Solar Auxilia – Army Focus

The Solar Auxilia are an elite, multi-layered military force formed from the elite regiments of the Imperial Army during the Great Crusade, and later a key component of the forces employed by the Imperium during the dark days of the Horus Heresy. As one of the earliest formations under the Emperor’s banner, the Solar Auxilia were not simply a legion of soldiers, they were an embodiment of the Imperium’s might and determination, each regiment trained for a specific role in warfare and equipped with cutting-edge technology for their time.

At their core, the Solar Auxilia were designed to support and complement the legions of the Astartes, though they lacked the superhuman strength and gene-seed enhancements of the Adeptus Astartes, thier discipline, tactical flexibility, and the sheer scale of their armament and armour made them a formidable force in their own right.

Comprised primarily of human soldiers, they were organized into various regiments that specialized in different forms of warfare, from highly mobile armored assault units to devastating artillery formations.

Tactical Excellence and Versatility

Solar Auxilia tactics were defined by their ability to adapt and overwhelm through sheer firepower and disciplined maneuvering. Their regimental structure was designed for flexibility, with each unit tailored to the needs of the battlefield. Infantry regiments, heavily armed with lasguns and supported by heavy weapon teams, formed the backbone of the force, but their real strength lay in the integration of heavy support elements—most notably their formidable tanks, artillery, and elite support units.

Some regiments were renowned for their highly effective and fast-moving assault tactics, utilising heavily armored transports and supporting walkers. Meanwhile heavy infantry formations, often utilising massive heavy bolters and plasma weaponry, could strike like a hammer when the line held. Meanwhile, Solar Auxilia tanks carried the firepower of a whole battalion, using massed artillery to suppress and break enemy lines.

A key feature of Solar Auxilia tactics was their integration with the Legiones Astartes. Unlike many Imperial Army regiments, the Auxilia were a force designed not to fight in isolation but to complement the might of the Space Marines, often acting as the spearhead in combined arms operations. Their versatile battle strategies focused on swift deployment and overwhelming the enemy with a combination of armored assault and concentrated firepower, backed by tactical support from nearby Astartes.

Before we get started, I want to acknowledge that a got a lot of help writing this from 1d6Chan’s article on the Solar Auxilia, to which I did also contribute some of the writing., hence some sections, mostly Legacies will be quite similar in what they discuss.

I hope we were able to offer some insights here that compliment those you will find there.

Warlord Traits

  • Bloody-Handed:- Grants +1 to combat resolution within 12″ and an extra Assault Phase Reaction.
  • Stoic Defender:- Grants Pinning to the shooting attacks of the Warlords unit, provided they cause at least one unsaved wound and an extra Shooting Phase Reaction.
  • Ever-vigilant:- The Warlord’s unit uses his Initiative + 1 instead of the lowest Initiative in the unit when running and an extra Movement Phase Reaction.
  • Armoured Legate:- Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if using an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS

Special Rules

  • Close-Order Sub-Type:-
    This new sub-type applies primarily to Rifle Sections and emphasizes tight unit cohesion. Under this rule, the unit’s coherency range is reduced to 1”, requiring models to stay closely grouped. Units in this formation cannot Run, have their Reaction movement reduced by 1”, and are restricted from performing Sweeping actions.

    Despite these limitations, they can move up to half their normal Movement and still fire Heavy weapons as though stationary. Additionally, they retain the ability to charge in the same turn they fire Heavy or Rapid Fire weapons, making this formation a defining characteristic of Rifle Sections.
  • Tercio:- The Tercio system is central to the Auxilia’s army structure, shaping how the force operates and excels on the battlefield. A Tercio consists of multiple units, such as Tactical Command, Veletaris, Infantry, Armoured, or Artillery, that together occupy a single slot in the Force Organisation Chart. This allows for an exceptional density of units in an army list.

    When units within the same Tercio remain within 3” of each other, they are considered “In Formation.” This grants significant benefits, including the ability for all units in the Tercio to react simultaneously to enemy actions, though this counts as their single allowed reaction. Additional advantages may arise depending on your Cohort Doctrine.

    In essence, Tercios function as flexible “super-units”, loose groupings that don’t have to remain close together but are highly effective when they do.

Cohort Doctrines

The Solar Auxilia is not a single regiment but rather a versatile framework encompassing numerous regiments. If your troops are equipped with void armour and organised into Tercios, they can be considered part of the Solar Auxilia. This adaptability allows for significant variation between forces.

As long as your army includes a model with the Cohort Doctrines special rule (generally a Legate Marshal), you can select one of these doctrines. These doctrines function similarly to Rites of War for Space Marines, but are designed to enhance the capabilities of the common soldier. There are currently nine doctrines available, offering diverse ways to customise your force.

  • Solar Pattern:- The Solar Pattern Cohorts are an elite Cohort type inspired by the original Saturnyne Rams from the early Great Crusade. This doctrine allows Auxilia Veletaris Tercios to be taken as Troops with the Line rule, providing a powerful and flexible core for your army. Additionally, these units can take Arvus Lighters as Dedicated Transports, letting them fly into battle aboard nimble aircraft.

    However, this doctrine imposes limitations: you may include only a single Auxilia Armoured Tercio and a single Auxilia Artillery Tercio in your force. Think of this as the “special forces” version of the Solar Auxilia, trading heavy support for elite infantry mobility and versatility.
  • Ultramar Pattern:- Developed by Roboute Guilliman, this is a massed infantry option inspired by formations like the 255th Calth High Guard. This doctrine allows Auxilia Infantry Tercios to include up to six Lasrifle Sections, doubling their usual capacity and enabling the creation of large, imposing infantry blocks.

    When all models in a Lasrifle Section are in base contact with at least one other model from the same unit, they gain +1 to hit with shooting attacks, making them highly effective when tightly organized. However, neither Lasrifle Sections nor Line Command Sections can take Dedicated Transports, encouraging a strategy focused on marching large formations aggressively across the battlefield.

    This is the perfect choice for players who enjoy pushing massed ranks of disciplined infantry into the fray, Napoleonics-style.
  • Reborn:- This represent veteran regiments from the Great Crusade that had been disbanded but returned to fight during the Horus Heresy. The most famous example is Agathon’s 1522nd Cohort. This doctrine enhances infantry units, granting them +1 Leadership and Stubborn, making them highly reliable under pressure. Additionally, if an infantry unit remains stationary during a turn, it can re-roll To Hit rolls of 1 during shooting attacks, significantly boosting its accuracy.

    However, this doctrine comes with some drawbacks. You are restricted to a maximum of one Auxilia Armoured Tercio and one Auxilia Artillery Tercio. Infantry units also suffer a penalty to their Initiative, reducing it to 1 for Reactions, Running, Sweeping Advances, and determining the order of attacks in the Assault Phase.

    This pattern embodies the resilience and discipline of hardened veterans but at the cost of speed and heavy support options.
  • Feral Pattern:- These regiments hail from brutal, warlike cultures such as Cthonia, exemplified by the infamous 142nd Cthonian Headhunters. Perfect for representing feral, trophy-taking warriors, this doctrine allows Infantry units to purchase Fear (1) for 25 points. Additionally, all Tercio units in Formation gain Counter-Attack (1), making them formidable in close combat.

    However, these warriors’ aggressive nature comes with a drawback: if they are within range to charge, they must charge, no exceptions (Leeeeerooooy Jenkins). This doctrine suits armies that favor overwhelming assaults and brutal melee tactics, so loading up on troops with axes or similar weapons is highly recommended.

    For Loyalist armies, these regiments are considered Distrusted Allies, reflecting the uneasy relationship between their savage methods and the more disciplined forces of the Imperium.
  • Armoured Fist Pattern:- This represents mechanised regiments, perfect for tank enthusiasts like Graham. With this doctrine, Auxilia Armoured Tercios can be taken as non-compulsory Troops. However, each Armoured Tercio is limited to a single Leman Russ Strike Squadron, which somewhat undermines the slot-efficiency typically offered by Tercios.

    The highlight of this pattern is that your Warlord must be a Leman Russ Command Tank, which gains the unique Armoured Legate Warlord Trait. This grants the tank +1 Ballistic Skill, a 5+ invulnerable save, and access to Cohort Doctrines, making it a formidable battlefield presence.

    The trade-off is that all Infantry units must either start the game embarked in Transports or be placed in Reserves, limiting deployment flexibility but reinforcing the mechanised theme of this force. This pattern is ideal for players who want to field a heavily armoured, tank-focused army.
  • Penal Pattern:- When regular recruitment fails, desperate measures lead to filling regiments with prisoners and other expendables, creating a cannon-fodder-heavy force perfect for players who enjoy massed infantry. In this pattern, Lasrifle Sections gain Feel No Pain (6+), and all models with the Tercio rule gain Furious Charge (1), adding some durability and aggression to your ranks.

    Lasrifles and Volkite Chargers can be freely replaced with alternate weapons, including Autorifles (24” Rapid Fire), Lasguns (24” Rapid Fire), Lascarbines (18” Assault 2, AP6), Shotguns (12” Assault 2, Concussive [1]), or Stubcarbines (12” Assault 3). Additionally, a single model in any Lasrifle Section can upgrade to a Heavy Stubber for 5 points, providing modest fire support.

    The drawbacks reflect the haphazard nature of this force. All units lose the Close-Order sub-type, and you are restricted to taking only a single Auxilia Veletaris Tercio, limiting access to elite troops.

    This pattern is an excellent option for those looking to field a force of expendable chaff!
  • Siege Pattern:- This is designed for players who love heavy firepower. This doctrine allows you to select Auxilia Armoured Tercios and Auxilia Artillery Tercios as both Elites and Heavy Support choices, offering flexibility and a focus on powerful units. Additionally, when firing Blast or Barrage weapons, you can re-roll the scatter dice, ensuring your big guns hit more reliably (though not the range dice).

    The catch is that all infantry units must be assigned a Dedicated Transport, though they don’t necessarily have to start in it, which is a bit odd and we can’t figure how to use that to any real advantage!
  • Iron Pattern:- These regiments have a penchant for using Mechanicum Automata in warfare, allowing you to take Castellax Battle-Automata Maniples and Thallax Cohorts as Elites choices, bringing powerful robotic allies to the battlefield. 

    Officers such as Legate Marshals, Auxilia Marshals, and Auxilia Captains can purchase Cortex Controllers for 15 points, with the Legate Marshal gaining the Master of Automata rule, enabling them to command their mechanical troops more effectively.

    The trade-off is that, like many other doctrines, this one limits your access to Auxilia Armoured Tercios and Auxilia Artillery Tercios, allowing only one of each in your force.
  • Reconnaissance Pattern Cohort:- This focuses heavily on Sentinels, giving you plenty of options for utilizing these units in a variety of ways. Hermes Light Sentinel Squadrons can be taken as Troops, gaining the Line rule. However, you’ll still need Lasrifle Tercios to hold objectives effectively.

    The Veletaris Hermes Squadrons gain the Outflank ability, offering tactical flexibility. 

    Additionally, Aethon Heavy Sentinels can now be fielded in squads of up to 5, allowing for more firepower than the usual 3. While Aethons have their drawbacks, they fit well within a Sentinel-focused army.

    The downside is the limitation of only one Auxilia Armoured Tercio and one Auxilia Artillery Tercio. However, this is a minor issue, particularly since you can still pack substantial firepower into a single Tercio, especially with Aethons contributing heavy weapon support. This doctrine is ideal for players who want to focus on Sentinels, particularly Aethons, without sacrificing too much other firepower.

Equipment

  • Void Armour:- A 4+ Armour Save
  • Reinforced Void Armour:- Same as above but with Heavy
  • Heavy Void Armour:- Grants a 3+ Save and Heavy
  • Auxilia Vexilla:- +1 To Combat Resolution
  • Command Vox:- The master vox is vital for coordinating a Tercio’s forces. It allows any unit with a master vox to share its Leadership with other units equipped with a Vox Interlock or another master vox, improving Pinning and Morale checks. Its key advantage is functioning from Reserve, or when its bearer is embarked in a Transport enabling units to benefit from its Leadership even before deployment. For example, a Legate Marshal in Reserve can extend his Leadership of 10 to the whole army, providing strong leadership from the start.
  • Vox Interlock:- This 1-way radio allows units to use the Leadership of any officer in a unit with a Command Vox. However, it’s ineffective without a Command Vox in the army, so at least one unit must be equipped with one for it to function.

Solar Auxilia Units

HQ

Legate Marshal

At 85 points with a 0-1 restriction, the Lord Marshal is a vital part of any Solar Auxilia army, offering a balance of resilience and versatility. Equipped with a Laspistol, Close Combat Weapon, Heavy Void Armour (providing a 3+ save), Refractor Field, and both frag and krak grenades, the Lord Marshal is ready for a variety of situations.

While they may not be the most imposing HQ choice, the Lord Marshal grants access to Cohort Doctrines, making them essential in most army compositions. You can further upgrade their weaponry with options like the Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol, or Archaeotech Pistol. Their Close Combat Weapon can also be replaced with a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist, or Paragon Blade. Additionally, any single weapon can be Master-crafted for 10 points, enhancing its effectiveness.

Though the Lord Marshal can be kitted out to have impressive durability—boasting a 2+ save and a 3+ invulnerable save—most players opt to keep them out of direct combat, where their decent Weapon Skill 5 is overshadowed by more specialized units. Regardless, their true value lies in supporting your army’s structure and morale, rather than engaging in frontline combat, particularly when paired with a Command Vox to bolster Morale checks and Pinning tests throughout the army.

Whilst there is no dedicated model for this unit, the Tactical Command Section box actually has a model in there to represent him, on the Command Section sprue used to upgrade the standard Lasrifleman sprue, you just have to supply your own 25mm base for him!

Lifewards Section

Lifewards are a dedicated retinue for your Legate Marshal, serving as a bodyguard unit of two to ten models. As Chosen Warriors, they automatically accept any challenges directed at the Legate Marshal, offering a layer of protection without taking up an FOC slot like a Command Tercio would. Though equipped with Heavy Void Armor, Refractor Fields, and Lasrifles, their equipment is solid but not exceptional—particularly when faced with the elite forces of the Astartes.

Lifewards have 3+ armor saves and 5+ invulnerable saves thanks to their Refractor Fields, and while they are Stubborn and benefit from Battle Hardened (1), they are still regular humans fighting against superhuman opponents. Their pistols and close combat weapons can be upgraded, but they cannot exchange their Lasrifles for more specialized weapons like plasma guns. While pistols such as Plasma Pistols and Needle Pistols are solid options, the latter upgrades are often considered overpriced, like the Power Weapon upgrade, which costs 10 points, double what similar units from other factions might pay.

The best role for Lifewards is likely as a support unit rather than frontline fighters. They should ideally remain close to the Legate Marshal and stay out of combat, where they can boost the Legate’s Leadership across the battlefield. Equipping them with a Command Vox is essential for spreading the LD10 of the Legate Marshal, and a Cohorts Vexilla can make them Line units to add tactical flexibility, particularly for supporting Rapier crews or Sentinels.

Given their lack of assault transport options, sending them into direct melee is a risky move. They are fine in close combat, but many units they face will outmatch them. Instead, consider using Lifewards as a small reserves unit, waiting to support the army’s leadership from the sidelines or capture objectives towards the end of the game. They’re a great way to ensure your forces hold together, but they’ll need careful handling to avoid unnecessary casualties.

Auxilia Tactical Command Tercio

Introducing the pinnacle of elite Tercio, comprised of 1-3 units, with one of them mandated to be the Tactical Command section. This elite formation serves as the bastion for your custom elites, equipped with a plethora of specialized weaponry such as Plasma, Melta, combi-weapons, and more. Unlike the Veletaris and Lasrifle Sections, which offer limited options for weapon upgrades, this elite Tercio provides ample opportunities for customisation and specialisation.

The entire Tercio benefits from the added protection of Refractor Fields, granting a 5++ invulnerable save to all members. Additionally, each soldier within the Tercio boasts an impressive 2 Wounds, remarkably, the officers stand even sturdier!

Tactical Command Section

The Tactical Command Section, a highly versatile and resilient unit within the Solar Auxilia force, is led by a Captain who can be upgraded to a Marshal. This squad excels in both combat and leadership roles. The Captain possesses 3 Attacks and 3 Wounds, making them comparable to even the toughest officers in the Imperium, such as the Space Marine Centurion.

Accompanying the Captain are four loyal companions, each with the Stubborn trait, ensuring their unwavering determination in the face of overwhelming odds.

Equipped with Refractor Fields, granting them a 5+ invulnerable save, the squad is well-protected. Each companion is standard-issue with Lasrifles. However, they can be further customized with a variety of special weaponry, including Volkite Chargers, Power Weapons with Blast Pistols, and Combi-Weapons, providing them with the flexibility to engage in both ranged and melee combat.

The Captain can also be equipped with Heavy Void Armor, enhancing their durability. An upgrade to Marshal further boosts their Weapon Skill and Attacks, making them a formidable force in close combat.

For enhanced utility, the squad can equip Command Vox upgrades to distribute the Captain’s Leadership across the battlefield. Units equipped with Vox Interlocks can benefit from this leadership even if they’re deployed in reserves. This makes the unit an excellent choice for maintaining order and discipline throughout the army, especially when positioned in crucial locations. The Cohorts Vexilla, which grants the Line rule and enhances Leadership within 6 inches, is another valuable upgrade that ensures nearby units remain steadfast. For those seeking further fortification, the unit can be expanded to include up to five additional companions, bringing the total number of soldiers to a formidable ten.

While the Tactical Command Section may not be an elite fighting force comparable to the Astartes, it is a highly effective strike force equipped with the necessary equipment and leadership to outperform its weight. The combination of robust armor, specialized weapons, and leadership support makes this unit a cornerstone for any Solar Auxilia force. It can effectively hold objectives and support other units as the battle unfolds.

Companion Section

The Companion Section offers an elite choice, providing a highly customizable unit that can be equipped similarly to the companions in the Command Section. This flexibility enables the inclusion of a range of powerful wargear, including special weapons and combi-weapons. While they cannot utilize the Cohorts Vexilla, they do possess a Vox Interlock, facilitating communication and leadership with other units. One companion can be upgraded to an Adjutant, enhancing the squad’s Weapon Skill, Leadership, and Attacks, making them a more formidable force on the battlefield.

A fully equipped Tercio with 30 Companions represents a substantial investment, but it can serve as a durable and reliable foundation for your army. These elite troops can be reinforced up to a squad of 10, and the inclusion of a WS5 Adjutant with Ld8 further augments their effectiveness. For players prioritizing anti-armor capabilities, upgrading the squad with Melta Guns may prove a valuable strategy.

While a Vox Interlock can partially compensate for the absence of the Cohorts Vexilla, consider forgoing the Adjutant to optimize the squad’s performance for specific roles. Although the Combi-Weapons option is inexpensive, its effectiveness may be limited compared to more specialized weapons, but it offers flexibility at a reasonable cost. Overall, the Companion Section provides a versatile, resilient, and adaptable option for any force seeking reliable elite infantry.

Davinite Lodge Priest (Legacies)

A Traitor exclusive Support Squad HQ, originating from the infamous site of Horus’ corruption, they can’t be your Warlord and lack any combat skills. Nevertheless, they can prove invaluable as support psykers.

Their sole psychic ability allows them to restore a wound on a model, although it’s ineffective in resurrecting deceased troopers. However, this power makes them highly skilled in bolstering the resilience of Ogryns, allied Veterans, and Terminators.

Expeditionary Navigator (Legacies)

This Psyker wields the formidable Lidless Stare psychic power, manifesting as an S2 template capable of causing Pinning and Force. This power presents an opportunity to harm both Guardsmen and Marine units, even when unarmed in melee, except for a mere laspistol.

Their most valuable asset is a 12″ bubble they project, forcing the enemy to roll 3d6 for scattering when deploying from reserves. While it doesn’t entirely prevent their arrival, it significantly disrupts their positioning by causing them to scatter further off the board or even into hazardous terrain, potentially resulting in casualties.

Although the Forge World Event Only mini is long out of print, the Navigator from Blackstone Fortress was recently released for the 40K Imperial Agents army and serves as an excellent model to represent this unit.

Elites

Auxilia Veletaris Tercio

The elite stormtrooper analogues within the Tercio are equipped with reinforced void armour, including the Heavy sub-type, enhancing their resilience against templates and blasts on the battlefield. Additionally, all members are upgraded to BS/WS4, further improving their combat effectiveness.

Section sergeants have the option to equip heavy void armor, granting them an impressive 3+ save, bolstering their survivability in the heat of battle. Furthermore, the entire Tercio, with the exception of the Vanguard Section, is equipped with Volkite Chargers as part of their standard loadout. This provides them with a potent means of dealing with MEQs, ensuring they remain formidable adversaries on the battlefield.

These elite troopers lack the Close-Order sub-type, making them less vulnerable to being targeted by enemy templates.

Veletaris Command Section

The Veletaris Command Section is a well-rounded but less specialized unit. Equipped with Reinforced Void Armor, they are classified as Heavy, which can offer varying advantages depending on your strategic approach. Their default Volkite Chargers provide adequate firepower, and while upgrades are available, the primary draw of this unit lies in its ability to enhance Leadership and provide a Command Vox. With Initiative 4, they can effectively engage in melee combat against Marines, although their Heavy designation impairs their mobility, resulting in reduced overall mobility.

One potential strategy involves swapping their ranged weaponry for Power Weapons. However, this choice is generally considered less favorable. By doing so, you sacrifice the squad’s crucial ranged firepower, which is a key advantage of the Tercio. Unless you have other units like a Vanguard Section to assist in pinning down the enemy, it’s usually advisable to prioritize the Tercio’s ranged capabilities. If your Tercio is not primarily focused on melee combat, it’s generally better to concentrate on their ranged strengths.

Veletaris Storm Section

The Veletaris Storm Sections are a formidable core unit in this Tercio, starting with 10 models and capable of expanding up to 20. Like their counterparts, they are heavy infantry equipped with Volkite Chargers by default, providing reliable ranged firepower. However, you can opt for Storm Axes, a potent melee option that costs 5 points per model, significantly increasing the unit’s expense.

While Storm Axes are unwieldy, they boast AP 2 and Murderous Strike (6+), making them effective against 2-wound Terminators and characters. Despite each model having only one attack, their ability to deliver powerful strikes can turn the tide of combat. 

But, these melee-focused units may struggle against Marines in close combat unless you can thin their ranks or effectively pin the enemy. Ultimately, the choice of melee-focused units depends on the specific Cohort Doctrine you’re using. Nevertheless, Storm Axes are a fun and potent option if you’re willing to invest in their cost.

Veletaris Vanguard Section

The Veletaris Vanguard Section, a short-range support unit for your Tercio, excels in both suppressing and controlling areas. Equipped with Rotor Cannons by default, they unleash a barrage of Pinning tests, forcing enemy units to prioritize morale over maneuvering. This makes them ideal for disrupting the enemy and setting up other squads for devastating strikes. For a more versatile loadout, you can swap their Rotor Cannons for Heavy Flamers at no additional cost. This is particularly effective against hordes of weaker enemies like Militia or Daemons, as the Flamers can cover vast areas with their templates.

The Vanguard Section starts with 10 models for 90 points and can expand to 20, providing ample numbers and firepower to overwhelm the enemy. While Rotor Cannons are fantastic for pinning, a balanced approach is most effective. Typically, around 4-5 Rotor Cannons suffice for Pinning tests, even against Marines. The remaining models can be equipped with Heavy Flamers to capitalize on the potent template attacks. If you prioritize firepower, it may be more efficient to add Lasrifle Sections for a better mix. However, the Vanguard’s ability to disrupt the enemy with Pinning tests and template fire makes them a formidable choice for any list.

Hermes Veletaris Squadron

The Veletaris Sentinel is a sturdier version of the Hermes Light Sentinel. It trades the Skirmish subtype for increased durability, granting a 3+ save and S/T5. Although they move at a slower pace of 8”, they compensate for this with a solid BS4 and access to a Volkite Caliver. This makes them a valuable asset for delivering long-range firepower. 

When paired with the Caliver, the squad unleashes an impressive 18 S6 shots, outperforming a Storm Section’s 40 S5 shots. While you can replace the Calivers with Heavy Flamers at no additional cost, their mediocre speed and melee profile make them less suitable for close-quarters combat.

What truly sets them apart is their versatility within a Veletaris Tercio. They can replace one of the Storm Sections, including the mandatory one, making them a formidable centerpiece for your force. This allows you to create a Tercio primarily composed of Sentinels, possibly accompanied by a Vanguard Section equipped with Rotor Cannons. With the Solar Pattern Cohort Doctrine, the Sentinels gain the Line ability, further enhancing their utility in holding ground.

However, they do have some weaknesses. Their Ld7 rating and lack of Vox Interlock can lead to issues with morale. To mitigate these challenges, it’s advisable to keep them close to a Cohorts Vexilla, ensuring their continued effectiveness. Overall, these Sentinels offer an intriguing combination of resilience and firepower, making them an excellent choice for those seeking to bolster their Tercio with reliable, long-range support

Medicae Section

The Medicae Section, a 0-1 choice, offers affordable 15-point apothecaries with a 6+ Feel No Pain. While not as resilient as Space Marine Apothecaries, they provide useful support, especially when assigned to Command Tercio squads for extra protection. Equipped with pistols and melee weapons like Power Fists, they can contribute in close combat, while also safeguarding Command Vox operators and offering protection against plasma’s Gets Hot! rule.

Surgeon-Primus Aevos Jovan

Aevos Jovan, the Surgeon-Primus, stands out as a unique character, the only named one in this list. His distinct blend of quirks and abilities sets him apart. Despite his Bitter Duty and Bulky (5) nature, which prevents him from joining units, he compensates by wielding an auto-gurney that grants him a powerful defensive aura. His low-priority-target ability shields him from attacks from over 12 inches away unless he initiates an assault. Once within that range, his imposing presence causes all units, both friendly and enemy, to suffer a -1 Leadership penalty, reflecting his intimidating medical expertise.

Accompanying Aevos are up to three Orderlies, who can be sacrificed to manipulate his resurrection rolls. These roll results are crucial in his healing role. Once per turn, Aevos can resurrect a friendly Infantry model within 12 inches. The outcome of the roll determines whether the model returns with 1 wound, all wounds restored, or increased Strength and Toughness—only to perish at the end of the next turn. This mechanic allows for dramatic moments where key models, such as Legate Marshals or Ogryns, can re-enter the battle when most needed.

While Aevos may seem like an unusual choice, his combination of defensive tactics, leadership debuff, and powerful resurrection ability makes him a versatile and unpredictable asset on the battlefield.

Charonite Ogryn Section

The Charonite Ogryn Section represents a brutal, hard-hitting force in oversized armor, wielding claws that are terrifying in close combat. At 40 points each, these Ogryns may seem expensive, but their raw power makes them a formidable unit on the battlefield. With Strength and Toughness 5, Rage (2), and Hammer of Wrath (2), they pack a punch with 4 attacks at Strength 7, AP3, and the added benefit of Rending (6+).

However, despite their offensive prowess, they come with a fair few drawbacks. Their Weapon Skill of 4 means they may struggle against more specialized units, like Space Marines, and their Leadership of 6 makes them vulnerable to morale checks, even with the safety net of Death Frenzy, which grants extra attacks after failing a Morale check. Moreover, their inability to benefit from characters due to Bitter Duty limits their synergy, and their claws’ lack of Instant Death capability reduces their effectiveness against tougher enemies. Nevertheless, their 3 wounds each make them resilient enough to serve as a durable roadblock, buying time for other elements of the army.

Troops

Auxilia Infantry Tercios

These units form the backbone of your army, comprising the majority of your universal Line forces.

Line Command Section

The Command Section serves as a reliable backbone for your Tercios, offering solid support with some added versatility. While their Leadership of 7 means a Command Vox is essential to maintain effective coordination, they also bring a bit of combat punch, particularly with the Troop Master. Though he’s not a powerhouse, with a Weapon Skill of 4 and 3 Attacks, plus the ability to wield a pistol and a Power or Charnabal weapon, he can hold his own in close quarters. The rest of the squad, however, is primarily armed with bayonets, so don’t mistake them for a dedicated melee force. This unit is more about providing support, coordination, and just enough combat capability to handle unexpected threats.

Auxilia Lasrifle Section

The Rifle Section serves as the backbone of any Tercio, offering a surprisingly potent combination of volume fire and tactical utility. At first glance, their Lasrifles might seem underwhelming with their Heavy profile and modest Strength, but they actually offer some neat versatility. The Volley setting, with its 30″ range and Heavy 2 shots, allows for decent ranged harassment, while the Blast Charger mode offers a single S6 shot for tougher targets at 18″. These rifles are backed by Close-order, allowing them to move and shoot at half speed, which can help them position more effectively or shoot while staying out of harm’s way.

At 60 points for a squad of 10, they’re an affordable force, and their ability to saturate the field with fire can be surprisingly effective against infantry. While their melee potential is limited (bayonets are more of a last-resort option), the real strength lies in their numbers and flexibility. Whether standing back to maximize Volley shots or pushing forward with the Blast Charger, they can effectively support the rest of your Tercio. Just be mindful of their low durability—although they outnumber most enemies, a well-placed blast weapon can wipe them out quickly. Play them smartly, though, and they’ll deliver solid results at a budget-friendly cost.

Fast Attack

Arvus Transport

The Arvus Transport is a pretty underwhelming choice for your forces. Priced at 75 points, it might seem affordable for a flyer, but it offers very little in return. Lacking any real armament or meaningful armor, it’s as fragile as they come and likely to be shot down almost immediately.

While it does have the benefit of Deep Strike, which is nice if you’re running a Solar Pattern, it doesn’t offer much beyond that. If you’re looking for a transport option, it’s better to think of it more as a one-time-use drop pod rather than a reliable aircraft. Overall, it’s a risky investment for what it delivers.

Primaris-Lighting

The Primaris-Lightning, priced at a hefty cost, struggles to justify its value. While it can be equipped with a diffraction grid and a variety of missiles, these upgrades are expensive and don’t significantly improve its survivability or effectiveness.

Much like the Arvus, its armor is paper-thin, leaving it vulnerable to enemy fire. The centerline main gun also suffers from the flyer rules, making it hard to land shots reliably. For 150 points, you’d expect more, especially when compared to options like the Thunderbolt.

Even the Kraken Penetrators, which come with a strong punch at 36″ range, Strength 8, AP1, and Armourbane, don’t quite hit the mark in this edition. Without Brutal to deal with heavy threats like Dreadnoughts, and with Sunfury missiles as an alternative that are just not effective, this unit ends up being a poor investment.

Thunderbolt

The Thunderbolt is a solid choice for anyone looking for an affordable flyer that can hold its own. Priced at just 120 points, it’s a tough aircraft with decent armor, more firepower than expected, and an impressive special intercept rule to deal with enemy flyers.

While it may be a bit slower than some alternatives, its ability to engage other aircraft with Skyfire through its Skystrike Missiles makes it a standout for anti-aircraft defense.

The Thunderbolt is considerably cheaper than the Primaris Lightning and offers a lot more for your points, especially considering the cost of the Lightning’s upgrades and the frustration of its centerline guns.

With its built-in capabilities and effective weaponry, the Thunderbolt is the better option if you need a reliable flyer that can handle both air and ground threats.

Hermes Light Sentinel Squadron

The Light Sentinels are quirky little units, offering some flexibility but falling short in durability. With a 10” movement and the Skirmish subtype, they’re quick on their feet and can take advantage of cover with their Shrouded (5+) when they run. At 18 points, they come with a multi-laser, which is decent for chipping away at enemy units, but nothing extraordinary, especially when you likely already have plenty of lasfire from your Troops. The option to swap it out for a grenade launcher adds some variety, with the frag round offering a way to force Pinning tests and the krak round being useful against lightly-armored targets. However, their effectiveness remains limited, particularly since their BS3 can make them unreliable in consistently hitting the target.

What truly holds them back is their fragility. With only 2 wounds and a 4+ save, they won’t last long under serious fire, and their Leadership of 7 makes them prone to breaking after taking casualties. That said, if you’re not seeking more heavy anti-air or prefer not to field Carnodons, they do offer an affordable Fast Attack option. In larger numbers, they could serve as nuisances, skirmishing or blocking, though they are more about utility than raw combat power. If you’re looking for something more resilient or effective, a Veletaris Sentinel might be a better pick, offering a stronger weapon and better stats, though it will cost you an Elites slot.

Carnodon Strike Squadron (Legacies)

The Solar Auxilias lightweight assault tanks, these tanks are relatively inexpensive at 70 points each, but they come with a downside: they’re rather fragile, boasting only 3 Hull Points (HP) and armor values of 12/11/10. However, they compensate for this with their armament options. The standard Twin-linked Multi-laser is surpassed by the free Volkite Culverins (45″ Heavy 5 S6 AP5 Deflagrate), thanks to their sheer volume of fire. Additionally, stronger turret weapons like Twin-linked Autocannon or Lascannon are available.

These tanks also feature sponsons with various armaments, including the standard options along with free Volkite Calivers (30″ Heavy 3 S6 AP5 Deflagrate) if you’re inclined toward incinerating targets. Think of them as akin to the 40k Sentinel: cheap and fast sources of firepower, but vulnerable to even minor damage.

The issue with Carnodons lies in their restriction: all must be equipped with the same turrets and sponsons, limiting their versatility. However, the pintle weapons offer some relief, albeit mostly for crowd control. Opting for Autocannon spam can serve as a versatile alternative to specialized weapons. Moreover, massed Volkites with pintle Multi-lasers prove effective against Tactical/Heavy Support Squads, particularly Heavy Bolter/Volkite squads.

Termite Assault Drill (Legacies)

Doesn’t deviate much from its counterparts in the Legions or Mechanicum. However, the limitation of only accommodating 12 spaces doesn’t offer any real advantages, particularly since they cannot serve as Dedicated Transports for your Tercios in any capacity. This restriction severely limits their utility, making them potentially suitable only for a Command Squad at best, but not much beyond that

Heavy Support

Auxilia Armoured Tercio

Leman Russes are tough, reliable tanks that make a solid backbone for your forces. With front armor of 14, side armor of 13, and a rear of 10, they’re durable, but you’ll want to be careful about exposing their weak rear armor. They aren’t the fastest vehicles on the field, but they’re mobile enough and come with useful stock upgrades like searchlights. You can also add dozer blades to help them navigate difficult terrain. While the Leman Russ lacks sponsons, it offers a variety of hull weapon options, many of which are free, though you’ll pay extra for a lascannon. The key differences between the variants come down to cost and the main weapon choices, but no matter the variant, Leman Russes are a solid choice for most armored forces.

While you can only field one Armoured Tercio per detachment With many of the Cohort Doctrines, this isn’t too restrictive when you consider that you can include up to nine tanks in this formation. This gives you a good amount of firepower, making the limitation less of an issue when planning your list.

Armoured Command Section

This is a Leman Russ with a Battlecannon and is a solid choice but comes with a few pricey upgrades that may not always feel worth the investment. For 20 points, you can equip a Flare Shield, and for an additional 25 points, you can take a Cognis-Signum. These upgrades can be useful, particularly the Cognis-Signum, which boosts Ballistic Skill by +1 and adds four ablative hull points. However, given that this upgrade brings the total cost to 245 points, it’s a significant expenditure when compared to the standard Battlecannon Leman Russ, which is already a reliable and relatively affordable tank.

The real question is whether the investment in these upgrades is justified. While the Cognis-Signum provides some benefits, such as improving shooting accuracy and giving the tank some extra durability, it raises the overall cost of the unit considerably. For the same points, you could add additional tanks to your list, which might provide more value and flexibility, especially if you’re relying on outflanking tactics or need additional firepower to support your army. While the upgraded version does bring some advantages, the trade-off might not be the best for every list.

Leman Russ Strike Squadron

At 150 points, the Leman Russ Strike Squadron offers a resilient 14/13/10 vehicle with four Hull Points and the ability to Outflank, providing decent mobility at 12″ movement. You can equip it with a variety of weapon options including a Battlecannon, Gravis Lascannon, Gravis Autocannon, or a Vanquisher Battlecannon paired with a co-axial autocannon for a modest +5pts. The squadron can be expanded with additional tanks at a discount of 15 points per tank, making it an affordable option for building a solid force.

While the Gravis Lascannon and Autocannon options are free, the Vanquisher is highly recommended for its superior firepower, especially when paired with the co-axial autocannon to improve accuracy. However, the Battlecannon can still be useful, depending on your specific needs. Replacing the Battlecannon with one of the other options will give you more reliable anti-vehicle and anti-heavy infantry capabilities.

Leman Russ Assault Squadron

The Leman Russ Assault Squadron is a pricier option at 200 points, offering a variety of weapon choices including the standard Demolisher Cannon, the free upgrade to an Executioner Plasma Cannon, or the Volkite Macro-Saker.

While 200 points is a significant investment, the versatility of weaponry provides some flexibility depending on your target. Unlike the Leman Russ Strike Squadron, it lacks the Outflank ability but benefits from being Reinforced, meaning it’s more resilient on the battlefield.

The Demolisher Cannon is excellent for tackling vehicles and Automata, while the Executioner Plasma Cannon stands out as a powerful anti-Troop weapon, particularly effective against Terminators and Marine units.

The Volkite Macro-Saker, although more effective against light infantry, is not as reliable as the Executioner or Demolisher and could be seen as less cost-efficient compared to other anti-infantry options like the Autocannon Russ or the more budget-friendly Carnodon.

While the Executioner excels at dealing with Marine squads thanks to its Rending (4+), the Macro-Saker’s main role is defensive, offering significant firepower against infantry. Given its price, we would personally recommended to either focus on the Executioner for anti-infantry purposes or field a dedicated squadron of Volkite Carnodons for similar roles at a fraction of the cost.

Artillery Auxilia Tercio

The heavy weapons teams of the Solar Auxilia, now in Tercios. There are three units, of which at least one Rapier or Tarantula unit is mandatory.

Artillery Command Section

The Command Squad, much like the one in the Tercio troop slot, can include a Cognis-signum, but since it only benefits lasrifle-equipped members, it’s not the best investment here. Instead, it’s smarter to allocate points towards more Rapiers.

Alternatively, the squad can take Augury Scanners for free Interceptor, which is especially useful if you’re worried about enemy Deep Strikes. Thanks to Tercio rules, this extends to your Rapiers as well. If a Deep Striking death star is looming, this setup can provide a quick and effective counter, with six Laser Destroyers ready to respond.

Tarantula Sentry Battery

You can bring the good old Tarantula Sentry Batteries, though we would suggest only doing so if you already own the models, buying them especially for this army is going to leave you disappointed. 

While cheap, they’ve been part of a frustrating trend across multiple factions where they simply don’t perform as expected. These units automatically target the nearest enemy, even if it’s immune to their firepower, which makes them extremely inefficient and unreliable on the battlefield.

This limitation is particularly problematic for weapons like the Hyperios Missile Launcher, which has Skyfire but must snap fire at ground targets. While inexpensive Lascannons may still prove useful against certain factions like Legions or Custodes, the limitations of Sentry Protocols hold them back from their full potential.

Rapier Battery

Rapier Batteries offer a wide range of customization options, making them adaptable to various battlefield roles. The unit starts with one rapier and two operators, with the option to add up to two more rapiers and crew. The whole unit must be armed the same, and you can choose between several weapon configurations. The Gravis Multi-laser setup, consisting of two twin-linked Multi-lasers, is particularly effective against Imperial Militia forces. Alternatively, the Gravis Heavy Bolter Battery is available at no additional cost, providing strong anti-infantry firepower, particularly against enemy Auxilia units.

For those looking for anti-tank capabilities, the Laser Destroyer is the standout choice. With a 36” range, Strength 9, AP1, and Ordnance 2 Twin-linked Exoshock (6+), it’s a formidable weapon against heavy armor.

Alternatively, the Quad Launcher provides a versatile option, with Frag Rounds offering a Strength 5, AP5 large blast with Shred for dealing with infantry or lightly armored targets. The choice of Quad Launcher rounds can dramatically shift its role: Shatter Rounds, with Strength 8 and Sunder, are ideal for anti-armor, while Incendiary Rounds, with Ignores Cover and Shred, are great for flushing out enemies in cover. Lastly, Splinter Rounds, despite their low Strength, bring Rending (6+) and Shell Shock (1), enhancing Pinning potential.

Ultimately, the Laser Destroyer is the premier choice for those seeking raw firepower, but the other options offer valuable flexibility for different tactical needs.

Malcador Heavy Tank Squadron

The Malcador Heavy Tank Squadron is a solid option for those looking for a durable but not overly expensive tank. Offering a Reinforced 13/13/12 chassis and 14” movement, it strikes a balance between flexibility and toughness, but it’s not as resilient as a Leman Russ on the front. At 225 points, it comes with several customization options, such as swapping its battlecannon for a Gravis Lascannon or a Vanquisher battlecannon for an additional 10 points. However, the Vanquisher is often better suited for the Leman Russ, where its co-axial weapon can complement the main gun.

The Malcador also offers various upgrades, including replacing its front Heavy Bolter with a Demolisher cannon for 50 points, or choosing from Autocannon, Multi-laser, or Heavy Flamer for more flexibility. Its Independent Fire Control rule allows it to fire any unused weapons at secondary targets with a -1 BS penalty, adding to its battlefield versatility. The Malcador can also equip a Flare Shield or Dozer Blade for added protection.

While its weapon options and mobility give it some appeal, its cost-effectiveness is questionable when compared to other heavy tanks like the Vanquisher Russ or Demolisher Russ, which offer better durability, turret flexibility, and cost savings.

Ultimately, the Malcador shines in its mobility, Independent Fire Control, and ability to bypass restrictions against Armoured Tercios, but for the price, it may not be the most exciting or efficient choice on the field.

Armoured Battery

The Armoured Artillery Batteries are a classic case of “too much, too little.” At 200 points per vehicle, you’re paying a premium for what amounts to an AP4 gun, which, let’s be honest, isn’t exactly setting the world on fire. Sure, they come with some impressive stats: 240” range, Strength 9, Large Blast, Shred, and Pinning (or Rending with the Medusa).

But here’s the thing: all that range and firepower doesn’t quite match the cost. It’s like paying a pretty penny for a fancy coffee maker that only makes lukewarm, watery decaf coffee. You’d be far better off sinking your points into Leman Russes or artillery fortifications, which actually offer better value.

The Medusas are slightly better, but that’s like saying low-fat yogurt is marginally better than the full-fat version, you’re still making a poor choice for your taste buds. There are far superior artillery options out there, and I’d rather not waste my time with these underwhelming paperweights.

Honestly, I can’t even imagine willingly choosing these over anything else, let’s not throw our points into a pit of mediocrity and watch them slowly disappear!

Aethon Heavy Sentinel

The Aethon is another Sentinel that could’ve been so much more, if only it didn’t suffer from being a bit… messy. On the one hand, it’s got a solid statline with T6, 5 Wounds, and a 2+ save, meaning it’s not going to crumble under small arms fire, but it’s not exactly invincible either. It’s got a decent 7” movement, but let’s face it, it’s Heavy, so don’t expect any racecar moves. It’s BS3, meaning you’ll miss a lot of shots, and while it’s not a melee beast, it could probably still kick a Rhino or two in a pinch. But against anything with AP2 melee? Yeah, it’s toast.

Now, the Aethon’s special tag of Cavalry (Heavy, Mechanised) is… strange. Sure, it gets to barrel through difficult terrain like a drunken horse, but the new unit type causes problems. Loads of abilities and weapons in 30k depend on existing unit types, and since the Aethon is “special”, it sidesteps some of them entirely. For example, grenades can’t touch it, and some other abilities just plain don’t apply. It’s not game-breaking, but it’s a little daft that they couldn’t foresee the need to add it to the core rules. Honestly, just treat it like a Dreadnought without Fearless, and you’re golden.

But let’s talk weapons, because, like any good Heavy Support choice, it comes loaded for bear. You’ve got a choice of six(!) different guns to slap on top. The stock Aethon Missile Battery is a decent enough S4, AP5 Large Blast that’s Twin-Linked, Assault, and Barrage. Not bad for infantry, but don’t expect it to scare a Knight anytime soon. You can swap it out for four Hunter Killer missiles, but don’t bother—they’re BS3, and once they’re gone, they’re gone. 

The Melta Lance, which gets an Armourbane shot with decent range. Or maybe a Volkite Culverin or Autocannon, both solid choices for light vehicles and infantry.

Now, if you’re thinking about adding this to your Heavy Support slot, just know it’s going to compete with the big boys like Tank Squadrons and Rapier Batteries, which are all much better at what they do. And since the Solar Auxilia often get stuck with a single Heavy Support slot, it might not be your first choice if you’re aiming for efficiency.

In the end, the Aethon is a cool, versatile addition to the Solar Auxilia, but it’s not a must-have. It’s tough and durable, but it’s competing for space with other, better options. It’s not a game-changer, but it can certainly hold its own and provide some fun utility if you’re after something a little different.

Valdor Tank Hunter

The Valdor Tank Destroyer Squadron is a real mixed bag. On the one hand, you’ve got the same Malcador chassis, which comes with the usual issues—good but not great durability. On the other hand, you get a centreline-mounted Neutron Beam Laser, and let’s be honest, who doesn’t love a big gun? Despite the unit’s name, you can only take one in a slot, but it’s a hell of a gun to have on the battlefield. Is it the most efficient use of points? Probably not. But damn, it’s cool as hell.

The Neutron Beam Laser itself is a beast when it comes to anti-tank firepower, with its Ordnance 2, Strength 10, AP1 profile and Concussive (3). Plus, it’s got Shock Pulse and Gets Hot!, making it a bit of a wild card—sure, it could backfire, but it can also knock out some serious threats. That said, the lack of Brutal means it’s not the best against Dreadnoughts or Automata, which can be a big drawback if you’re facing them. And while the Shock Pulse can be handy for neutralizing targets that survive the blast, you might find that Vanquisher Cannons offer better cost-effectiveness and slot efficiency. So, unless you’re really craving the spectacle of that massive laser, the Valdor’s a bit of a love-it-or-hate-it choice.

Cyclops Demolition Vehicle

The Cyclops Demolition Section is a real cutie. It’s the smallest of tanks, basically a little remote-controlled death machine packed full of explosives (and I mean really nasty explosives). With an operator for just 35 points, that’s a bargain for a one-way ticket to devastation. You can have up to three in a unit, which is, frankly, three times as beautiful. Objectively speaking, that’s a lot of points to pay for three one-shot murder bots, but they are absolutely fantastic at their job. If you’re up against something like a Spartan or a Knight, these little guys can really shine.

Each Cyclops unit comes with an operator who acts independently once deployed, and they can hitch a ride in vehicles like the Aurox, Arvus, or Dracosan. In combat, the Cyclops relies on a single autohit attack and of course, it’s a one-time thing, the Cyclops doesn’t survive the explosion. 

This used to be a lot scarier with the attack happening at Initiative 10, but recent changes have made it explode at Initiative 1 instead, making it a bit less terrifying. With a statline of Strength 10, AP1, Instant Death, Armourbane, and Brutal (2), the Cyclops is still a nasty piece of work, but its low WS1, Toughness 5, and 3+ save make it vulnerable to being swarmed in close combat, especially by non-vehicle targets. 

So, while it can pack a punch, it’s not exactly the most reliable tool for taking out high-value units on its own. Still, it’s hard not to love a tiny tank that only knows how to cause chaos.

Armoured Support Tercio (Legacies)

The collection of Leman Russ-based vehicles with centerline mounts or no main gun at all serves as an Armoured Tercio for the purposes of Cohort Doctrines. However these vehicles cannot be used to circumvent restrictions against Armoured Tercios.

While they could have been worthwhile if significantly cheaper than standard Russes, they unfortunately do not offer enough value to justify their cost. 

Armoured Command Section 

Same Russ as in Armoured Tercio, but RAW, as the Armoured Command Section must be assigned to a Strike or Assault Squadron, so it can’t be taken in this unit.

Thunderer Siege Tank Squadron (Legacies)

The Thunderer is essentially a Space Marine Vindicator mounted on a Leman Russ chassis, falls under the Slow subtype, necessitating protection until it’s ready to unleash its firepower. 

Directly competing with the Demolisher Russ at the same cost per vehicle, the comparison primarily revolves around the Thunderer’s Slow attribute, which enhances its resilience against Penetrating Hits but restricts its ability to fire on the move compared to the Demolisher Cannon’s Ordnance trait.

Furthermore, the Thunderer features fewer secondary weapons and a narrower firing arc due to the Demolisher being a centerline mount instead of a turret. Consequently, in most scenarios, the Demolisher Russ emerges as the better choice due to its versatility and ability to deliver devastating firepower while on the move.

Destroyer Tank Hunter Squadron (Legacies)

The Laser Destroyer Vindicator stands as a counterpart to the Thunderer’s Demolisher Vindicator and competes directly with the Vanquisher Russ.

Its Proteus Laser Destroyer presents a mixed bag; offering 2 shots of S9 AP1 Twin-linked Exoshock (6+), which is decent. While the Gets Hot! drawback is somewhat mitigated by the Twin-linked trait, the absence of Sunder/Brutal compared to the Vanquisher results in a notable loss of killing power.

The standard Laser Destroyer found on the Rapier is arguably superior due to its Ordnance trait, which significantly improves its reliability in penetrating and disabling vehicles with AP1.

Trojan Support Vehicle (Legacies)

The Trojan serves a specialized role on the battlefield, prioritizing repairs over combat with its modest heavy bolter armament. Its primary function lies in its Field Repair (5+) ability, allowing it to repair other tanks without the need for an allied detachment.

However, utilizing the Trojan effectively requires careful consideration. While it offers a more cost-effective alternative compared to Techmarines from Sworn Brothers Legions, the question remains whether investing 100 points for a 1/3 chance per turn to repair is worth it.

One of the key challenges lies in ensuring the Trojan’s protection while it performs repair duties. It either needs other tanks to shield it during maintenance operations or must rely on the enemy’s lack of attention to avoid being targeted for destruction.

Minotaur Battery (Legacies)

Offers little improvement over the Armoured Battery and priced at 280 points, its only advantages over the Armoured Battery are an improved armor profile of AV 13/12/13 and the Twin-linked trait. However, being open-topped leaves it vulnerable to melee attacks, making its increased armor less impactful.

In scenarios where artillery support is required, there’s scant justification for selecting this unit over alternatives found in the Liber, let alone choosing it over a Leman Russ or the Artillery Battery. We do not recommend this unit!

Dedicated Transports

Dracosan Armoured Transport

The Dracosan, while a durable transport, struggles to justify its hefty price tag of 175 points base. Its high cost, combined with minimal weaponry and limited capacity, often leaves it feeling overpriced for what it delivers. While it can carry a full Rifle Section, its usefulness is diminished by the fact that many infantry units, such as those with Lasrifles or Rotor Cannons, often don’t need the transport at all, especially when cheaper options like the Aurox are available.

For those willing to invest in a specialized loadout, the Dracosan can be equipped with a Demolisher cannon, but this reduces its transport capacity to 10 models, making it better suited for smaller squads or specific units like Veletaris Storm Sections or Vanguard Sections. Its utility can be found in scenarios where the survivability and Leadership support of a Legate Marshal or the precision of Melta or Plasma weapons are crucial, but outside of these contexts, it may struggle to earn its points back. Despite its potential, the Dracosan’s niche role and high cost make it a less compelling option compared to other, more cost-effective transports.

Auxrox Transport

The Aurox serves as the budget transport for the Solar Auxilia, offering a cheap (though extremely fragile) option for getting your Rifle Sections into position. Priced low, it’s an affordable way to move units, especially considering the Close-order rule allows models to shoot as they move. 

However, its paper-thin armor means it won’t survive much punishment, making it a risky choice for those who need durability. Despite its fragility, it helps mitigate the slow pace of the Rifle Sections, and if you can deploy troops within 3” of the port, they can even fire upon disembarking, making it a decent tactical option if used cautiously.

Lords of War

Malcador Infernus

The Stormhammer loses its bite with the removal of its AP3, which is a real kick in the teeth for anyone who was hoping to take out light infantry with it. Sure, it’s got a lot of firepower, but when your Troops and Elites can already handle that job without taking up a Lord of War slot, it just feels like an expensive, redundant option. If you’re not using it for heavy armor, there’s not much point.

The Malcador Infernus Squadron, and yes, it’s technically not a squadron because you can only take one, still manages to be a pretty fun pick, mainly due to its Inferno Cannon, which spews out a ridiculous torrent of flame. It’s a solid thematic choice, though the price tag is pretty steep for what you’re getting. It’s a bit odd it even exists, though, especially when you’ve got the Valdor sitting pretty in Heavy Support. Sure, the Malcador Infernus is tougher than a regular Malcador, but it’s hardly the monster you’d expect from a Lord of War choice. A bit weird, really.

Stormhammer

The Stormhammer is a beast of a Super-heavy, packing a Stormhammer cannon and a load of extra guns. It’s huge, tough, and at 500 points, it’s a solid pick for a Lord of War. Unlike some of the Legacy units, this one feels like a real powerhouse without feeling like it’s a relic from the past. It’s a fun shift in pace from the usual go-tos.

At 500 points, the Stormhammer brings the old-school Battle Cannon statline of Strength 8, AP3, and a 7″ blast, which means it can wipe out squads of marines in a single shot. That’s invaluable in a 2.0 meta, where such squads can be a real pain. Whether you’re dealing with a stubborn unit of Heavy Bolter marines or a mass Assault Squad coming your way, the Stormhammer can clear the path with ease. 

Upgrades are available, but they rarely compare to the raw firepower of the base configuration, making this tank a pretty balanced and effective choice.

Sure, BS3 means it’s not going to hit every shot, but with a 7″ blast radius, that’s not much of an issue, and the co-axial weapon cleans up any accuracy issues. Still, it does have a couple of counters, smart Marine players will throw in an Artificer Armour sergeant or some 2+ save models to absorb those AP3 wounds, but with the right allies (like a Vindicare), you can pick them off first. If you need something to chew through Terminators, though, you might want to consider the Stormblade instead. And, just a heads-up, the Hull-mounted weapons are a bit limited in their arc of fire, so don’t go piling on Lascannons unless you’re okay with not targeting the same unit with multiple shots.

Baneblade (Legacies)

Once revered as the reliable all-purpose tank, it has now been overshadowed by tanks found in the Heavy Support section. At a hefty cost of 650 points, you receive the iconic Baneblade Chassis, but its main armament leaves much to be desired. Sporting an Ordnance 1 weapon with Strength 8, AP 4, and a 5″ Blast with Rending (6+) and Pinning, the Baneblade cannon pales in comparison to tanks like the Medusa Artillery tank, which costs significantly less at 200 points (although still overpriced).

While the Baneblade remains adorned with an array of secondary armaments, it’s the main gun that was always the centerpiece, and now it simply falls short. This becomes particularly evident when considering alternatives like the Stormhammer, which comes in at 150 points cheaper and boasts a more potent 7″ blast Strength 9, AP 3 gun.

In essence, the Baneblade’s allure has been diminished by this underwhelming primary weapon, making it a less appealing choice, especially when compared to other options available on the battlefield.

Banehammer (Legacies)

Priced similarly to the Baneblade but equally underwhelming, the Solar Auxilia Banehammer has seen some disappointing changes. Its Tremor Cannon now boasts an AP4, but gained Shell Shock (2) and Pinning, making it less effective against marines but still capable of pinning them. However, the real disappointment lies in the significant reduction of its transport capacity. 

What’s more, unlike its Legion counterpart, the Solar Auxilia Banehammer lacks any transport capacity at all, further diminishing its utility on the battlefield. These changes have rendered the Banehammer a far less appealing option compared to its previous iteration and other alternatives available to commanders.

Stormlord (Legacies)

It’s nearly worth considering, but the cost remains a barrier. Despite this, the gun it comes equipped with is still somewhat decent. Featuring a Vulcan Heavy Bolter, boasting Heavy 15, AP3, along with Pinning and Shell Shock (1), it maintains some effectiveness. However, it’s lost the ability to fire twice if it remains stationary.

Regrettably, its transport capacity has also been severely reduced, but at least it still poses a threat to a squad of Tactical Marines. However, for a minimum of 650 points, one would expect more than just the ability to cause havoc among Tactical Marines. The alternatives, such as the 500-point Stormhammer and the more versatile Autocannon Russes, outshine it in various aspects.

Shadowsword (Legacies)

The Legion Shadowsword, with the exception of having a Ballistic Skill of 3, stands as a formidable choice. Priced at 650 points, the Volcano Cannon it boasts is a potent weapon, capable of obliterating anything smaller than a Leviathan with ease. Its ability to Instantly Destroy anything smaller than a Leviathan and potentially inflict D3 wounds per hit makes it a formidable threat, even giving the Vanquisher Russ a run for its money.

While it undoubtedly brings significant firepower to the table, the slot efficiency of the Armoured Tercio provides ample access to AP2 weaponry via Leman Russes. This raises the question of whether investing in the Legion Shadowsword is the best choice.

In essence, the Legion Shadowsword serves as a Lord of War option with substantial splash damage potential. Yet, it competes with intriguing alternatives such as the Stormhammer and Stormblade, each offering distinct advantages. 

Strormsword (Legacies)

Armed with a Hull-mounted Hellhammer Cannon and comes at a price tag of 650 points. While its borrowed Hellhammer cannon is undeniably formidable, firing Large Blast AP3 shells with Brutal (3), Rending (5+), and Sunder, the overall value it offers doesn’t quite justify its cost.

Firstly, the presence of the Armoured Tercio allows for the inclusion of numerous Demolisher Russes, offering a more cost-effective alternative. Secondly, when comparing it to the Shadowsword, which comes at the same price point, the Stormsword falls short in terms of damage output and range.

Stormblade (Legacies)

The Stormblade’s Plasma Blastgun is a formidable S9 7″ Blast AP3 Breaching (4+) Ordnance weapon, making it highly effective at clearing out large squads of MEQ and TEQ units. Priced at 650 points, it often outperforms an equivalent cost of Executioner Russes due to its ability to Instantly Destroy MEQs and its wider blast coverage.

In comparison to the Stormhammer, the Stormblade presents serious competition. While it features a similar primary weapon, the Stormblade’s Breaching (4+) capability provides significant anti-TEQ potential. Additionally, its sponson-mounted secondary weapons, fired to the front, enhance its versatility on the battlefield. All of this comes at a relatively modest cost increase of 150 points.

Given its capabilities and cost-effectiveness, the Stormblade is certainly worth considering as a valuable addition to your army roster.

Macharius Heavy Tank Squadron

It’s priced more reasonably at 300 points compared to the 650 points paid by Space Marines for similar tanks, it still falls short of being a worthwhile investment.

The options available to replace its Battlecannon are actually decent, but they face stiff competition from the highly cost-effective Strike Russ.

The Macharius Vanquisher boasts twin-linking, yet the Vanquisher Russ features a coaxial weapon, essentially rendering them similar. Similarly, the Rotary Bolt Cannon closely resembles an Autocannon Russ. Given that you can field twice the firepower by opting for Russes at half the price, the Macharius struggles to justify its cost.

Furthermore, being classified as a Lord of War puts the Macharius in direct competition with the Stormhammer, which is an exceptional choice as highlighted earlier. Opting for the Stormhammer and supplementing it with Russes provides a more efficient alternative to whatever role the Macharius was intended to fulfill.

Crassus Armoured Assault Transport (Legacies)

For 300 points, you acquire a super-heavy transport boasting armor values of 13/12/12, a speed of 10″, and 8 Hull Points, along with a transport capacity of 35. Equipped with four heavy bolters, which can be swapped for heavy flamers at no additional cost, or upgraded to Autocannons or Lascannons, this vehicle offers considerable firepower.

However, its sole access point at the rear limits its versatility to some extent. Despite its designation, it’s not actually an Assault Vehicle, and even if it were, disembarking units may find it challenging to charge immediately from the rear.

Essentially resembling a larger version of the Dracosan, this vehicle differs in that it occupies a Lord of War slot. It serves a niche role when you require a resilient transport for 10-man units, particularly in scenarios where equipping each squad with a Dracosan isn’t feasible (such as in a full Command Tercio). But you need to consider the disadvantages, the potential loss of many points of infantry to Catastrophic Damage should the Crassus be destroyed, and the limitation on taking a Lord of War with much better weaponry.

Praetor Armoured Assault Launcher (Legacies)

For the same cost as the Stormhammer, you acquire a super-heavy boasting impressive stats: Movement 10, Ballistic Skill 4, and armor values of 13/12/12 with 8 Hull Points. 

Armed with two heavy bolters and a Praetor Launcher, it unleashes a devastating 72″ Ordnance 1 weapon with Strength 7, AP 4, and a Massive Blast that inflicts Pinning and Rending on a roll of 6+.

However, this investment essentially consumes a Lord of War slot, duplicating what could be achieved more cost-effectively by opting for the cheaper (albeit still excessively priced) Armoured Battery, or the more reasonably priced Artillery Battery which is next.

Fortification

Artillery Battery (Legacies)

Five gunners equipped with the standard statline, except for a 3+ armor save, accompany an immobile Earthshaker or Medusa Mortar, starting at 120 points and increasing by 100 points for each additional platform and another five gunners and the squad benefits from ignoring Pinning as long as there are as many gunners as there are cannons, in addition to being Stubborn.

At nearly half the price of the Armoured Battery, the standard Earthshaker proves to be a cost-effective option for anti-vehicle roles, assuming your forces aren’t already heavily equipped with similar weaponry from other slots. Conversely, the Mewith the additional killing power not necessarily justifying the investment.dusa is a tougher sell due to its limited 36″ range on an immobile unit and its higher cost, 

The Earthshaker also serves adequately for Pinning, boasting enough range to cover a significant portion of the battlefield even when positioned at your own table edge. The lower Armor Penetration is less of a concern given its reliability to hit (BS4 5″ blast) and wound (S9), especially considering you only need one successful wound, unless targeting Heavy units.

Example Lists

This is the list that Michael is currently building

+ HQ: [445Pts] +

Armoured Fist - Leman Russ Command Tank [270Pts]. Leman Russ Command Tank [270Pts]: Cognis-Signum [20Pts], Dozer Blade [5Pts], Flare Shield [25Pts], Lascannon [10Pts], Multi-Laser [10Pts]
Tactical Command Tercio [175Pts]. Tactical Command Section [175Pts]: Augury Scanner [5Pts], Cohorts Vexilla [15Pts], Command Vox [10Pts]. . Aurox Transport [30Pts]. . Auxilia Captain [10Pts]: Auxilia Marshall [10Pts], Pistol and Combat weapon (Sub-menu), Void Armour
. . Auxilia Companion [12Pts]: Lasrifle
. . Auxilia Companion [12Pts]: Lasrifle
. . Auxilia Companion [12Pts]: Lasrifle
. . Auxilia Companion [12Pts]: Lasrifle

+ Elites: [45Pts] +

Medicae Section [45Pts]. Auxilia Medicae [15Pts]: Close Combat Weapon, Laspistol, Void Armour
. Auxilia Medicae [15Pts]: Close Combat Weapon, Laspistol, Void Armour
. Auxilia Medicae [15Pts]: Close Combat Weapon, Laspistol, Void Armour

+ Troops: [1,103Pts] +

Armoured Fist - Leman Russ Strike Squadron [155Pts]. Leman Russ Strike Squadron [155Pts]. . Leman Russ Battle Tank [135Pts]: Heavy Bolter
. . Turret Mounted Vanquisher Battle Cannon and Co-axial Mounted Autocannon [5Pts]
Armoured Fist - Leman Russ Strike Squadron [155Pts]. Leman Russ Strike Squadron [155Pts]. . Leman Russ Battle Tank [135Pts]: Heavy Bolter
. . Turret Mounted Vanquisher Battle Cannon and Co-axial Mounted Autocannon [5Pts]
Armoured Fist - Leman Russ Strike Squadron [155Pts]. Leman Russ Strike Squadron [155Pts]. . Leman Russ Battle Tank [135Pts]: Heavy Bolter
. . Turret Mounted Vanquisher Battle Cannon and Co-axial Mounted Autocannon [5Pts]
Infantry Tercio [319Pts]. Rifle Sections [319Pts]: Augury Scanner [5Pts], Auxilia Vexilla [5Pts], Vox Interlock [5Pts]. . Auxilia Sergeant: Lasrifle
. . 19x Auxilia w/ Lasrifle and Bayonet [114Pts]: 19x Bayonet, 19x Lasrifle
. . Dracosan Armoured Transport [175Pts]: Gravis Lascannon

Infantry Tercio [319Pts]. Rifle Sections [319Pts]: Augury Scanner [5Pts], Auxilia Vexilla [5Pts], Vox Interlock [5Pts]. . Auxilia Sergeant: Lasrifle
. . 19x Auxilia w/ Lasrifle and Bayonet [114Pts]: 19x Bayonet, 19x Lasrifle
. . Dracosan Armoured Transport [175Pts]: Gravis Lascannon

+ Fast Attack: [200Pts] +

Carnodon Strike Squadron [200Pts]: Solar Auxilia Carnodon [65Pts], Solar Auxilia Carnodon [65Pts], Solar Auxilia Carnodon [65Pts]. Turret Mounted Volkite Culverin
. Two Sponson Mounted Volkite Caliver

+ Heavy Support: [975Pts] +

Aethon Heavy Sentinel Squadron [275Pts]. Aethon Heavy Sentinel [90Pts]: Aethon Missile Battery, Melta lance [25Pts]. Aethon Heavy Sentinel [90Pts]: Aethon Missile Battery, Melta lance [25Pts]. Aethon Heavy Sentinel [90Pts]: Aethon Missile Battery, Melta lance [25Pts]
Malcador Heavy Tank Squadron [700Pts]. Malcador Heavy Tank [350Pts]: Demolisher Cannon [50Pts], Dozer Blade [5Pts], Flare Shield [25Pts], Hull (Left) & Hull (Right) Mounted Lascannon [25Pts], Pintle Mounted Multi-Laser [10Pts], Vanquisher Battle Cannon [10Pts]. Malcador Heavy Tank [350Pts]: Demolisher Cannon [50Pts], Dozer Blade [5Pts], Flare Shield [25Pts], Hull (Left) & Hull (Right) Mounted Lascannon [25Pts], Pintle Mounted Multi-Laser [10Pts], Vanquisher Battle Cannon [10Pts]
+ Fortification: [220Pts] +

Artillery Battery [220Pts]. Earthshaker Artillery Platforms [200Pts]. . 2x Earthshaker Artillery Platforms [200Pts]: 2x Earthshaker
. . . 10x Auxilia Gunners: 10x Laspistol, 10x Void Armour

A list from Graham

+ HQ: +


Legate Marshal [140Pts]
. Solar Auxilia Legate Marshal: Artificer Armour, Cyber-Familiar, Iron Halo, Laspistol, Reborn Cohorts, Stoic Defender, Warlord

. . Power Weapon: Power Sword

Tactical Command Tercio [479Pts]
. Companion Sections: Augury Scanner, Vox Interlock

. . Auxilia Companion: One Companion may upgrade to Adjutant

. . . Blast Pistol & Power Weapon (Sub-menu): Power Sword
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. Tactical Command Section: Augury Scanner, Cohorts Vexilla, Command Vox

. . Auxilia Captain: Auxilia Marshall, Void Armour

. . . Pistol and Combat weapon (Sub-menu): Close Combat Weapon, Laspistol
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Plasma Gun
. . Auxilia Companion: Meltagun
. . Auxilia Companion: Meltagun

+ Elites: +


Charonite Ogryn Section [120Pts]
. 3x Charonite Ogryn: 3x Charonite Claws, 3x Void Armour

Medicae Section [45Pts]
. Auxilia Medicae: Close Combat Weapon, Laspistol, Void Armour
. Auxilia Medicae: Close Combat Weapon, Laspistol, Void Armour
. Auxilia Medicae: Close Combat Weapon, Laspistol, Void Armour

Veletaris Tercio [405Pts]
. Veletaris Storm Section: Auxilia Vexilla, Vox Interlock

. . Dracosan Armoured Transport: Dozer Blade, Flare Shield, Gravis Lascannon, Pintle Mounted Multi-Laser
. . Veletarii Prime: Reinforced Void Armour

. . . Pistol and Combat weapon (Sub-menu): Power Fist
. . 19x Veletarii w/ Volkite Charger: 19x Reinforced Void Armour, 19x Volkite Charger

+ Troops: +


Infantry Tercio [234Pts]
. Rifle Sections: Augury Scanner, Vox Interlock

. . Auxilia Sergeant

. . . Pistol and Combat weapon (Sub-menu): Charnabal Sabre, Needle Pistol
. . 19x Auxilia w/ Lasrifle: 19x Lasrifle
. Rifle Sections: Augury Scanner, Vox Interlock

. . Auxilia Sergeant

. . . Pistol and Combat weapon (Sub-menu): Charnabal Sabre, Needle Pistol
. . 15x Auxilia w/ Lasrifle: 15x Lasrifle

Infantry Tercio [127Pts]
. Rifle Sections: Augury Scanner, Auxilia Vexilla, Vox Interlock

. . Auxilia Sergeant

. . . Pistol and Combat weapon (Sub-menu): Close Combat Weapon, Needle Pistol
. . 19x Auxilia w/ Lasrifle: 19x Lasrifle

+ Heavy Support: +


Armoured Tercio [725Pts]
. Armoured Command Section

. . Leman Russ Command Tank: Cognis-Signum, Dozer Blade, Flare Shield, Lascannon
. Leman Russ Strike Squadron

. . Leman Russ Battle Tank: Lascannon
. . Leman Russ Battle Tank: Lascannon
. . Leman Russ Battle Tank: Lascannon
. . Turret Mounted Vanquisher Battle Cannon and Co-axial Mounted Autocannon

Artillery Tercio [180Pts]
. Rapier Battery: Laser Destroyer

. . 3x Rapier Carrier

. . . 6x Auxilia Gunners: 6x Laspistol

+ Fortification: +


Defence Line [35Pts]: Defence Line

++ 2. Lord of War Detachment (LI - Solar Auxilia) [510Pts] ++

+ Lords of War: +


Stormhammer [510Pts]: 3x Hull (Left) and 3x Hull (Right) Mounted Heavy Flamers, Pintle Mounted Heavy Flamer, Searchlights

And another list from Michael

+ HQ: +

Legate Marshal
. Solar Auxilia Legate Marshal: Archaeotech Pistol, Heavy Artificer Armour, Iron Halo, Master-Crafted Thunder Hammer, Melee, Warlord

Tactical Command Tercio
. Tactical Command Section: Augury Scanner, Cohorts Vexilla, Command Vox
. . Auxilia Captain: Auxilia Captain, Void Armour
. . . Pistol and Combat weapon (Sub-menu): Needle Pistol, Power Fist
. . Auxilia Companion: Lasrifle
. . Auxilia Companion: Lasrifle
. . Auxilia Companion: Lasrifle
. . Auxilia Companion: Lasrifle
. . Auxilia Companion: Lasrifle
. . Auxilia Companion: Lasrifle
. . Auxilia Companion: Lasrifle
. . Auxilia Companion: Lasrifle
. . Auxilia Companion: Lasrifle

+ Elites: +

Veletaris Tercio
. Veletaris Storm Section
. . Veletarii Prime: Reinforced Void Armour, Volkite Charger
. . 9x Veletarii w/ Volkite Charger: 9x Reinforced Void Armour, 9x Volkite Charger
. Veletaris Storm Section
. . Veletarii Prime: Reinforced Void Armour, Volkite Charger
. . 9x Veletarii w/ Volkite Charger: 9x Reinforced Void Armour, 9x Volkite Charger

+ Troops: +

Infantry Tercio
. Line Command Section: Augury Scanner, Auxilia Vexilla, Command Vox
. . Auxilia Troop Master: Lasrifle
. . 4x Auxilia Veteran w/ Lasrifle and Bayonet: 4x Bayonet, 4x Lasrifle
. Rifle Sections: Augury Scanner, Auxilia Vexilla, Vox Interlock
. . Auxilia Sergeant: Lasrifle
. . 19x Auxilia w/ Lasrifle and Bayonet: 19x Bayonet, 19x Lasrifle
. Rifle Sections: Augury Scanner, Auxilia Vexilla, Vox Interlock
. . Auxilia Sergeant: Lasrifle
. . 19x Auxilia w/ Lasrifle and Bayonet: 19x Bayonet, 19x Lasrifle
. Rifle Sections: Augury Scanner, Auxilia Vexilla, Vox Interlock
. . Auxilia Sergeant: Lasrifle
. . 19x Auxilia w/ Lasrifle and Bayonet: 19x Bayonet, 19x Lasrifle

Infantry Tercio
. Line Command Section: Augury Scanner, Auxilia Vexilla, Command Vox
. . Auxilia Troop Master: Lasrifle
. . 4x Auxilia Veteran w/ Lasrifle and Bayonet: 4x Bayonet, 4x Lasrifle
. Rifle Sections: Augury Scanner, Auxilia Vexilla, Vox Interlock
. . Auxilia Sergeant: Lasrifle
. . 19x Auxilia w/ Lasrifle and Bayonet: 19x Bayonet, 19x Lasrifle
. Rifle Sections: Augury Scanner, Auxilia Vexilla, Vox Interlock
. . Auxilia Sergeant: Lasrifle
. . 19x Auxilia w/ Lasrifle and Bayonet: 19x Bayonet, 19x Lasrifle
. Rifle Sections: Augury Scanner, Auxilia Vexilla, Vox Interlock
. . Auxilia Sergeant: Lasrifle
. . 19x Auxilia w/ Lasrifle and Bayonet: 19x Bayonet, 19x Lasrifle

+ Heavy Support: +

Armoured Tercio
. Leman Russ Strike Squadron
. . Leman Russ Battle Tank: Heavy Bolter
. . Leman Russ Battle Tank: Heavy Bolter
. . Leman Russ Battle Tank: Heavy Bolter
. . Turret Mounted Vanquisher Battle Cannon and Co-axial Mounted Autocannon

+ Fortification: +

Artillery Battery
. Earthshaker Artillery Platforms
. . 3x Earthshaker Artillery Platforms: 3x Earthshaker
. . . 15x Auxilia Gunners: 15x Laspistol, 15x Void Armour

+ Lords of War: +

Shadowsword: 2x Sponson Mounted twin-linked Heavy Bolter

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