Solar Auxilia v9.8
Solar Auxilia v9.8
Solar Auxilia v9.8
This team list uses the FW Redbook, Crusade Imperialis You can re-roll any dice results of 6 for Nerve tests for
as inspiration and basis. All rules not listed here will be models with this rule that are within 6" of another
drawn from there, mainly weapons profiles. If a rule friendly model with the same rule who hasn't failed a
differs from the Codex, it will be clearly stated. Nerve check this turn.
As the original template for the Solar Auxilia as we know them, the Saturnyne Rams have
Saturnyne Rams some of the most ancient and reliable equipment. At the start of your game, pick 3D6
models and their weapons reroll To Hit rolls of 1 for the game
With a reliance on their equipment, mainly focused on their guns, all Saturnyne models
are -1 to their To Hit rolls for combat (WS modifier)
Paired with the Luna Wolves Legion, the Headhunters slowly adopted the Warmaster’s
preference for a spearhead or lightning strike at the enemy. You gain +1 to your roll to
Cthonian Headhunters
decide for deployment and who goes first. All models have +2” for the first player turn
movement
Due to the influence of the Warmaster, all headhunter units must attempt to move
closer to, and charge the nearest enemy model each turn, if able even if another rule
allows them to charge a further or different unit
The Arkadian Cohort has close ties with the Mechanicum, sharing technology recovered
Arkadian Cohort from comliances. This has repaid tenfold, as every model in your team has +1 to their
Armour Save (cannot increase better than a 3+)
While this is the height of the Great Crusade, not all technological advances have been
made universally available. Arkadian Forgeworld technology is heavier than most. This
causes a -1” penalty to all models on your team. This is for normal movement and
advancing distances
After a brutal compliance, the entire command structure of the world of Agathon was
replaced by the Lord Marhsall MaShade’s officer corp. If a model fails a morale or nerve
1522nd Lord Marshall’s Own
test, and is within 12” of the team leader, they roll 3D6 and pick the lowest results. This
can be combined with Hold The Line
Generational conditioning is a side effect of Agathon’s planetary structure. This reliance
on the officer corp has had negative side effects. Anytime a model is more than 8” away
from their team leader, they cannot hide
One of the few cohorts that specialized in building breaches over spaceship breaching,
Ash Scorpions the Scorpions excel in austere enviroments. Every model adds +1” to their movement,
and only impassable terrain affects them for movement and charging
With their focus on enviromental tactics and close quarters fighting, the standards for
shooting have fallen short of desirable. Ash Scorpion cohorts do not benefit from the
Disciplined Fire rule
The first, and proudest cohort outside the Saturnyne Rams, they were raised from the
Raptor Imperialis finest of the Emperor’s regiments. Every model in your kill team has +1 Ld and +2”
added to their movement
Used to unending battles and skirmishes, the cohorts of the Raptor Imperialis fight
beyond what would normally be considered sane. There will always be an additional
turn for each game (regardless if random game length concludes the game or not).
Voluntarily routing is not an option
TRIBUNE COMMANDER 30
NAME M WS BS S T W A Ld Sv
Commander 6” 3+ 3+ 3 3 3 3 9 4+
EQUIPMENT - CCW
- Laspistol
- Frag, Krak Grenades
- Void Armour
RULES - Inspiring Presence, Close Formation Fighting, Disciplined Fire, Emperor’s Finest, Hold the
Line
Emperor's Finest: Tribunes of the Solar Auxilia are masters at inspiring their men, keeping
them brave beyond reckoning for most mortals. The baseline Inspiring Presence of a Tribune
Commander is 12”, rather than the typical 6”.
OPTIONS - May replace their Laspistol with a weapon from the Melee or Pistols weapon list
- May replace their CCW with a weapon from the Melee weapon list
- May take any item from the Wargear list
KEYWORDS Imperium, Solar Auxilia, Infantry, Tribune Commander, Fealty
SUB-STRATEGOS 20
NAME M WS BS S T W A Ld Sv
Strategos 6” 4+ 3+ 3 3 3 2 7 4+
EQUIPMENT - CCW
- Laspistol
- Frag Krak Grenades
- Cognis Signum
- Void Armour
RULES - Inspiring Presence, Close Formation Fighting, Disciplined Fire, Hold the Line
- Cognis Signum: If the Strategos does not fire a weapon, all models within 3” may add +1
to their To Hit rolls for Shooting attacks this turn
OPTIONS - May replace their Laspistol with a weapon from the Melee or Pistols weapon list
- May replace their CCW with a weapon from the Melee weapon list
- May take any item from the Wargear list
KEYWORDS Imperium, Solar Auxilia, Infantry, Sub-Strategos, Fealty
VELETARII PRIME 30
NAME M WS BS S T W A Ld Sv
Veletaris 6” 3+ 3+ 3 3 3 3 7 4+
EQUIPMENT - CCW
- Volkite Charger
- Laspistol
- Frag, Krak Grenades
- Reinforced Void Armour
RULES - Inspiring Presence, Close Formation Fighting, Disciplined Fire, Hold the Line
Veletaris Leader: If a Veletarii Prime is chosen as a Team Leader, then Veletaris do not
have the five model limit as normal
OPTIONS - May replace their Laspistol with a weapon from the Melee or Pistols weapon list
- May replace their CCW with a weapon from the Melee weapon list
- May replace their Volkite Charger with a weapon from the Special Weapons list
- May take any item from the Wargear list
KEYWORDS Imperium, Solar Auxilia, Infantry, Veletarii Prime, Fealty
AUXILIA SQUAD 7
NAME M WS BS S T W A Ld Sv
Auxilia 6” 4+ 4+ 3 3 1 1 5 4+
EQUIPMENT - Auxilia Lasrifle with Collimator
- CCW
- Frag, Krak Grenades
- Void Armour
RULES - Close Formation Fighting, Disciplined Fighting, Hold the Line
For every 3 Auxilia in your kill team (Normal and Veteran) you make take one section of
Aegis Defence Line
OPTIONS - May upgrade their Lasrifle with a Blastcharger
KEYWORDS Imperium, Solar Auxilia, Infantry, Auxilia Squad, Fealty
For every 3 Auxilia in your kill team (Normal and Veteran) you make take one section of
Aegis Defence Line
OPTIONS - For every 5 Veteran Auxiliary in your Kill team, one may exchange their lasrifle, collimator
and blast-charger for one weapon from the Special Weapons list
KEYWORDS Imperium, Solar Auxilia, Infantry, Auxilia Veteran Squad, Fealty
VELETARIS 10
(You may only take 5 Veletaris in your kill team)
NAME M WS BS S T W A Ld Sv
Veletaris 6” 3+ 3+ 3 3 1 1 6 4+
EQUIPMENT - Volkite Charger
- Laspistol
- CCW
- Frag, Krak Grenades
- Reinforced Void Armour
RULES - Close Formation Fighting, Disciplined Fighting, Hold the Line
OPTIONS - May exchange their Volkite Charger for one weapon from the following:
• Rotor Cannon
• Power Axe
KEYWORDS Imperium, Solar Auxilia, Infantry, Veletaris, Fealty
For every 3 Auxilia in your kill team (Normal and Veteran) you make take one section of
Aegis Defence Line
OPTIONS
KEYWORDS Imperium, Solar Auxilia, Infantry, Auxilia Squad, Fealty
ENGINSEER ADEPT 20
(You may only take one Enginseer in your kill team)
NAME M WS BS S T W A Ld Sv
Enginseer 6” 4+ 4+ 3 3 1 1 5 3+
EQUIPMENT - Laspistol
- Power Axe
- Servo Arm
- Power Armour
RULES - Instead of shooting, you may have this model restore d3 wounds to a VEHICLE within 3”
OPTIONS - May take the following:
• Melta Bombs
KEYWORDS Imperium, Solar Auxilia, Infantry, Enginseer Adept, Fealty
SERVO-AUTOMATA 15
(You may only take one Servo-Automata in your kill team)
NAME M WS BS S T W A Ld Sv
Automata 6” 4+ 4+ 4 3 1 1 5 5+
EQUIPMENT - CCW
RULES - You may only include Servo-automata if your team includes a Enginseer Adept, and they
only count as one model towards your special model limit. If they are not within 6” of an
Enginseer Adept, they must take a Nerve test at the start of each Movement phase unless
they are already engaged in combat (in which case they can fight normally)
OPTIONS - Servo-automata may take one of the following weapons:
• Servo-arm 12 pts
• Flamer 7 pts
• Phased Plasma Fusil 10 pts
• Rotor Cannon 10 pts
• Grenade Launcher (Kinetic, Tempest, Krak) 5 pts
• Heavy Bolter 8 pts
• Multi-Melta 20 pt
KEYWORDS Imperium, Solar Auxilia, Servo-Automata, Fealty
MEDICAE ORDERLY 18
(You may only take one Medicae Orderly in your kill team)
NAME M WS BS S T W A Ld Sv
Veteran 6” 4+ 4+ 3 3 1 1 5 4+
EQUIPMENT - Laspistol
- CCW
- Medi-Pack
- Void Armour
RULES - Close Formation Fighting, Disciplined Fire
OPTIONS - May exchange their laspistol for a weapon from the Pistols list
KEYWORDS Imperium, Solar Auxilia, Infantry, Medicae Orderly, Fealty
NAME M WS BS S T W A Ld Sv
Artillery - - 4+ - 6 3 - - 3+
EQUIPMENT - Twin-linked Heavy Bolter
RULES - Model cannot move and may be assaulted, Auto Hit in combat but To Wound rolls are
made normally, May be deployed up to 4” outside deployment zone, Non-Learning
You must pick between two firing modes to start the game and cannot change:
Point Defense Mode - Fires in a 90 degree arc out to 36”
Sentry Mode – Fires in a 360 degree arc but only out to 18”
OPTIONS - May exchange its twin-linked heavy bolter for one weapon from the Artillery Weapons list
KEYWORDS Imperium, Solar Auxilia, Artillery, Tarantula Sentry Gun, Fealty
OGRYN CHARONITE 40
(You may only take two Ogryns in your kill team)
NAME M WS BS S T W A Ld Sv
Ogryn 6” 3+ 4+ 5 5 3 3 4 4+
EQUIPMENT - Charonite Claws
- Void Armour
RULES - When this model fails a Nerve/Morale test if the Team Leader is not engaged in combat
they may negate the failed test but this causes D3 wounds to this model (Saves allowed)
OPTIONS
KEYWORDS Imperium, Solar Auxilia, Infantry, Ogryn Charonite, Fealty
AUXILIA RAPIER BATTERY 30
(You may only take one Rapier Battery in your kill team)
NAME M WS BS S T W A Ld Sv
Artillery 6” 6+ 3+ 3 5 3 1 5 3+
Auxilia 6” 4+ 4+ 3 3 1 1 5 4+
EQUIPMENT - (Rapier) Quad Multi-Laser
- (Auxiliaries) Auxilia Lasrifle with Collimator
- (Auxiliaries) CCW
- (Auxiliaries) Void Armour
RULES - Close Formation Fighting, Disciplined Fire (Auxiliaries), Non-Learning (Rapier)
OPTIONS - The Rapier may exchange its quad multi-laser with one weapon from the Artillery Weapons
list
KEYWORDS Imperium, Solar Auxilia, Artillery, Infantry, Auxilia Rapier Battery, Fealty
NAME M WS BS S T W A Ld Sv
Artillery 8” - - - 6 2 - - 4+
EQUIPMENT - Demolition Charge
RULES - Non-Learning, passes all nerve checks automatically
The Cyclops must be stay within 12” of your Team Leader and/or Enginseer Adept, or can
do nothing until it is back in that control range. The can be shot at and charged as normal,
and detonate when in charge range (either player’s turn). If destroyed by any means, on a
6 the Cyclops still detonates.
OPTIONS - May exchange its Demo Charge for one of the following:
• Incineration Charge 10 pts
• Atomantic Imploder 40 pts
KEYWORDS Imperium, Solar Auxilia, Infantry (Special), Cyclops Demolition Unit, Fealty
MELEE WEAPONS Laspistol
Needle Pistol
Charnabal Sabre
Plasma Pistol
Paragon Blade
Volkite Serpenta
Power Axe
Power Fist
Power Lance WARGEAR
Power Maul Iron Halo
Power Sword Artificer Armour
Melta Bombs
SPECIAL WEAPONS Digital Lasers
Psy-Jammer
Volkite Charger
Cyber Familiar
Grenade Launcher
Shroud Bombs
Flamer
Rotor Cannon
Melta Gun ARTILLERY WEAPONS
Plasma Gun
Multi-Laser (Tarantula Only)
Twin Linked Heavy Flamers (Tarantula Only)
PISTOL WEAPONS Laser Destroyer Array (Rapier Only)
Quad Mortar (Frag Shells) (Rapier Only)
Archeotech Pistol
Graviton Cannon (Rapier Only)
Blast Pistol
Hand Flamer
Inferno Pistol