficult to use because of being Heavy or better employed by other squads, eclipsed by
Grenades and Plasma Fusils. Always max them out - for the cost, you'll want to take them instead of Veletaris
and fill up on Lasrifle squads instead. Buy extra Enginseers to avoid Mindlocking.
o TEMPEST GRENADES, OMG, TEMP.. Ahem, Grenade Launchers with Tempest grenades are brokingly good
and your best go-to source of anti-tank. While Kraken Penetrators on Lightning with BS5 and TH are better
per shot and more mobile, they are expensive and one-use only. Servo-automatas with Grenade Launchers
care not if they shoot Land Speeder or flare-shielded Spartan, it will likely be blown in one volley. The only
problem with them is 5+ Armor Save, so put them in cover or inside a fortification. Or Stormlord.
 Household Retinue (Lord Marshal only): Having a Lord Marshal in the army allows you to purchase Veletaris
Storm Sections as Elites (1 squad, not a whole Tercio). They gain WS4, but sacrifice Hold the Line. As long as
the Lord Marshal is still alive and not falling back, they also gain PE (Infantry). Their default weapon, the
Volkite Charger, highly benefits from this, in turn inflicting more 'Deflagrate' hits, so therefore should not be
swapped by Rotor guns, which, being Salvo, don't benefit from 'Disciplined Fire'. Volkite Chargers are fairly
short ranged, though, so use their Move Through Cover to keep them shielded when advancing (although
you should buy them a DT) and buy Shroud bombs to avoid charges, but don't be afraid - their WS4(5),
Disciplined Fire + PE + Deflagrate Overwatch and Laspistol + CCW allow them to resist assaults quite well.
Give the Prime Plasma Pistol just for lulz (he will reroll Gets Hot! and wounds while shooting at infantry
because PE).
o Unlike Veletaris, they can take either a Dracosan or an Arvus as a Dedicated Transport.
o As previously mentioned, this is the squad that allows the Marshal to be competitive in melee, should you
decide so - a WS5 (because CFF) Power-axe-wielding unit PE(Infantry) pumping out 31 attacks on the charge
is nothing to sniff at, surprisingly good even against Unwieldy 2+ save 10-man squads. Make the most of
Move Through Cover to always have means to survive AP4+ weapons, and combine their Shroud bombs with
the Marshal's Grav-wave generator to make sure you're the one who charges, but pick your targets carefully.
The Household Retinue best shines when they're pitted against other Unwieldy troops, or non-dedicated
assault units such as Tactical Squads, Heavy Weapons or non-flamer Support Squads (get close by using
Master of Ambush if you must), in which case so long as they eliminate even one squad they'll usually have
made their points back (always challenge with the Lord Marshal to make sure that whatever Power Weapon
the Sergeant might or might not have isn't used on the regular squad).
 There is a large downside, putting the Warlord in them turns them into bigger fire-magnet than they already
are, they do not have resilience of Astartes, their total lack of Assault Vehicles means your enemy will either
shoot the hell out of them or make a counter-charge to deny you bonuses. Even 10-man Tactical Squad with
FotL with Bolters in rapid-fire range (and you have to be there to get the charge) will statistically inflict 6
casualties even if you have Medicae. So probably the best use for them is all-Volkite squad with deep-striking
Arvus as dedicated transport, disembark on the same turn and roast some infantry, preferably on distant
scoring point where your enemy thought his Tacticals would be safe. Or hell, deepstrike behind some artillery
and penetrate their 10 AV asses/sides with some 5S goodness, just remember Deflagrate doesn't work on
vehicles.

Troops[edit]
 Auxilia Infantry Tercio (1-3): The basic core of your army. Each consists of up to 3 separate slots, with 3
possible choices for each, and have to deploy (or be held in Reserves) together, but each slot counts as a
separate Troop choice for Score, Deny of VPs. So it'll feel like you got 9 Troop choices. One Lasrifle Sergeant
in the three slots can become a Troop Master (Basically a 15-point upgrade to Vet Sarge), they all can buy
Dracosans, but if they don't, each section can take their own Aegis Defense Line instead.
o Auxilia Lasrifle Section: A 100-point 20-strong infantry squad with mandatory Sarge, Vox Operator, and
Troop Vexilla. Their Lasrifles come stock with Collimators, which turn their Lasrifles into 36" Heavy 2
weapons, which is always useful when sitting in the backfield, while the sarge has all the basic options,
including one of them becoming a Troop Master, which gains +1 Wound, WS and BS. For +25pts you can give
the whole squad Blast-Chargers for their lasrifles, which is the closest this squad can get to true special
weapon options, of which they get none. But they come with Krak grenades as standard. The fact each and
everyone one of these squads comes with a free Nuncio-Vox heavily encourages the use of barrage
weaponry, which you have a number of choices for. What's better than destroying a Rhino and then using the
Nuncio-Vox to launch a Medussa Shell over the now stranded Marines to finish them?.
 About Blast-Chargers: This isn't a game changer against Marines or even other Auxilia (being actually worse
against anything below MEQ). Coupled with their very short range of 18" for a Heavy weapon (thus no
Disciplined Fire) and Charger burnouts, this is not a cheesy option waiting to be spammed. Their true value
comes when tackling Mechanicum and other high Toughness units (~T5) that normal Lasrifles would have a
hard time wounding - T7 Castellaxes, one of the Toughest Mechanicum are normally impervious to lasrifles,
but can now be wounded, while inflicting double the wounds Lasrifles would make on the more common
Thallax, whose weapons are 18" too, so this is a real possibility. Not to mention S6 removes any FnP from
Toughness 3 units, making enemy Medicae and Adsecularis (which are also equipped with 18" guns) lose their
appeal. It can even serve as Light AV in a pinch - 20 Blast chargers will statistically chip off 5 Hull Points from
AV10, 3 from AV11 and 1 from AV12. And that's without taking into account Cognis-signums from nearby
Command Sections. Not just a weak flashlight now, eh?. Just remember being Heavy weapons means the
vehicle has to come to you. Also keep in mind using this fire mode means the unit must forfeit shooting in
your next turn, so have other squads use their normal lasrifles to cover them.
o Veletaris Storm Section: A 115-point 10-man squad of Storm Troopers (yes, BS4) equipped with Reinforced
Void armor. They're all armed with Volkite Chargers that can be swapped for Rotor Cannons for free, or
Power Axes for 5pts. Once you've settled on that, you can then grab a Nuncio-vox for artillery support and
Shroud Bombs to protect them from charges. Yes, you can fill an entire Tercio with Velerarii squads. Very
good in Zones Mortalis.
 Rotor cannons are very situational, their only advantage being range...but only if you stay still, on the move
cutting their range to just 15". Lasrifle sections, on the other hand, can to that job just fine but can actually
move, or halt and out range them by 6". Yes, even with BS3, but with twice the models. So, unless garrisoned
(and why would you garrison Veletaris?), keep the Volkite Chargers, for not only do they inflict the most
wounds (and then there's Deflagrate), but also benefit from Disciplined Fire, which Salvo Rotor cannons don't
get.
 Don't immediately dismiss Power Axes. Sure, while the idea of a squishy humie going toe to toe with the
mighty SPEHSS MAHRENS might seem BAWLD and FEWLISH, but you would be wrong. See, a normal Veletaris
squad armed with power axes charging a Tactical Marine squad will lose two guys before then killing 7 in
return, a Household Retinue gets that number upped to 9. They don't have as much to worry about
Overwatch quite as much due to Reinforced Void Armour (re-roll against Wall of Death template weapons,
but Heavy Flamers will still roast your ass), Unwieldy will hardly affect them at I3, possess Move Through
Cover and can get Shroud Bombs which are not only Defensive Grenades but anyone charging you (provided
they aren't a Vehicle/Daemon/have Night Vision/are a Gargantuan Creature (at which point you'd probably
better roll for anal circumference)) has to take a Ld check before they can proceed. Suddenly you have an
extremely good skirmisher unit. But aren't Ogryns my melee option? Veletaris are way easier to use since
they can actually fit inside Dracosans, one of the bests transports ever and, more importantly, they aren't
Elites but Troops, so they're Scoring and you can have more, which is also the advantage they have over
Household retinues. Furthermore and unlike Ogryns, Medicae can be added to the squad, though that
prevents 2 squads from fitting in one Dracosan (not that you could under 7th Edition rules anyhow, as it's not
a super-heavy transport). Also, don't forget that even if they don't have Power Axes they can still do decently
in assault due to having a Laspistol and CCW. But don't expect them to stand up to dedicated close combat
units if you do.
o Auxilia Flamer Section: 125 points for 10 guys with flamers, also with Reinforced Void armor. Being a
'Support Section', they need a Lasrifle Section in order to become available. Considering how pricey this is, it
does kinda discourage bringing lots along, considering all the templates you could be laying down. But you
won't need to worry about with this unit being charged. At all. Seriously, no one will want to charge a unit
with that many flamers.
 To use them properly you NEED to get them a transport. Luckily, you have one of the best transports there
are. A kited out Dracosan costs more than this squad, but can end up being a better Vindicator than the
Vindicator itself. Run it up into your enemy's face (preferably while blowing up something important) and
then drop the Flamer Section right at his doorstep. Well done, now your opponent has two serious threats to
his battle plan and has to commit lots of firepower to erase them before you wreck his shit. That's they way
flamer sections arrive to the party. Bonus points if you used a Lord Marshal to select Master of Ambush to
outflank up to three units. After all and just like with the Land Raider Achilles, a squad disembarking from a
mobile artillery unit is just adding insult to injury.
 They are THE BEST for Zones Mortalis games, having the appropiate armour and weapons (Template
weapons gain Shred). If you ever play that, they are an auto-include.
o Aegis Defense Line: Yeah, forfeiting transports lets you take a non-FOC ADL. 50 points lets you grab a small
bite of 0-4 long bits and 0-4 short bits of a wall to give your men a small bit of 4+ cover. You can then buy an
Icarus Lascannon or Quadgun (10 point chearer than for anyone else) for sweet Interceptor w/Skyfire, one
Ammo Dump to re-roll 1's to hit while shooting, or a Comms Relay to re-roll reserves (which you can
accurately place using your numerous Voxes). Though with the last two options you need to be within 2" to
reap the benefits, so mind your positioning.
 Note that an ADL may ONLY be taken in this manner if you are playing with the age of darkness force org (aka
playing a Bound list without any of the actual benefits).

Dedicated Transports[edit]
 Dracosan Armoured Transport: If Space Marines can grab Land Raiders en mass in the old days, then so can
we! Instead of being the dakka-happy Chimera players are used to, the Dracosan focuses instead on sheer
resilience, being a 5HP 13/12/11 tank on a Malcodor chasis with "only" a TL Lascannon for a weapon. This
resilience can be further upgraded with Armoured Ceramite to give the finger to melta (at least from the
front) and a Flare Shield to modify the Strength of frontal attacks by -1, Blasts and Templates getting a -2
instead, effectively becoming AV14 on the front (you were saying, melta?). Explorator Adaptation is a great
boon to your default transport, being Void Hardened and conferring a 6+ invul against Blasts or Templates,
while re-rolling failed Dangerous Terrain, therefore making the Dozer upgrade redundant. If you want it to
never stop for any reason, you can also add an Auxiliary drive. It has Extra Armour by default, though lacking
any firing points and having only one weapon means it's kinda disappointing. To upgrade its firepower it can
buy a pintle-mounted heavy flamer/multilaser, as well as two HK missiles. This beast can comfortably carry
20 models, being the only thing that can transport a full Lasrifle section. Can't transport Bulky-or-bigger
models, though, so sadly it's unavailable for Ogryns, who need a transport the most.
o Oh you want some serious dakka? Then swap its Lascannon for a freaking Demolisher cannon, becoming a
Vindicator-Land Raider hybrid of sorts. This cuts the transport capacity down to 10, but who cares? Marines
take normal Vindicators. Yours carry troops, are stronger and cost no FOC slot. So bring those with scores of
Leman Russes to make THE mechanized infantry list you've always dreamed of. Running this up your enemy's
face (bonus points for Outflanking them) is the best way of fielding Flamer sections and quite handy for
Veletaris, though the costs go up quickly.
 Emphasis on cost. It might give you a big boner to slap on all the upgrades and defy the universe to fuck with
you but you have pay for that and it's not like you are transporting squads of assault terminators or
something. You're in an environment where super heavies and destroyer weapons are common so perhaps
it'd be wiser to just take what you need not try to get into a dick swinging contest with a titan.
 Auxilia Arvus Lighter: The Arvus is a flittery little thing, holding 12 models, but nothing else at a bone-stock
price of 75 points. It does get a rather broad list of upgrades and weapons, which might give it survivability,
but with Rhino stats it's not going to really go that much once it unloads its squad. Best kept mostly cheap
and used to Deep strike 10-man sections, namely Flamer, Veletaris and HOUSEHOLD squads, and use the
extra space to add a Medicae. So it functions like the Auxilia version of a flying Rhino/Drop Pod with good
options, but the points cost is too high to make it disposable, so use it to place something nasty where your
opponent is most vulnerable. If you do take any weapons on this, twin-link them! It's only 5pts more.
o Looking at the weapons, there's not much point getting the multi-laser, due to the low rate of fire and the
fact that an autocannon does the job of light vehicle hunting much better. Select from the Auto and
Lascannon based on whether you want it targeting light or heavy armour respectively. Picking Hellstrike
missiles is also a good option since the thing isn't going to live through more than two turns
o Hilariously, this thing can get a freaking Flare shield. It can become a rather sweet ride for your Lord Marshal
attached to a Household + Medicae unit. When you need speed rather than slow-moving tank, 120 pts for a
Deepstriking AV12|11|10 ride that ignores Crew Shaken/Stunned on a 4+ and has a 4++ save against missiles
that has all the boons for being a flyer doesn't sound so bad. Or keep it "cheap" at 100pts, to attack the
enemy's attention with a flying TL Lascannon after you drop your squad.

Fast Attack[edit]
 Auxilia Tarantula Sentry Gun Battery: It's 1-3 sentries, same as the ones used in 40K except just like every
other heavy bolter in this army you have the option to replace them with multilasers for free. Each one can
choose between firing up to 36" in a 90 degree arc or going full 360° but only up to 18" range. Hyperios
missiles don't have to follow Firing Modes, though, and being Skyfire & Interceptor they're a very solid option
for defense. Turrets equipped with Heavy flamers, Heavy bolters and Rotor cannons must fire at non-
vehicles, and all Lascannons and Multi-meltas must shoot vehicles. If there are no preferred targets in range,
then the turret will attack the nearest target in range. You can mix weapons in the unit, so this effectively
means the unit has Split Fire. They can be deployed normally or be upgraded in one of three ways: They can
be 'Concealed', gaining Shrouded until they start firing, where it wears off, or be used offensively by being
Forward-deployed using Scout or Deep Striked, with each turret rolling individually, which coupled with
Nuncio Voxes allows the set up of kill-zones and deadly cross-fires aimed at rear AVs.
 Auxilia Leman Russ Strike Squadron: The world was truly strange in 30k, where Leman Russes were actually
able to go FAST. Well, once a game they can get Fast using their Induction Chargers, they move like ordinary
tanks normally. A worthy use of this ability is when you arrive at the wrong side of the table and need to
cover terrain fast. You can only grab the main, Exterminator, Annihilator and Vanquisher variations
(AV14|13|10, HP3), and they all get Outflank and Auxiliary Drive along the usual Explorator Adaptation
benefits. Yes, your main tactic will be outmaneuvering your enemy with Leman Russes. They all come with a
hull mounted Heavy bolters that can be swapped for a Multilaser or Heavy Flamer for free, or a Lascannon.
Likewise, they can also mount a Multilaser or Heavy flamer on the pintle, and can grab a HK. Why bother with
those options? Because you can't have sponsons, but that's a minor issue since you also lack PotMS. For extra
survival they can grab Armoured Ceramite and Extra armor, quite handy for Outflaking into enemy territory,
where you'll be a fire-magnet for melta squads.
o Leman Russ Battle Tank: That AP3 pieplate is going to work wonders in a Heresy setting! There are two main
ways you can use the Battle Tank Russ in the Solar Auxilia, fire support (where it trundles along behind your
main gunline) or to Outflank it. If you chose the former option then play it like you would in normal games of
40K, just with a bit more survivability. If you choose to Outflank it however, prepare for cheese to flow. This
thing will be a massive DISTRACTION CARNIFEX to your opponent, appearing in his backfield and blasting the
shit out of his army. If you do this, be prepared to be labelled That Guy. Avoid the Heavy Flamer on this one:
your main gun is Ordnance, and you can't snapfire Template weapons.
o Leman Russ Exterminator: Oh boy, now this will be fun. What is the thing that stops Autocannons from
popping Heavy Tanks? High AV. What do most tanks have as rear armour? Low AV. This tank really shines in
this role, where it can easily Outflank into the backfield and get shots at the weaker rear armour of the
enemy vehicles. You can also run this in two ways: Tank hunter, outflanking it with a Lascannon and killing
tanks; or Infantry killer, which with the help of two Heavy flamers and the Induction Charger can get into the
face of infantry. Laugh manically as you toast his squads and then finish them off with Autocannon shells. If
you want to take an Exterminator but don't plan on outflanking with it (as you might be thinking of doing
with some of the other variants) look no further than the Incinerator, it's pretty much the same tank with +1
HP instead of outflank, an extra shot on it's main gun, and deflagerate instead of AP4.
o Leman Russ Annihilator: While the Legiones Astartes are missing their Annihilator Predators, yours can
Outflank to the back of Spartans, where their Flare Shields can't reach. Get two lascannons (one of which is
Twin linked) on it and let the cheese flow. Even if they are in your side of the table, with 48" range weapons
you can reach out and touch him. Otherwise you're probably going to be better served with the Exterminator
above for almost everything else.
o Leman Russ Vanquisher: What's better than a 72" S8 AP2 Armourbane weapon? To make it appear behind
the enemy's Flare shielded Spartans. Sure, BS3 with no TL takes away most of the appeal, but Armoured
Ceramite doesn't protect from Armourbane, and with 72" range no place will be out of your reach. Instead of
outflanking it you should upgrade its BS with a nearby Cognis-Signum. It's a bit of a shame these weren't
made as options for the heavier Leman Russ' as with 72" range and innate Armourbane, they need outflank
far less than other Variants. What they need more than anything is the BS-boost from the Strategos and to
help pop transports in the first turn so you can mush what's inside with your anti-infantry weapons.
 Auxilia Thunderbolt Heavy Fighter This is a somewhat fragile but very fast and hard-hitting fighter, being
Supersonic, and its 'Combat Interdiction' rule allows it to re-roll reserves in order to counter enemy flyers. It
has 11/11/10 and 3 HP, along with 2 Twin-Linked Autocannons and a Twin-Linked Lascannon. It also has 4
special 48" S6 AP2 Armourbane Heat-Seeking missiles that make it ideal against other flyers, that can be
swapped for Hellstrike missiles, Ordnance meaning better chances of penetration at the expense of BS1 for
everything else (better use your Lascannon) or Sunfury missiles, which are awesome against MEQs, being
Blind AP3 and wounding them on a 2+. But the hype fades when you see they Get Hot. BS4 is already nice,
but it can become a dedicated tank killer by taking Ground Tracking Auguries. To help its survivability it
comes with an Armoured cockpit and Chaff launchers, so stunlocking it is pointless, and glances can even be
ignored if it rolls a 6 after getting the hit. On top of all that it can take a Flare shield
 Auxilia Primaris Lightning Strike Fighter: A high speed fighter and cheaper alternative to the Thunderbolt for
your Aerial needs, it's a fast (Supersonic) Agile (3+ Jink save) survivable aircraft, even with only 2HP due to its
Chaff launcher (4++ save against missiles, Eat shit Tau!) and can further back it up with a Ramjet Diffraction
Grid - a Flare shield for your butt, so your armour is effectively 11/12/11. It can put out a lot of Dakka with
Missile barrage, and even more with Ground Tracking Auguries for strafing runs (though it already craps out a
lot of dice rolls and/or blast template weapons so this isn't that big of a deal) and with Battle Servitor Control
(gains Tank Hunter) it can reasonably take out other fliers before working on the ground troops. It starts off
with a TL Lascannon, and can also take up to 3 payload options, though it does not state you cannot take the
same one thrice. Twin-linked weapons count as one payload, as do the "Two X" missile/bomb options.
o Twin-linked Autocanonns are strong against light & medium vehicles, which is to say all flyers, and with Twin-
Linked and Tank Hunters you'll clear the skies in no time. Twin-linked Multi-lasers behave similar to
Autocannons, while S6 means the heaviest flyers might be troublesome, against AV11/10 this is in fact as
good/better than Autocannons due to the higher number of shots. They can take the very versatile Twin-
linked Missile Launchers for Penetrating hits everywhere, though you'll need good luck to hurt Land Raiders,
but they'll need even more luck to hit you back and they cannot outlast what they can't even hit. Frag
missiles mean you could hit more ground targets than multi-lasers, and it can even upgrade to shoot Rad
missiles (the only Rad weapons in this entire list), allowing you to clear out blobs of MEQ's, though this does
get expensive fast. Against air targets however, remember that some have Chaff launchers, so for plane-
killing you'd be better using Autocannons.
o The Lightning can also take several pairs of One Use only items, of which you can fire up to 4 in a turn
because of Missile Barrage. Even though you can fire a normal weapon as much times as you like, with only
2HP this plane might not survive that long, so Missiles and Bombs aren't a bad choice. Options are two
Kraken Penetrator Missiles, aka Flying Melta bombs. These are incredibly nasty (though expensive) anti-
armour but they'll take down every vehicle up to and including Knights with little trouble (with Servitors and
Ground-tracking Auguries). Or 2 Sunfury missiles, which with Blind, S6 and AP3 are pretty damn good at
killing MEQs but the hype fades when you see they "Gets hot", which on a 2HP aircraft is going to get the
unfortunate crew squatted, specially when coupled with the next item: ONE Phospex Bomb cluster, the S5
AP2 3" blast and moving Dangerous Terrain everyone loves, now in Heavy 2 Barrage Bomb cluster flavor.
Should the aircraft suffer any hull damage roll a D6, on a 6, it explodes. Finally, it can also take 2
Electromagnetic storm charges. Haywire is an easy way to remove hull points, but with One use you're gonna
need a lot of them, while Penetrator missiles could do that job better. HOWEVER, at S3 and AP4 it ignores the
saves of GEQs. And who uses lots of light infantry alongside armour columns? The Imperial guard and Solar
Auxilia. Also great against the Mechanicum, an army composed of models with either T3, a 4+ save or
vehicles. So it's not that bad it seems.

Heavy Support[edit]
 Auxilia Leman Russ Assault Squadron: The other half of the russes, the Demolisher, Incinerator and
Executioner (without Gets Hot!) are all present in this force and are slightly cheaper. Unlike their 40k
counterparts, these are NOT Heavy Vehicles. Other than that, these Russes are played just like normal tanks,
Auxiliary Drive and Explorator Adaptation making them a little more mobile, and they all have +1 Hull Point.
Never forget it. As usual, they have access to pintle and hull weapon options, but no sponson weapons, as
well as Armoured Ceramite, Extra armour and HK missile. They have a special rule called 'Co-ordinated Fire
Protocols', where as long as 2 or more tanks from the squadron are firing at the same unit, the tanks firing at
that target gain +1BS.
o Due to the lack of sponsons, the Incinerator's Volkite Demi-Culverin (45" Heavy 5 |S7|AP5|Deflagrate) is
quite attractive for dedicated anti-infantry, though spamming S10 AP2 templates using both Dracosans and
LR Demolishers is viable, and some will end up arriving at the enemy's doorstep simply because it's difficult to
remove that many HP fast enough. Try to Outflank the Dracosand with Strike Russ support for a deadly pincer
attack.
 Auxilia Artillery Tank Battery: Either the close ranged S10 AP2 Medusa, long ranged S9 AP3 Basilisk or the
balanced S6 AP3 Ignores-Cover Bombard. Pay attention to the model: That's a Leman Russ chassis. See any
crew? NO! Because it's not open-topped. Enjoy your 13/12/10 artillery. They all can grab pintle weapons if
they feel the need to defend themselves and can buy some extra survival gear too. However, Bombards can
also fork over 25 points to gain Sunder and Concussive on their blasts.
 Auxilia Malcador Heavy Tank: Suddenly useful, especially compared to it's 40k counterpart. A 13/13/12
super-heavy that is not in the lord of war, with all the goodness that means. Has fast vehicle instead of an
engine that tries to self-destruct. Starts with a traverse-mounted battlecannon, a hull-mounted autocannon,
and 2 autocannon sponsons. The battlecannon can be swapped for a twin-linked lascannon. The autocannons
can all be swapped for heavy flamers, multi lasers, or lascannons, with the hull one being swappable for a
demolisher cannon. Has access to flare shields, armored ceramite, and siege armor (+1 av on front, at the
cost of fast vehicle, which you didn't need on a super-heavy anyway), and 6 hull points makes this a tough
nut to crack.
 Auxilia Malcador Infernus Special Weapons Tank: Hand picked to completely fuck over any infantry up to
and including Terminators (more on that below), bikes and jetbikes as it allows no cover saves. A super heavy
with a MASSIVE S7 ap3 hellstorm weapon with an 18" torrent on it. But if you really want to turn your anti-
MEQ tank into unholy rape machine, it has the option to upgrade to chem munitions, making that 18" torrent
hellstorm s3, 2+ poison and ap2, which you should always do playing against Legiones. Has the same sponson
options as the standard malcador. Because of the big fuel tanks hanging off the back, add +1 on the
catastrophic damage table when it explodes.
o It's criminally undercosted for what it does and can erase it's point cost in models with 1 shot, while Super-
heavy means Infernus will get that shot as it ignores Crew Shaken/Crew Stunned/Weapon Destroyed effects.
Just blow that Spartan with Tempest grenades and burn Terminator deathstar with impunity. Thing is,
Malcador Infernus is a huge firemagnet, and any opponent fielding infantry and knowing what it does will try
to destroy it by all means... meaning your other vehicles are in relative safety.
 Auxilia Valdor Tank Hunter: A frightening motherfucker with a Neutron Beam Projector, a 36" S10 AP1
Ordinance 2 gun that has Concussive and force Superheavies that get a pen to only fire snap-shots for the
next turn. It also has a SINGLE sponson-mounted autocannon (which can become a Multilaser, Heavy Flamer,
or Lascannon), making for a very weird dead zone on one side of the Valdor. Being an insanely expensive dip,
you need to keep this side covered at all costs if you want to total tanks. Not only because you want it to live,
but because if you ever suffer a pen, you need to re-roll all results of 1 on vehicle damage and if it explodes, it
adds +d3" to the explosion radius. it still is a super-heavy, so at least it's durable there.
 0-1 Cyclops Remote Demolitions Unit: Nobody really likes these things. Sure, you can buy 1-5 of the little
doom-tanks, but they all must use the same payload: an S9 AP3 Large Blast, an S5 AP4 Cover Ignoring
Massive Blast, or a D Blast with Blind and ID, which can only be purchased if a Lord Marshal's in the army.
They must be deployed together, but afterwards they can wander separately. However, they must remain
within 36" of a Character, or else they stop in their tracks. But don't keep them too close; if they're
destroyed, on a D6 roll of 6 they detonate. To use them you'll need an effective distraction, of which
numerous examples have been presented already, and preferably Outflanking units. You can't afford to lose
models that cost 70+ pts a piece. You can actually charge with these and they detonate at initiative step 10! If
you've got a spare heavy support slot these can be pretty cool to hide out of LoS and bring out of nowhere
when that 20-man Sons of Horus tac squad wants to charge your squishy gunline. You can also infiltrate them
if you choose the Master of Ambush trait with your Lord Marshall as they are infantry. Deadly (and we mean
that) in Zone Mortalis.

Lords of War[edit]
 Auxilia Baneblade: - Though outclassed by the Legion Fellblade, the Baneblade is still a nasty proposition to
face. Sporting a Baneblade cannon, Autocannon, Demolisher Cannon, twin-linked heavy bolter, optional
sponsons, armed with twin-linked heavy bolters and lascannon each, pintle mounts, and optional Hunter-
killer missile, it is a rolling fortress of death. Fellblade, however, is better in every way possible, having
sponsons and 12 hull points by default at roughly the same cost, so leave Baneblade from tournament list.
 Auxilia Stormlord: - Your basic stormlord. Still vomits walls of bullets per turn, still has absurd transport rules.
Unlike 40k, though, it has heavy bolters instead of heavy stubbers in the troop bay. It is also notable that
because of its rules: in terms of access points it count as Open-Topped for the purposes of disembarkation
and embarkation, meaning it doesn't actually have access points and you can jump on and off the vehicle
from any part of it. It is not actually an open topped vehicle, so the passengers cannot be shot at, or shoot
out except from the fire points ("limited" to twenty) nor is it an assault transport (so you cannot charge out)
o If you want the ULTIMATE LAWNMOWER, put FOUR veletaris squads inside. On turn 1, move 12" (except you
can only move 6" and still disembark), disembark 6" with all 4 squads, and then put on this song at the start
of your shooting phase... https://www.youtube.com/watch?v=cTVdP7KyKE4 For a rundown of what your
opponent will be expecting if you actually pull this off:
o Split fire with all of the following:
o 3 Heavy Bolter Shots (S5 AP4)
o 5 TL-Heavy Bolter Shots (S5 AP4)
o 4 Lascannon Shots (S9 AP2)
o 10 Volkite Chargers (S5 AP5 Deflagrate)
o 10 Volkite Chargers (S5 AP5 Deflagrate)
o 10 Volkite Chargers (S5 AP5 Deflagrate)
o 10 Volkite Chargers (S5 AP5 Deflagrate)
o 15 (30 if you stayed still) Vulcan Mega Bolter shots (S6 AP3)
 Or, instead of adding anti-infantry power to anti-infantry tank and rushing right to the enemy (which is not a
good tactics with all that Medusas and Spartan deathstars around), turn your tank into a rape machine in
following simple steps:
o 1) Add tank commander and "preferred enemy:infantry". He's counted as HQ choice, not a tank upgrade, so
this tactic is viable even in 2000pts game. Rerolling 1 wounding on 2+ is fun. Shooting at BS4 (rerolling 1) is
even better. Overwatching with all weapons is priceless.
o 2) Now the dick move. Put 2 Enginseer Adepts in there with 16 Servo-automatas each armed with grenade
launcher. If opponent is trying to swarm your precious Super-heavy with dreadnoughts or something (like
Spartans. They will pop too), introduce them to Tempest grenades. Remember they all can overwatch from
troop bay. Oh, yes, they have 5+ in all-bolter environment, but who cares, they are inside a giant metal
fortress of death. And Enginseers can make repair rolls.
 That's it. It's up to your opponent to come to you and get blasted by Servo-automatos or just eat 30 S6 AP3
shots with PE every turn. Either way, he's fucked.
 Auxilia Shadowsword: - for hunting Titans and enemy Superheavies. Can also one-shot Primarchs on a lucky
six on Destroyer roll, though mind for invisible ones (Lorgar and Corax), since you cannot snapfire blasts. Not
really worth it as 7th edition nerfed Destroyer weapons hard, you're better off with Tempest grenades for
tank hunting if you're taking it against anything up to Warhound. Has potential against Mechanicum as they
usually rely on superior T coupled with 3+ or 2+ save.
 Auxilia Stormsword: Best at street fighting and siege warfare (and there was a lot of that in the Heresy),
what it lacks in range is is made up for in firepower, and in 30k firepower is everything. Awesome when
facing mass-drop lists as range does not matters and those dreadnoughts will have no shrouded from their
pods, and blast hits both dreadnought and its' pod. Problem is, Infernus does its' anti-infantry job just as
good, while costing less and not occupying LoW slot.
 Auxilia Stormblade: - Taking the Shadowsword chassis and sticking the Plasma Cannon from a Titan on it.
Allows for two firing modes: Rapid and Overload. Rapid gives you 2 shots at 72", S8 AP2 with a 7" Blast and
Overload drops it down to 1 shot with 96" range S10 AP2 Apocalyptic Blast. So if you need to clear out a
horde of non-super heavy tanks or massed Astartes at range, this'll be high on your list.
 Auxilia Stormhammer: - Taking Dakka to a logical extreme, the Stormhammer is less a superheavy and more
a rolling fortress bristling with guns. Its hull weapon is a TL Battle Cannon, and its main gun is a S9 AP2
cannon with shred and pinning. With the options to take a pintle-mounted multilaser or heavy flamer, up to 4
HK missiles(!), a coaxial multilaser, a hull lascannon on top of the battle cannons, and six sponsons, all of
which are armed with multilasers by default (making it C.S. Goto's dream tank) but can be swapped out for
heavy bolters, heavy flamers, or lascannons (and the first two options are free), it can take on more targets at
once than any other superheavy. (The sponsons are switched out individually, so feel free to mix and match
however you like.) And as an added bonus, it has an inherent 6++ invulnerable save versus blast and template
weapons and can reroll failed dangerous terrain tests. In short, the Stormhammer is your best bet for a
versatile superheavy that can fit any situation that you can think of.

Building Your Army[edit]


Consider any or all of the following:

 becoming a prostitute
 selling your house
 killing everyone in your family until you are the only one left with all the inheritance
 harvesting the organs of your friends
 investment scamming
 offering your virgin body to Alan Bligh
 selling your vital organs
 cleaning your couch, and your neighbors, and their neighbors, and your grandmothers...
 first born children do go for a lot on ebay
 getting a fourth job
 selling whatever you are reading this on
 find a friend and you each put $20 in a box. They one person buys the box from the other for $30. You both
make $10! (...you must use common core math...)

Seriously though. Start with you're preferred troop choice, either Lasrifles or Storm Sections. Lasrifles should
usually have cover, Storm Sections should usually be in a Dracosian with a Demolisher cannon. Using Lasrifle
Sections in Dracosians is a sure way to empty your wallet and create a pretty mediocre list in the process.
Tanks are easier to come by, you can either get the cheap ones from GW or get the older-pattern krieg ones
that FW sell. The former might get you sperged at for using weapon patterns that weren't around until after
the heresy and the latter looks cooler but costs more money.

Another option for getting your Auxilia army:

 Proxying with Tempestus Scions from ebay. Instead of Scion heads, get Skitarii Vanguard heads. Order all
your dudes as bits.

Army Tactics[edit]
Here's some things to note when building a Solar Auxilia list:

 Unlike most armies, your infantry can only be dedicated to killing infantry, you won't find a single high
Strength weapon in the troops slot. That said, they are pretty good at their job with their special Lasguns that
outrange Bolters by 12", and Flamer-only squads that are cheap as balls.
o Servo-automatos are the best anti-tank in game, period. For 15pts you get BS 3 (can be boosted to 4 from
command squad), T5 body with 24" Haywire goodness. Sure, their save is 5+, but for that you have Aegis.
Combine with Lord-Marshal's Warlord traits for additional cheese. And yeah, even if Enginseer is killed, they
take Pinning tests at Ld10 as long as Lord-Marshal is alive and well.
 Your melee units are pretty good, but they aren't like Terminators or the MCs of the Mechanicum. They will
struggle to even scratch a Rhino, so they are best used to protect your more valuable units from medium-
heavy melee threats, such as approaching Tactical Squads.
o Skub. Your Axemen are too fragile to shooting and Ogryns are expensive and lack transport options. While on
charge you truly can do terrible things to unprepared opponent without AP4 (Watch out for Power Mauls. Do
not charge Marines with Power Mauls, they ID T3), after you win and rout him you have to survive a whole
phase of blasting your face with everything the enemy has.
 You have access to Leman Russ tanks in both Fast Attack and Heavy Support, so you'll rarely have to worry
about slots. Also, just because the Fast Attack-specific Russ patterns can Outflank doesn't mean that they
have to. A Vanquisher cannon is far more valuable in 30k than 40k as it's one of the few ways to circumvent
Melta-immunity at range, so don't be afraid to deploy it straight up if the enemy's rocking up in Spartans. Or
just take Lightning with Kraken Penetrators, Ground-tracking Auguries and Battle Servitor Control, it's, like,
10 times more efficient.
 If you want a mechanised list, remember: you can take Vindicator +1's in Troops slots.
 As cool as your Lord Marshal slaying a Praetor in a challenge may seem, remember that if he's locked in
combat other units can't use his LD10 for Leadership tests, so if you're taking him as a force multiplier it
might be best to keep him cheap.
 Command squads and Lord Marshals don't clash at all in their roles and actually merge quite well. The
command banner coupled with the Lord Marshal's special rules mean that all your infantry will take morale
checks at LD10 regardless of casualties they sustain.
 If you want an actual plan for games a sound strategy is (and I mean this) go full Napoleonic. Have your
infantry square up in a advancing line while backed up by the big guns (artillery and tanks) stopping squads to
grab objectives. Only thing to worry about is ap 4 and up blast weapons but that's what the big guns are for.
 Or take a kinda-gunline army with Tercio, Auxilias and HQ sitting in the back and dare enemy come to you.
Remember to bring Medicae and grab a Hosehold Retinue with an Arvus and Velitarii/Flamer Sections on
some Dracosans with Demolishers to deny enemy theis objectives in mid-late game, Lord-Marshal and
Command squad for never ever running away, 2 maxed out Enginseer Auxilias with Tempest Shells, maybe
Lightning if you're expecting Spartans or Infernus if enemy has a lot of infantry. Or both, and add a Stormlord
for that squishy infantry to hide inside (Lord-Marshal's High Command works from transport vehicles). You're
good to go.

All in all, the Solar Auxilia list encourages a shooty army (being arguably the best in whole 30k at that), but
the option for a more gimmicky list is still there if you want it (props if you manage to beat World Eaters with
your Veletaris Storm Section/Charonite list and slay Kharn with your Lord Marshal).

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