<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2001%3A8003%3A1C20%3A8C00%3A415E%3AFC20%3A8188%3A7392</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2001%3A8003%3A1C20%3A8C00%3A415E%3AFC20%3A8188%3A7392"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2001:8003:1C20:8C00:415E:FC20:8188:7392"/>
	<updated>2026-06-11T20:34:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18077</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18077"/>
		<updated>2023-01-13T12:11:13Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Heavy Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SA-recruitment-poster.jpg‎|400px|thumb|right|Enlist today!]]&lt;br /&gt;
&lt;br /&gt;
{{topquote|What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!|[[Lord Solar Macharius]] (his time was later, but the sentiment was true back during the 31st Millennium)}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|In war the greatest single deciding factor is will; without the will to do so, no sacrifice is made, no initiative seized, no objective taken and no enemy vanquished - all the guns in creation are useless without the will to pull the trigger.|[[Goge Vandire]], Sermons to the Frateris Templar, Vol XIII}}&lt;br /&gt;
&lt;br /&gt;
This is the current tactics page for the [[Solar Auxilia]] in HH 2.0. The 1.0 tactics can be found [[Warhammer 40,000/Tactics/Solar Auxilia (30k)|here]]&lt;br /&gt;
&lt;br /&gt;
For the generals on how to play the game and the basics on list building (as well as other tactica rules), you may want the General tactics page. You may also find the Horus Heresy general thread as &amp;quot;/HHG/&amp;quot; on [[/tg/]].&lt;br /&gt;
&lt;br /&gt;
==Why play the Solar Auxilia==&lt;br /&gt;
Because in a time of [[Space Marines|angels]] and [[Primarch|demigods]], it takes true grit to be a mere man and to stand among them, let alone fight them. Solar Auxilia are the elite humans of the [[Horus Heresy]], but that doesn&#039;t mean much when you&#039;re going up against genetically engineered post-humans wrapped in armour. They&#039;ll be relying on massed firepower, tanks and respectable 4+ armour saves to carry them to victory, while gritting their teeth and bearing the punishment that they can&#039;t brush off. It truly can be a hard time to be a mortal among demigods.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might&#039;ve seen their models and decided that a steampunk-fantasy 50&#039;s sci-fi cosmonaut aesthetic is your jam. And with the drip on those voidsmen, how could you not?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Amazing looking models&lt;br /&gt;
*Stormtrooper tier soldiers with Imperial guard numbers.&lt;br /&gt;
*A wholly original army just for 30k, making it pretty unique.&lt;br /&gt;
*Models with one of the coolest aesthetics GW/FW have ever produced.&lt;br /&gt;
*One of the best shooting armies in the game.&lt;br /&gt;
*The new Cohorts doctrines give Solar Auxilia some very nice diversification in their playstyles and army building.&lt;br /&gt;
*Did we mention the models?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Lost the hand holding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and blast weapons will evaporate units which each shot since they&#039;re all AP4 now. Thanks to &#039;&#039;Close-order&#039;&#039; subtype, you have a unit coherency of 1&amp;quot;, which means your dudes will die in droves the moment your enemy pulls out a pie plate. This won&#039;t be a problem for your Marine playing opponents and their 3+ armour saves.&lt;br /&gt;
*This is not the Tank edition and most of your armour is far more limited in their usefulness and which guns are effective.&lt;br /&gt;
*Most of your stuff is more expensive now compared to 1E, and that&#039;s on top of core game mechanics favouring Marines. Point-per-point, you will lose to Astartes.&lt;br /&gt;
*Dreadnoughts are one of the most effective things in this edition, and you have none. Your options of taking them out are also limited.&lt;br /&gt;
*This army is expensive to build. Forget selling your own organs, you&#039;ll have to build a drug empire and spend your nights hunting people and harvesting all of their organs. Their fluff of highly standardized equipment makes every alternative a bad proxy.&lt;br /&gt;
&lt;br /&gt;
==Core Warlord traits==&lt;br /&gt;
Solar Auxilia do not get unique warlord traits, so you better pick the generic one that grants you the extra reaction in the phase of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; +1 to combat resolution within 12&amp;quot;. Extra Assault Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; Grants &#039;&#039;pinning&#039;&#039; to the shooting attacks of his unit, provided they cause at least one unsaved wound. Extra Shooting Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Ever-vigilant:&#039;&#039;&#039; Warlord&#039;s unit uses his Initiative+1 instead of the lowest Initiative in the unit when running. Extra Movement Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Legate:&#039;&#039;&#039; Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS (taking it to 5).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close-Order Sub-Type:&#039;&#039;&#039; One of the key ways the army functions. The entire squad now has a unit coherency range of 1&amp;quot;, cannot run or sweep, but they can move up to half their movement speed and still be able to shoot any heavy weapons as if they stood still.&lt;br /&gt;
**It&#039;s most notably found on your Troop and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris so keep that in mind; they still can&#039;t Run because they&#039;re &#039;&#039;Heavy&#039;&#039;, but they can spread out to avoid Blasts/Templates and &#039;&#039;&#039;can&#039;&#039;&#039; Sweep after winning combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tercio &amp;amp; being in formation:&#039;&#039;&#039; &#039;&#039;Tercio&#039;&#039; is the other key way the army functions, basically allowing you to group multiple units in a single FOC slot. When units belonging to the same tercio/slot are within 3&amp;quot; of each other, they are considered &amp;quot;in formation&amp;quot;. Being in formation gives your troopers benefits such as being able to react in the same way during a reaction that requires shooting or movement, and other things depending on your Cohort Doctrine.&lt;br /&gt;
**The Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board), this gives you the WALL OF GUNS as an overwatch weapon.&lt;br /&gt;
&lt;br /&gt;
===Cohort Doctrines===&lt;br /&gt;
Honestly, the best bit of the older Militia rules applied to the Auxilia, to the point it deserves a section of its own. There are eight options to pick from, which are unlocked either by a model with the Combat Doctrines special rules, or a model without upgraded to have it via a specific Combat Doctrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The regiments that most resemble those of the early Great Crusade, such as the 1st to 10th &amp;quot;Saturnyne Rams&amp;quot;, and the cohorts based upon them. These favour an older, more elite style of warfare, [[Stormtrooper|very focused on aerial insertions and boarding actions]]. This is the elite option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Veletaris Tercios may be taken a Troop choices. The boys are fucking back!&lt;br /&gt;
**Due to the disappearance of the Flamer section from the Auxilia Infantry Tercio, using this Doctrine and taking Heavy Flamers on your Veletaris Vanguard is now the only way to get massed Flamers from Troops.&lt;br /&gt;
*All unit in a Veletaris Tercio can take Arvus Transports as dedicated transports.&lt;br /&gt;
**Provides an interesting alternate deployment method for your Veletaris; namely, Deep Striking in their flying transport. That said, it&#039;s extremely frail and will die to any sort of &#039;&#039;&#039;Interceptor&#039;&#039;&#039; fire, so think carefully.&lt;br /&gt;
*All Auxilia Veletaris Tercios taken as Troop choices gain &#039;&#039;Line&#039;&#039;, enabling you to skip Infantry Tercios altogether and build a crack close-quarters infantry core. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than one Armoured Tercio and only one Artillery Tercio.&lt;br /&gt;
**Neither of these stops you bringing some allies with tanks and artillery however, assuming the 9 tanks of the basic Tercio aren&#039;t enough. Likewise, the Artillery Tercio allows up to 9 Rapiers, so this should not be a problem. Moreover, you can always take non-Tercio units, as your Heavy Support slots aren&#039;t actually restricted. Wanted more Leman Russes? Here, take a squadron of Malcadors instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ultramar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
A new formation meant to tackle the evolution of battle in the late Crusade, pioneered by none of other than [[Roboute Guilliman]], proving himself [[spiritual liege|once again the master of all of the myriad disciplines of war]]. These are cohorts like the 255th Calth High Guard and the 204th Manachean cohort. The massed infantry option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Rifle Tercios can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; units]]. Considering you had 6 Troop slots, could take 3 units in each to begin with and had no special weapons units, this is not truly necessary.&lt;br /&gt;
*Lasrifle sections and Line Command sections gain +1 to hit while shooting when their bases are all in contact with each other.&lt;br /&gt;
**A mirror to the old Close Formation Fighting of 1.0, except holding hands buffs your shooting instead of your melee now. This can be difficult to use; it&#039;s kind of the whole point of taking the Doctrine, but using it is basically inviting your opponent to unload all of his blasts/templates on you. Since there&#039;s otherwise no FOC limitations, consider taking some Valdors to shut enemy artillery up with &#039;&#039;Shock Pulse&#039;&#039; so that your infantry can form up in peace. &lt;br /&gt;
**Alternatively, you&#039;re not required to [[Warhammer Fantasy|actually form up in a square]]; take a leaf from the Napoleonic British by forming thin lines so you can still be extremely annoying to hit with Blast/Template weapons, while most of the unit will probably still be in range because Lasrifles has 30&amp;quot; range in a game where everyone else&#039;s basic infantry has 24&amp;quot; or less. Be prepared to use Aurox-mounted Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Lasrifle sections and Line Command sections cannot take any dedicated transports. This can be problematic for the purposes of taking objectives, as &#039;&#039;Close-order&#039;&#039; prevents Running and you have reduced initiative for movement Reactions. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reborn Cohorts&amp;quot;&amp;gt; &lt;br /&gt;
Recently disbanded regiments whose veterans, upon hearing of the Heresy, decided to come out of retirement to kick some ass. While a bit more grizzled, those years have clearly taken their toll on the soldiers. The most famous example is Agathon&#039;s 1522nd cohort, better known as &amp;quot;The Lord Marshal&#039;s Own&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units in the detachment gain +1Ld and the &#039;&#039;Stubborn&#039;&#039; rule.&lt;br /&gt;
*If a unit has not moved, it may re-roll to-hit rolls of 1 when shooting.&lt;br /&gt;
**Rerolling 1s is not as good as +1 to hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The 10 Plasma/Melta weapons your HQ sections get? Reroll 1s. Gravis Lascannon Leman Russ? Reroll 1s. Valdor? Reroll 1s. Your Lasrifle sections and your Heavy Support choices all have good range, so standing still should not be a problem. You&#039;re also assumed as being stationary for the purposes of shooting during Reactions, so you get improved &#039;&#039;&#039;Return Fire&#039;&#039;&#039; and &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, which you&#039;re already very good at because your infantry come in Tercios. Rerolling 1s to-hit also makes &#039;&#039;Gets Hot!&#039;&#039; a very minute concern, so Plasma weapons/Valdors basically don&#039;t blow themselves up anymore. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than a single Armoured Tercio and only one Artillery Tercio. See the Solar Pattern tab for comments. &lt;br /&gt;
*Infantry units are considered to have Initiative 1 for the purposes of making reactions, running and sweeping advances. They also reduce their Initiative by 1 when determining the order of attack during the assault phase.&lt;br /&gt;
**Not as bad as it sounds, as -1I does absolutely nothing to hinder your shooting and shooting reactions, which is where you did your damage. Melee Veletaris units also had &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advance and movement reactions, while Lasrifle sections were I3 and hit after MEQs anyway. Will affect any melee Command Tercio sections you take, but why are you building them for melee when you can get rerolls on your ranged special weapons?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Regiments that recruit from savage worlds or barbaric cultures, resulting in fearsome but overly aggressive troopers akin to the 142th Cthonian Headhunters or 905th Ash Scorpions from [[Flame Falcons|Lethe]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Any unit made of purely infantry models may purchase &#039;&#039;Fear (1)&#039;&#039; for +25pts. This is regardless of size, so bulk up those squad size numbers.&lt;br /&gt;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being in formation. This encourages you to cram as many models a possible into each Tercio. Also mitigates the impact of being forced to charge; even if you fail and get charged instead, you still get your +1A. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You must charge as soon as you are given the chance. So much for the famed Saturnyne Ordos discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent charging. &#039;&#039;Close-order&#039;&#039; allows charging after firing Heavy/Rapid Fire weapons, so your infantry can effectively always charge and therefore must charge. Better get them melee weapon upgrades.&lt;br /&gt;
*Loyalist armies can&#039;t handle the tribal drip (read; skulls on ropes and tribal tattoos on the armour) and treat feral cohorts as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039; regardless of what the Allies Matrix says. No word on Custodes/Sisters of Silence, who as Agents of the Emperor are &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with all Loyalist armies and do not appear on the Matrix at all. Also this being Loyalist only makes [[Ultramarines|more]] [[Night Lords|sense]] for allies with some Legions than [[Space Wolves|some]] [[Emperor&#039;s Children|others]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoured Fist Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Achtung Panzer!&amp;quot; This cohort is built around tanks and multiple Solar Auxilia armies were fielded like this during the Heresy, as the tanks helped level the playing field when facing off against the Astartes Legions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios may be taken as non-compulsory troops, but each can only be made up of a single squadron of Leman Russ Strike tanks. &lt;br /&gt;
*A single Leman Russ Command tank must be selected as the Warlord (locking out any HQ choice that outranks him). The Command tank gains the Armoured Legate Warlord trait (+1 BS, 5++) and &#039;&#039;Cohort Doctrines&#039;&#039;, allowing you to skip taking a Legate Marshal.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units must begin the game embarked in transports or in Reserves. You need your Lasrifle sections to take objectives, but they&#039;re far too slow to reach objectives while footslogging in from Reserves and Dracosans are too expensive to give every squad, so expect to field squads with 10 guys in an Aurox. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Penal Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia was meant to be the elite of the [[Imperial Army]], but that didn&#039;t stop governors and Excertus officers from cutting corners in both budget and recruitment. This resulted in less cohesive cohorts, who nevertheless managed to give exemplary service on many occasions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Models in Rifle Sections gain &#039;&#039;Feel No Pain (6+)&#039;&#039; and they along with all models with Tercio gain &#039;&#039;Furious Charge (1)&#039;&#039;. Puts you up to Space Marine strength on the charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae on your grunts. However, you&#039;re still T3 and will suffer ID from everything from Power Maul onwards, so watch out. &lt;br /&gt;
*Any models can replace their lasrifles and volkite chargers with a variety of S3 AP- weapons for free: autorifle/lasgun (24&amp;quot; Rapid Fire), lascarbine (18&amp;quot; Assault 2 AP6), shotguns (12&amp;quot; Assault 2 &#039;&#039;Concussive (1)&#039;&#039;) or stubcarbines (12&amp;quot; Assault 3). In addition, one Auxilia in any lasrifle section may take instead a Heavy Stubber for plus 5 points per model. The stubcarbine actually does more damage when in range than the Lasrifle, the shotgun can level the playing field for Rifle sections against MEQs in melee, and there are reasons below as to why you&#039;d replace the Lasrifle with nominally inferior weapons in the lasgun/lascarbine. &lt;br /&gt;
**Dropping Volkites is almost always as stupid as it sounds, as a ranged weapon, the Charger outperforms everything on the list damage-wise by a country mile. The only case it may work is dropping them for a mix of Shotguns and Storm Axes to dump Concussive on an enemy unit before the charge. Think carefully about this, however, regular Rifle Sections can take Shotguns as well so it might be way smarter to have one of them support a pure Storm Axe section.&lt;br /&gt;
**Bayonets only come on Lasrifles, so you cannot combine your &#039;&#039;Furious Charge (1)&#039;&#039; with bayonets for S5 if you&#039;ve taken replacement weapons. It makes zero sense for autoguns/lasguns to not get them, but it is what it is. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All your units lose the &#039;&#039;Close-Order&#039;&#039; sub-type. Enjoy the extra coherency range and say goodbye to your heavy guns.&lt;br /&gt;
**Your infantry are basically back to being [[Imperial Guard]]. Losing &#039;&#039;Close-order&#039;&#039; means you cannot move and fire Heavy weapons (AKA Lasrifles), so get your mobility back by taking Rapid Fire/Assault weapons. However, if you&#039;ve taken a Heavy Stubber, you can&#039;t move and shoot anyway, so keep the Lasrifles in that case.&lt;br /&gt;
**Not actually a Con for your HQ Tercios, as they didn&#039;t use Heavy weapons anyway and don&#039;t want to charge. Regaining the ability to Run can actually be very helpful for full squads of Plasma/Melta that need to get into range.&lt;br /&gt;
*You can only take one Auxilia Veletaris Tercio. Not much of a drawback, as one Tercio is 3 units. If you still don&#039;t have enough short ranged firepower/melee, take Tactical Command Tercios.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Siege Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia that clearly spent too much time around the [[Iron Warriors]], and gained an affinity for siegecraft and being a bucket load of heavy artillery to rain hell upon their opponent. After all, &amp;quot;A battery of field artillery is worth a thousand Lasrifles.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Armoured Tercios and Artillery Tercios can be taken as both Heavy Support and Elite choices. Can actually be useful, as the Solar Auxilia Elites section isn&#039;t very good barring Veletaris (which come in Tercios anyway), while allowing you to spam the big guns you need to take out Dreadnoughts and the like.&lt;br /&gt;
*You can re-roll the scatter direction die when firing Blast and Barrage weapons.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You MUST purchase dedicated transports for every unit. You don&#039;t need to start the game in said transports, but that sorta defeats the purpose of having to pay for them. You want to rain hell as you advance? Mechanize. Like Armoured Fist, this means taking small infantry units or taking Dracosans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Because Forge World loves to cram battle-automata wherever they can, and we&#039;re not here to complain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Castellax and Thallax Maniples can be taken as Elites.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you keep the bots under control. Additionally, the Legate Marshal gains &#039;&#039;Master of Automata&#039;&#039; to keep with the bots.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You can only take one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. Not a big downside considering how much you can cram into a single Tercio of any type.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear of the Solar Auxilia==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The standard close combat weapons of the &amp;lt;s&amp;gt;41st&amp;lt;/s&amp;gt; 31st millennium and a little bit different from how you remember them. Most Chain Weapons still lack any decent AP, but they now have &#039;&#039;Shred&#039;&#039;, meaning anyone equipped with these get to re-roll their wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The standard S-User, AP- chain weapon, but now it has &#039;&#039;Shred&#039;&#039;. Only available to Companions in the Command Tercio, and at [[wat|5 points each]] they&#039;re absolutely not worth it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charnabal Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Duelling weapons that rely on speed and precision over brute strength. A few more of these have been added in 2.0, but they all follow the same general theme of relying on &#039;&#039;Breaching&#039;&#039; instead of normal AP, but gaining initiative in challenges. A surprising number of Solar Auxilia units can take these weapons, with varying degrees of usefulness.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Sabre:&#039;&#039;&#039; The standard Charnabal weapon, with S-User, &#039;&#039;Breaching (5+)&#039;&#039; and &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;. The option that will inflict the least wounds due to having no strength bonus, but strangely the one that will inflict the most AP2 wounds due to having a better version of &#039;&#039;Breaching&#039;&#039; than the Tabar and having more attacks than the Glaive. Because your men are Strength 3, you will only wound MEQs on a 5+ anyway, making it practically an AP2 weapon at base. However, this also means it scales terribly with bonus strength (Biomancy, &#039;&#039;Furious Charge&#039;&#039;) and cannot threaten &amp;gt;T5 targets. For Dreadnought/Automata combat, look at the Power Weapons list.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Tabar:&#039;&#039;&#039; Yeah, I didn&#039;t know what a Tabar is either (it&#039;s a Persian battle axe of yore), and the Charnabal version isn&#039;t too much to write home about. It is a little bit worse than the Sabre as it has the same &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;, and only has &#039;&#039;Breaching (6+)&#039;&#039; in exchange for S+2, which is kind of meh when compared to some Power Weapons. Going up o Strength 5 could help you wound tougher enemies, but those wounds will most likely just bounce off their armour due to the inferior &#039;&#039;Breaching&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Glaive:&#039;&#039;&#039; &#039;&#039;Duellist&#039;s Edge (2)&#039;&#039;, &#039;&#039;Breaching (5+)&#039;&#039;, S+1, &#039;&#039;Two-handed&#039;&#039;. Hitting before most MEQs is nice, but is it worth giving up chances to trigger &#039;&#039;Breaching&#039;&#039; by losing your +1 attack from having 2 weapons?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The high AP combat weapons that are slower than Charnabal Weapons, but offer more killing power.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; The standard AP3 power weapon, but now it comes with &#039;&#039;Rending (6+)&#039;&#039; so you can actually cut through Artificer armour. It&#039;s not reliable, but a buff is a buff. Generally not worth it for the Solar Auxilia, as the Charnabal Sabre outperforms it against most MEQs and TEQs. It is better against Dreadnoughts and Automata, but why would you ever try to fight those in melee?&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; The same old S+1 AP2 &#039;&#039;Unwieldy&#039;&#039; weapon. Your strength 3 wasn&#039;t going to ID any MEQs anyway, so this could be a budget alternative to the Power Fist. Your low strength also makes the Axe inferior to the Sword when fighting everything above T4 (same wounding and AP, but Sword is not &#039;&#039;Unwieldy&#039;&#039;), so take the Sword if you expect to fight Dreadnoughts and the like. That said, it is worth considering if you have strength buffs from allied Biomancy Psykers and/or &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine, meaning you can for once wound more than Charnabal Sabre/Power Sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; Got a very nice buff as it is still S+2, but now it is also AP3 so it can actually kill marines rather than bouncing off their armour. Also decent against Automata, as you wound them reliably. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Also received a very helpful buff in the new edition. They are now S+1, AP3 standard and include the &#039;&#039;Reach (1)&#039;&#039; special rule, making it more consistent and actually useful after a charge. This allows your HQ sections to a. get to S4 and wound MEQs on a 4+ and b. hit before MEQs, which is very nice indeed.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2, AP2 and &#039;&#039;Unwieldy&#039;&#039;, the Power Fist is unable to ID MEQs due to your reduced strength, but it does allow your men to wound MEQs on a 2+ and gives you a better chance against Dreadnoughts and Automata. Has &#039;&#039;Specialist Weapon&#039;&#039; unlike everything else on the list; as none of your models can take 2 &#039;&#039;Specialist Weapons&#039;&#039;, this means you cannot get extra attacks. &lt;br /&gt;
**You can get back to S8 and ID MEQs by adding Biomancy (read: allied Librarian) and &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine to your original S6 attack. The HQ officers who can take this are all at least A3 and can go to WS5, so they&#039;re actually able to make good use of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Melee Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The weapons that don&#039;t fit into the other categories.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; A 1 point upgrade to give your men +1S to all melee attacks, but it has &#039;&#039;Two-handed&#039;&#039;, meaning you don&#039;t get extra attacks for having a second close combat weapon/pistol. You don&#039;t care about that because literally every model in the list that can get CCW/pistol is required to give up their Lasrifle for it, meaning everyone that could get bayonets will not have 2 melee weapons anyway. Gives your rifle sections the ability to wound marines on a 4+ or better if you take the right Combat Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Charonite Claws:&#039;&#039;&#039; The weapon of choice for your Ogryns. S7 AP3 &#039;&#039;Two-Handed&#039;&#039; and [[fail|Rending (6+)]]. A step down from the old rules, but still your best bet for fighting Automata in melee. Unfortunately, &#039;&#039;Furious Charge&#039;&#039; doesn&#039;t work on it as a fixed strength weapon.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; A completely different weapon from 1.0. Instead of being a 5&amp;quot; S10 AP2 pie plate of doom capable of destroying everything under it, it&#039;s now S12 AP3 3&amp;quot; &#039;&#039;Sunder Brutal (3) Rending (6+)&#039;&#039;. It won&#039;t do anything against Dreadnoughts due to being AP3, but it&#039;s an excellent anti-Automata weapon, as it wounds easily, causes lots of wounds and ignores armour. Also useful in a pinch as anti-vehicle, as S12 &#039;&#039;Sunder&#039;&#039; will more or less guarantee penetration.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Cannon:&#039;&#039;&#039; 240&amp;quot; S9 Ordnance 1 is decent enough against vehicles, but being AP4 instead of AP3 makes it basically worthless against MEQs and &#039;&#039;Shred/Pinning&#039;&#039; simply doesn&#039;t do enough to compensate for it regardless of 5&amp;quot; blast. Can be useful against non-Space Marine armies, but is that really a selling point in the Space Marine civil war game?&lt;br /&gt;
*&#039;&#039;&#039;Medusa Mortar:&#039;&#039;&#039; The old TEQ killing king has seen a very unfortunate nerf. It&#039;s the same as above, except with 36&amp;quot; and &#039;&#039;Rending (6+)&#039;&#039; instead of &#039;&#039;Shred&#039;&#039;. Much too expensive as self-propelled artillery in Heavy Support, while too short-ranged to be stationary artillery in Fortifications. Pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; Widely available as sponson/hull mounts on tanks. Has gained &#039;&#039;Rending (6+)&#039;&#039; for improved performance in general, but remember that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; a Defensive Weapon because it&#039;s S7, so it must fire on whatever the main cannon is shooting unless you have other special rules. This generally isn&#039;t a problem because the autocannon can do literally anything serviceably, but you can get actual Defensive weapons if you want emergency anti-infantry, while you should have taken a Lascannon if you wanted heavy duty anti-vehicle. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A literal modern day HMG. Widely available as a pintle mount on all of your vehicles, as you don&#039;t get combi-bolters. 3 shots of S4 AP6 really isn&#039;t much, but it&#039;s only 5 points so you&#039;ll make your points back if you kill just 1 guy. Also a Defensive weapon due to being &amp;lt;S7, so it can act as point defence and fire independently of your main guns. Not bad to be honest.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Nerfed into the ground because people were complaining about low AP pie plates making massed infantry unplayable. Instead of the previous MEQ-murdering S8 AP3 5&amp;quot; blast, now a S8 AP4 3&amp;quot; blast. The blast is too small to be useful against infantry, while against everything else it is far outperformed by its brother...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon:&#039;&#039;&#039; Lost &#039;&#039;Armourbane&#039;&#039;, but is now 2-shot and has &#039;&#039;Brutal (2)&#039;&#039;. An excellent anti-Dreadnought weapon, as you can wound reliably, cause multiple hits and then cause multiple wounds. Also gained &#039;&#039;Sunder&#039;&#039;, so still very good against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter&#039;&#039;&#039;: The Space Marine standard 24&amp;quot; S4 AP5 Rapid Fire weapon. Everyone who can take one can also take a Minor combi-weapon, which is objectively superior. Take those instead.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Usually available as hull mounts on tanks. As far as a stock weapon goes, 36&amp;quot; Heavy 4 S5 AP4 really isn&#039;t bad, and is arguably better than the Multi-laser you usually get instead in this army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combi-Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Half a Bolter, half another gun. There are two categories of Combi-Weapons, with Magna only getting one shot with their alternate gun, and Minor getting to fire multiple times. It&#039;s definitely worth mentioning that Combi-Weapons can fire BOTH primary and secondary weapons without requiring the &#039;&#039;Firing Protocols (X)&#039;&#039; rule. Squads armed with them are able to throw out a surprising volume of firepower. All of the models that can take this are BS4, so you&#039;re as likely to get what you paid for as you would on Space Marines. &lt;br /&gt;
*&#039;&#039;&#039;Minor Combi-Weapons:&#039;&#039;&#039;: Flamers, Volkite Chargers, and Grenade Launchers. Grenade Launchers seem to be the standout pick, but the Strength of these weapons has dropped to 5 on the Krak profile, and resolving lots of weak Blast (3&amp;quot;) shots in a turn with the Frag profile means they&#039;re a pain to play. Of course, the combi-Flamer reigns supreme against hordes. &lt;br /&gt;
**The Grenade Launcher is always inferior to the Volkite Charger in terms of damage. 1 shot at S5 AP4 is worse than 2 shots of S5 AP5 &#039;&#039;Deflagrate&#039;&#039; against any opponent, while the potential to make lots of hits using the frag grenade is also the same anti-light infantry specialisation as the Volkite Charger. The Frag&#039;s &#039;&#039;Pinning&#039;&#039; and either option&#039;s 24&amp;quot; can be useful, but taking the combi-Volkite is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Magna Combi-Weapons:&#039;&#039;&#039;: Meltaguns and Plasma Guns. Not generally a good idea, as everyone who can take these can also take the full version of the secondary weapon at the same/slightly higher price. If you want special weapons, take the actual special weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Template weapons, meaning they don&#039;t test on BS and instead auto-hit everyone under the teardrop. &lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Very nice at 2 points for the same S3 as the Laspistol, except with a lot more hits. However, has the same problem as all of the pistol upgrades in that it replaces the stock longarm the unit gets. &lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; A moment of respect for the vanished Flamer Section here. Instead, Flamers are now only available to HQ Tercio Sections. Do not take them as standalone weapons under any circumstance, as a combi-version is available at the same price. Otherwise a decent weapon, as S4 AP5 template can cause a lot of wounds and force failed saves.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; S5 AP4, and is therefore extremely deadly against anything weaker than an MEQ and can cause enough hits to force failed saves even against them. That said, it&#039;s mostly available as a sponson/pintle mount on your vehicles, most of which do not want to be in flamer range to begin with. Also an alternate choice for Veletaris Vanguard Sections instead of their Rotor Cannons, in case you prefer actually killing people instead of Pinning them. Is a Defensive weapon on vehicles due to being &amp;lt;S7, so it can torch nearby infantry while the main gun shoots something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Same old S3 AP- Pistol. Don&#039;t expect to see this a lot, as only your sergeants get it and they will almost always get to choose their unit&#039;s normal gun instead, or can take better pistols like...&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; The Hellpistols of the 31st Millennium. Actually very powerful weapons at S6 AP4 Pistol 2 (stronger than a Volkite Charger!), but only available to HQ sections (where it competes directly with special weapons) and unit sergeants, where its 9&amp;quot; range can be troublesome when the rest of the squad has 15&amp;quot; or 30&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lasrifle:&#039;&#039;&#039; The mainstays of the Solar Auxilia. Unlike last edition, these have all the attachments stock and thus have two different settings to use. Volley is your classic lasgun-like with 30&amp;quot; Heavy 2 S3 AP6. Blast Charger gives you the high-power punch with 18&amp;quot; Heavy 1 S6 AP4.&lt;br /&gt;
**The Blast Charger should be used at every opportunity. It inflicts ID on T3 models (denying &#039;&#039;Feel No Pain&#039;&#039;), offsets being 1-shot by having more than twice the probability to wound T4/5 targets compared to the standard shot, and can actually wound T6 and above. There are very few circumstances where Volley Fire will do more damage.&lt;br /&gt;
**That range will be a necessity, as the &#039;&#039;Close-Order&#039;&#039; sub-type severely hampers the mobility of the men carrying them. That said, &#039;&#039;Close-order&#039;&#039; also lets you at least move somewhat while firing the Lasrifle.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; &amp;quot;What if I tied 3 Blast Charger rifles together?&amp;quot; You get this. 3 shots of S6 AP6, available by the bucketload on your vehicles. You don&#039;t get Heavy Bolters anymore, so it will have to be this for anti-light infantry. Is a Defensive Weapon on vehicles due to being &amp;lt;S7, so don&#039;t be too worried if the main gun is an anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; &amp;quot;What if my Multi-laser fired one big shot instead?&amp;quot; Good old 48&amp;quot; S9 AP2, except it has gained &#039;&#039;Sunder&#039;&#039; for improved penetration rolls. Also an instrument for killing the much-improved Terminators and Dreadnoughts in this edition, as you need the S9 to ID 2W TEQs now and Dreadnoughts are now pseudo-Monstrous Creatures with 2+/5++.&lt;br /&gt;
*&#039;&#039;&#039;Gravis lascannon:&#039;&#039;&#039; 2 of the above, so you get 2 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Your only source of Melta weapons in the list except for the Legate Marshal, available to your HQ Tercio Sections. The customary Assault 1 S8 AP1 &#039;&#039;Armourbane (Melta)&#039;&#039; weapon capable of melting TEQ and vehicle alike, but its 12&amp;quot; range can be very limiting. The squads which have this all have &#039;&#039;Close-order&#039;&#039;, preventing you from running into range, while it being an Assault weapon receives no benefit from the unit subtype. If you&#039;re taking a full squad of these, get a transport. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Needle Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; Yet another pistol upgrade for your characters, with all of the problems it implies by dint of not being a standard ranged weapon. It&#039;s a different flavour to the Blast Pistol in that they&#039;re both 2-shot weapons that wound easily, but this one uses &#039;&#039;Poison&#039;&#039; instead of high strength. You&#039;re not likely to get &#039;&#039;Pinning&#039;&#039; either; you&#039;ll likely cause a wound, but you don&#039;t get any leadership debuffs to the test. However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics, as you can cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, potentially cancelling a charge and leaving the enemy Pinned in the middle of your gunline. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Generally weapons with S7 AP4 &#039;&#039;Breaching (4+) Gets Hot!&#039;&#039;. Your models generally have 4+ saves, which means they do NOT get their armour save against &#039;&#039;Gets Hot!&#039;&#039; this edition. However, all infantry models who can get one of these (except for Lasrifle Section sergeants and Medicae) have an Invulnerable save, can upgrade their armour, or both, so it&#039;s not that bad. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Actually reasonably priced at 5 points, but it has the same problem as the Blast Pistol; if you have one in the first place, you&#039;ve given up your rifle, which is just a bad idea in principle. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire available to your HQ Tercio Sections and is a decent choice for killing MEQs. However, TEQs having 2W now means you&#039;ll need a lot more shots to take them out. Faces stiff competition from the Meltagun, which while being 1-shot can ID TEQs and ignore their armour. That said, neither weapon can  ID Custodes/Dreadnoughts/Automata anyway, while the Plasma Gun could already ID T3 models, so the Plasma Gun&#039;s 12&amp;quot; extra range and extra shot within 12&amp;quot; can give it the advantage against non-Marine opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volkite Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
*&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; The weapon that makes your Veletaris Tercios so fearsome at short range. Assault 2 S5 AP5 &#039;&#039;Deflagrate&#039;&#039; is already nice, but it becomes absolutely disgusting when it comes in squads of 20 and squads come in Tercios of 3. Space Marine Legions wish they could take so much firepower in one slot. Also available on your HQ Tercio Sections, but they have even better choices, so look elsewhere. 15&amp;quot; can be limiting when everyone who can take them is &#039;&#039;Heavy&#039;&#039; or &#039;&#039;Close-order&#039;&#039;, and thus cannot Run into range; your units are cheap and large enough to make a few casualties acceptable, but think about transports, Deep Striking and the like.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Comes with Krak (S5 AP4) and Frag (S3 AP6 &#039;&#039;Pinning&#039;&#039;) munitions and only available on your HQ Tercio Sections. Never take this as a standalone weapon, as the said Sections can take a combi-version of it at the same price and they have better options in any case.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Space Carapace armour that gives a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Void Armour:&#039;&#039;&#039; Void armour that also has the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Void Armour:&#039;&#039;&#039; Power armour, as it gives the wearer as 3+ save and the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Vexilla:&#039;&#039;&#039; The basic one. +1 to combat resolution and stop your voidsmen from running off the table.&lt;br /&gt;
*&#039;&#039;&#039;Command Vox:&#039;&#039;&#039; The master vox. Any unit with one can share their Leadership with any other unit that has a Vox Interlock or another one of these, allowing them to use the officer&#039;s decent leadership. Works from Reserve, so feel free to hide your Legate Marshal in a Line Command Section in Reserve to broadcast his Ld10 to your entire army.&lt;br /&gt;
**&#039;&#039;&#039;Vox Interlock:&#039;&#039;&#039; 1-way radio, allowing units to use the Leadership of anyone with a Command Vox. Useless without a Command Vox, so don&#039;t take 9 of these without actually having a squad with a Command Vox.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Legate Marshal:&#039;&#039;&#039; 85 points, 0-1 restriction, Infantry (Heavy, Character) - the old &amp;lt;s&amp;gt;Lord Marshal&amp;lt;/s&amp;gt; LORD MARSHAL upgrade gets their own entry. Comes with Laspistol, Close combat weapon, Heavy Void Armour (for a 3+ save), Refractor Field, and frag and krak grenades. Can upgrade their pistol to a Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol or Archaeotech Pistol. They may also upgrade their CCW to a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist or Paragon Blade. Any one weapon may be made master-crafted for 10 points. They may swap their armour with Artificer (you may remove the Heavy Sub-Type if you do), they may take an Iron Halo, as well as a Cyber-Familiar and Melta Bombs (those are &#039;&#039;&#039;20&#039;&#039;&#039; points. 20!). So you can give them a 2+ save and 3++ invuln, and with the way snipers work now you absolutely should. &#039;&#039;Battle-hardened (1)&#039;&#039; 2+/3++ 4W makes him basically impossible to kill without S8 AP2, but WS5 S3 means he won&#039;t be killing Praetors anytime soon. Also has &#039;&#039;Stubborn&#039;&#039; and COMBAT DOCTRINES.&lt;br /&gt;
**COMBAT DOCTRINES unlock special bonuses for your army - these are your Rites of War, but are much more characterful, telling us the origins of your Auxilia army - so you will be seeing a Legate Marshal in nearly every list. &lt;br /&gt;
**Always put this guy in a unit with a Command Vox. This lets everyone in the army with a Vox Interlock use his Ld10 for Morale checks and Pinning, which you&#039;ll need because your basic Auxilia trooper is Ld6 and their sergeants are Ld7-8.&lt;br /&gt;
**The Thunder Hammer is strangely costed at the same as the Power Fist for him, and thus only 5 points more than a regular Power Weapon. For that price, you&#039;re a legitimate threat to Legion Centurions and the like despite your inability to ID, as you still wound on 2+ and you can force failed Invulnerable saves with &#039;&#039;Brutal (2)&#039;&#039;. As he&#039;s literally the only model in the list that doesn&#039;t go splat to a Marine Power Maul, your opponent might just leave the S8 AP2 weapons at home, leaving you at an advantage. Moreover, you can conceivably stack strength buffs on him to get back to S8, which considering his insane saves makes him basically a Space Marine Praetor in close combat. The Paragon Blade is more iffy; as discussed on the Legion Tactica, Terminators being 2W makes the Paragon Blade a lot harder to justify against them and 1W 2+ save models are rare nowadays.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Tactical Command Tercio:&#039;&#039;&#039; The most elite Tercio in the list, composed of 1-3 units, one of which &#039;&#039;must&#039;&#039; be the Tactical Command section. This is for your fancy custom elites and where you get your special weapons (Plasma, Melta, combi-weapons, etc.) as Veletaris and Lasrifle Sections have little to no choice in weapon upgrades. You can also take Power/Charnabal weapons, but this is not recommended as you could have taken Storm Axe Veletaris for that instead, whereas as aforementioned this is your only source of special weapons. Unlike Veletaris/Rifle Sections, your sections come 5-10 here. [[Awesome|The whole Tercio gets Refractor Fields for 5++]] and has 2W on everyone except for the officers, who are somehow even tougher. &lt;br /&gt;
**The officers strangely cannot wield Power/Charnabal weapons with upgraded pistols, as the option for upgraded pistols only appears after you replace his Lasrifle with Laspistol/CCW, which is mutually exclusive with the option to swap Lasrifle with Blast Pistol and Power/Charnabal weapons. If you want a pistol stronger than a Blast Pistol, the only melee weapon upgrade that can be paired with it is the Power Fist.&lt;br /&gt;
**&#039;&#039;&#039;1 Solar Auxilia Tactical Command Section:&#039;&#039;&#039; The big banner squad, and while said banner is by no means mandatory, refusing to take it should be paramount to admitting defeat. The squad consists of a Solar Auxilia Captain with 3A 3W [[What|(yes, he has more wounds than a Space Marine Centurion)]] and his four friends who have &#039;&#039;Stubborn&#039;&#039;. They all come with Refractor Fields, Void armour, Melta Bombs and Lasrifles, but they can be upgraded to take a series of much better weapons like Volkite Chargers, Power Weapons paired with Blast Pistols, Combi-weapons and a couple of special weapons. The Captain can take Heavy Void armour, and be further upgraded to a Marshal (same thing except WS5 A4). The four companions can take between them a Command Vox, a Augury Scanner and an Auxilia or Cohorts Vexilla (the only unit in the army), and the squad can add five more companions more for a squad of ten and some ablative wounds. In particular, the Cohorts Vexilla confers &#039;&#039;Line&#039;&#039; on the unit and lets everyone in 6&amp;quot; of the Vexilla have Ld9 for Morale/Pinning checks. That last part won&#039;t come up often due to Command Vox/Vox Interlock, but &#039;&#039;Line&#039;&#039; is always nice.&lt;br /&gt;
**&#039;&#039;&#039;0-2 Solar Auxilia Companion Section:&#039;&#039;&#039; A squad of five Companions from the Command section, but as their own squad and a WS5 Ld8 3A sergeant. They can be upped to a squad of 10 and they&#039;re pretty good since they are essentially Veletaris+. Have the same weapon options as the Command Section, so equip them accordingly. Strangely has a blanket option for combi-weapons at 5pts as opposed to different pricing for Magna and Minor combi-weapons, so you can RAW take Magna combi-weapons for that price. That said, it&#039;s still a bad option compared to taking an actual special weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davinite Lodge Priest&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; What a surprise, an actually new unit to just lump into Legacies! A Traitor-exclusive &#039;&#039;Support Squad&#039;&#039; HQ from the place where Horus nearly died and got corrupted, they cannot become the Warlord and their combat power is lacking, but they can be useful as a support psyker. Their single power allows them to restore a wound on a model, though it&#039;s useless for resurrecting dead troopers. This does, however, make them decent for supporting Ogryns and allied Veterans and Terminators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expeditionary Navigator&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A second &#039;&#039;Support Squad&#039;&#039; HQ that&#039;s a Psyker, with their power being the Lidless Stare - an S2 template with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Force&#039;&#039; so you have a chance to actually harm guardsmen and MEQ. This is their only combat value, as they&#039;re unarmed in melee aside from their meager laspistol.&lt;br /&gt;
**Their more valuable use is the 12&amp;quot; bubble they project, forcing the enemy to roll 3d6 for scattering. While it won&#039;t actually stop them from arriving, it can help throw them further off the board and maybe even kill some if they scatter into terrain.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Veletaris Tercio:&#039;&#039;&#039; The elite stormtrooper analogues, all given BS/WS4 and reinforced void armour, including the &#039;&#039;Heavy&#039;&#039; sub-type to help resist templates and blasts. Section sergeants can all take heavy void armor, giving them a 3+ save. The entire Tercio besides the Vanguard Section gets Volkite Chargers as part of their standard loadout, which gives them a good means on handling MEQs. They also lack the &#039;&#039;Close-Order&#039;&#039; sub-type, making them less of a juicy target to burn alive with templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Command Section:&#039;&#039;&#039; Your classic command squad can replace all their guns for power weapons, but anyone with half a brain can recognize that this would be an extremely stupid idea as it gives up one of your greatest advantages in being a Tercio unless you brought that Vanguard Section to pin them down or you&#039;re building a melee Tercio. Veletaris have marine-tier WS4 I4, but 1A and no pistol, so think carefully about equipping this unit for melee. For ranged damage output, just take another Storm Section, who at the same price get 5 more dudes and can go up to 20.&lt;br /&gt;
**&#039;&#039;&#039;0-3 Solar Auxilia Veletaris Storm Section:&#039;&#039;&#039; The volkite gunlines, and you get quite a few of them at 8 points per model. You can replace their guns with Storm Axes so you aren&#039;t stuck with mere CCWs. Storm Axes are +2S AP2 &#039;&#039;Unwieldy&#039;&#039; [[Awesome|(so you&#039;re at WS4 S5 AP2 like Power Axe MEQs)]]; they&#039;re &#039;&#039;Two-handed&#039;&#039;, but you have no pistol/CCW so you don&#039;t care. Each Veletarii only has one attack, but they compensate with [[wat|Murderous Strike (6+)]], giving them a fighting chance against 2-wound TEQs and most characters. The main problem, of course, is whether it&#039;s bright to build a melee squad in this list to begin with, which depends on the Cohort Doctrine you have.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Vanguard Section:&#039;&#039;&#039; Rather than Volkite, these guys get to carry Rotor Cannons to pin anything you want your other forces to mow down. Of course, if you&#039;re dealing with hordes such as the Imperial Army or daemons, then you&#039;d be better suited by grabbing Heavy Flamers for an entire block of templates. Mixing and matching is a decent idea; &#039;&#039;Pinning&#039;&#039; tests on the same leadership as long as you cause at least 1 wound and you&#039;re therefore not incentivized to max out on Rotor Cannons, while the prohibition on friendly fire can make using 20 Heavy Flamers difficult. If you&#039;re spamming Rotor Cannons purely for firepower, just take a few Lasrifle Sections.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Medicae Section:&#039;&#039;&#039; Cheap as chips at 15 point a pop, but only &#039;&#039;Feel No Pain (6+)&#039;&#039;, because whoever wrote the rules hates you. But hey, you can take pistols (at reasonable prices for once) and actual close combat weapons like Charnabal/Power and Power Fists now! If you&#039;re taking any, be sure to give these to your Command Tercio squads; everyone who knows about Solar Auxilia will try to snipe the Command Vox operators, and you want additional protection for him. Having another layer of protection against &#039;&#039;Gets Hot!&#039;&#039; on any plasma weapons is just the cherry on the cake.&lt;br /&gt;
**Barring the Power Fist, the melee weapons are arguably worth it considering you can pair it with the pistol for a total of 3 attacks base. Yes, taking a melee upgrade and a pistol upgrade doubles the cost of the model, but double of basically nothing is still basically nothing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Surgeon-Primus Aevos Jovan:&#039;&#039;&#039; Has &#039;&#039;Bitter Duty&#039;&#039; which means that he doesn&#039;t get to join anyone anymore, which is perhaps for the best as he&#039;s &#039;&#039;Bulky(5)&#039;&#039; thanks to his auto-gurney. How does he stay protected then? He has a low-priority-target aura that prevents him from being targeted from further than 12&amp;quot; away, unless he shoots first. Within 12&amp;quot;, he gives -1Ld to everyone (friend or foe) because he&#039;s Victor Frankenstein in the 31st Millennium. &lt;br /&gt;
**Instead of conferring &#039;&#039;Feel No Pain&#039;&#039;, he now straight up makes your guys come back to life. Once a turn, you can roll a D6 for any friendly Infantry model that dies within 12&amp;quot; of him in Movement/Shooting Phases. On a 1 it comes back with 1 wound and dies at the end of your next turn while having +1S/T until then. On 2-5, it just comes back with 1 wound. On a 6 however, it comes back with [[Awesome|ALL WOUNDS]]. Legate Marshal got blasted by a Volcano Cannon? Just respawn him, no biggie. You can also take up to 3 Orderlies, which you can [[Grimdark|sacrifice to the Auto-Gurney]] to increase or decrease your roll by 1, in case you want to make sure your Legate Marshal/Ogryn/(insert important model) comes back. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charonite Ogryn Section:&#039;&#039;&#039; They cost 40 pts per Ogryn, have S/T5, &#039;&#039;Rage (2), Hammer of Wrath (2), Feel No Pain (5+)&#039;&#039; and 4 attacks at S7 AP3 weapon with Rending (6+), what&#039;s not to like? Well, a lot, actually. First of all, at WS4 they aren&#039;t effective against dedicated Marine melee squads. Second, thanks to &#039;&#039;Bitter Duty&#039;&#039; your characters won&#039;t be joining them. Third, while they have a safety net of &#039;&#039;Death Frenzy&#039;&#039; (basically, if you fail a Morale check, remove one model and count that check as passed while getting +1 attack per model for the next turn for your trouble), their Ld of 6 will do jack shit against any other shenanigans with Ld. Oh, and the signature &#039;&#039;Instant Death&#039;&#039; on their claws was moved to the [[fail|1 attack Veletarii with Storm Axes]]. Their best use seems to be running them in front of the rest of the army as a speedbump; Marines with Sx2 weapons won&#039;t be able to ID these guys and have to chew through all three wounds on each Ogryn, buying some time for the rest of your army. They still come with no DT, but can be transported by Dracosans now.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Infantry Tercio:&#039;&#039;&#039; The bread and butter of your army, with most of your universal &#039;&#039;Line&#039;&#039; units. No longer includes Veletaris or Flamer sections (moved to Elites), nor Aegis Lines. No longer locked into sizes of 20, it makes your army marginally less expensive to collect as you may use leftover voidsmen from one unit to bulk up the numbers of another. However, the &#039;&#039;Close-Order&#039;&#039; sub-type makes these guys the most prone to being wiped out by pieplates and templates. You&#039;ve lost Flamer Sections, so it&#039;s full on Lasrifle spam. &lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Line Command Section:&#039;&#039;&#039; As the force leading your tercios, you&#039;ll be needing these guys behind the rest of your guns. A Command Vox will hardly do you wrong in keeping order in the squad as you&#039;re otherwise stuck relying on that mere Ld7 for everything.&lt;br /&gt;
**&#039;&#039;&#039;1-3 Solar Auxilia Rifle Section:&#039;&#039;&#039; The most budget force you can ever get. 60 points for a squad of 10, and each additional model is only 5 points. Each soldier carries a lasrifle, which actually have variable settings, with a lasgun-tier Volley that shoots twice each time and the heavy-power Blast Charger so you have the chance to wound marines with a single S6 shot. The Lasrifle is Heavy, but &#039;&#039;Close-order&#039;&#039; lets you move half your movement score and still shoot. If you&#039;re worried about melee and aren&#039;t facing against marines with Power Mauls that can paste them within seconds, then you might be okay with bayonets.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Dracosan Armoured Transport:&#039;&#039;&#039; Ol&#039; reliable Malcador chassis. Still the best looking vehicle in the range, still more expensive than most of the squads it carries, still not &#039;&#039;Superheavy&#039;&#039; or an &#039;&#039;Assault vehicle&#039;&#039;, still unavailable to Ogryns who need it the most. That being said, the new variety of squads of the squads have given the Dracosan a much needed flexibility in its use. With a transport capacity of 22, it can comfortably move around a deathstar unit, plus Marshal and medic. Has the choice of purchasing a Demolisher cannon for 50 points, at the expense of reducing it&#039;s transport capacity &#039;&#039;to&#039;&#039; 10 and not &#039;&#039;by&#039;&#039; 10, leaving it in a rather awkward spot for transporting smaller units. In addition, the Dracosan may also equip Flare Shields to make sure it gets its passengers into battle, as well as Hunter-Killers and pintle-mounted weapons.&lt;br /&gt;
*&#039;&#039;&#039;Aurox Transport:&#039;&#039;&#039; Your Rhino equivalent. Cheap as chips at only 30pts, maybe 40 after upgrades. Can only carry 10 models but since your basic lasrifle voidsman can move and shoot it is an appealing prospect for transport. Not much so for protection since its armor is paper-thin, but since Auxilia won&#039;t ever be carrying elite terminators or artificer-armoured units, it&#039;s not that big of a deal. These lil&#039; buggers aren&#039;t cheap in ca$h however, so whatever money you think you are saving by splitting your 20-man squads into MSU will soon evaporate if you&#039;re planning to mechanize.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Arvus Transport:&#039;&#039;&#039; A flying bus. No upgrade options at all. Leave it in the box.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Primaris-Lightning:&#039;&#039;&#039; Comes at 150 points, costs more than the Thunderbolt (it does have +4&amp;quot; M, but lacks the extra autocannons) for the sole reason of being able to take Kraken Penetrators you know and love - 36&amp;quot; S8 AP1 &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;One Use&#039;&#039;. However, since this edition is not Vehicle-friendly, their value has greatly diminished, and they lack &#039;&#039;Brutal&#039;&#039; to deal with Dreadnoughts. There are also Sunfury missiles, but they are hilariously bad.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Thunderbolt:&#039;&#039;&#039; Comes at 120 points, and has more weapons and special rules than the Lightning. Can automatically come on from Reserves as an Advanced Reaction if the enemy calls in Flyers from Reserve and take a shot at them. While the rules technically only allow Flyers to get &#039;&#039;Skyfire&#039;&#039; in their own Shooting Phase, you can buy Skystrike Missiles with baked-in &#039;&#039;Skyfire&#039;&#039; to circumvent that. This is one of your most reliable (not to mention only) means of anti-air, so take a couple of these; with how depleted the Fast Attack section is, it&#039;s not as if you had anything better to take.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Carnodon Strike Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Lightweight assault tanks, something that the Liber left out. They&#039;re fairly cheap at 70 points a tank, but they&#039;re fairly flimsy with 3 HP and AV 12/11/10. The free Volkite Culverins (45&amp;quot; Heavy 5 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) are generally superior to the stock TL Multi-laser (as lack of &#039;&#039;Twin-linked&#039;&#039; is compensated by sheer volume of fire), while you can also take stronger turret weapons in TL Autocannon/Lascannon. Their sponsons come with all the typical and reliable armaments, with the addition of free Volkite Calivers (30&amp;quot; Heavy 3 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) if you&#039;re really keen on burning something alive. Being Fast Attack is an improvement because it no longer competes with much more powerful Russes, but it now instead competes with the Thunderbolt, which is one of your only forms of anti-air. Think carefully. &lt;br /&gt;
**The issue with the Carnodons is that you have to give all of them the same turrets and sponsons, which can be very annoying if you need one to fill out a specialized role. Your only solace is the fact that pintle weapons aren&#039;t constrained by those same rules, but between the heavy stubber, autocannon and heavy flamer, their only purpose is crowd control.&lt;br /&gt;
**Taking 2 lascannon sponsons is strangely costed the same as taking TL Lascannon turrets (Autocannon sponsons cost twice compared to TL Autocannon turret), making it the superior choice in terms of firepower as you get the same 75% chance of hitting at least once, while having 25% chance of making 2 hits. If you want to mix and match between Battle and Defensive weapons, take the Lascannon sponsons and keep the turret with Multi-laser/Volkite Culverin rather than taking a Lascannon turret.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Termite Assault Drill&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; And it&#039;s back here too now. Not much different than its versions in the Legions or Mechanicum. That said, 12 spaces doesn&#039;t really do much for you, especially considering that they can&#039;t become DTs for your Tercios in any way. Maybe it can work for a Command Squad, but nothing further.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Armoured Tercio:&#039;&#039;&#039; Your Leman Russes. Many Cohort Doctrines restrict you to one Armoured Tercio per detachment, but since you can cram up to 9 tanks in here it&#039;s not that big of an issue.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Moved from HQ to command of their own Tercio, and riding a single basic Leman Russ with battlecannon, but one which can take tasty upgrades (Flare Shield for 20pts and Cognis-Signum for 25pts) and must be assigned to a Strike or Assault Squadron before the game begins. Like the standard Russ, it also has the &#039;&#039;Outflank&#039;&#039; special rule by default. That being said, it&#039;s +50 points over the already poor Battle Cannon Leman Russ, while buying a cognis-signum means you&#039;ve just spent 225 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points that could simply have gone to more tanks, is this really worth it?&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Strike Squadron:&#039;&#039;&#039; 150 points give you a 14/13/10 vehicle with four HP and &#039;&#039;Outflank&#039;&#039; that moves 12&amp;quot;. It comes with either a battlecannon, Gravis Lascannon, &#039;&#039;&#039;two&#039;&#039;&#039; Gravis Autocannons (&#039;&#039;Twin-linked&#039;&#039; 3-shot Autocannon), or a Vanquisher Battlecannon with co-axial autocannon for a measly +5pts. The squadron can include a pair of additional tanks with a discount of 15 points each. The Battlecannon should be replaced at first opportunity and the Gravis Lascannon is objectively inferior to the Vanquisher, but the Vanquisher and the Autocannon both have their own merits.&lt;br /&gt;
***Yes, RAW Solar Auxilia Russes have 4 Autocannons in their turrets. It might be a typo or just an attempt to account for the Exterminator Autocannon having a higher rate of fire, either way you&#039;ll need those to put up a fight against Legiones Astartes.  &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Assault Squadron:&#039;&#039;&#039; 200pts for the same Leman Russ minus &#039;&#039;Outflank&#039;&#039;, with either a demolisher cannon (underrated but still mean), Executioner Plasma Cannon (5&amp;quot; Plasma Cannon) or Volkite Macro-Saker (8 shot Volkite Culverin), again at -15pt discount if you take more tanks in the squadron. Does not have Outflank, but is &#039;&#039;Reinforced&#039;&#039;. Weapon choices aren&#039;t rocket science; Demolisher for anti-vehicle/Automata, Executioner for anti-TEQ, Macro-Saker for anti-light infantry. In particular, the Executioner is one of the few weapons that can semi-reliably remove large groups of MEQ short of taking a Stormhammer, so take a couple against Legion opponents and kill any Marine squads that are particularly threatening to your infantry, while its &#039;&#039;Rending (4+)&#039;&#039; (as opposed to the standard Plasma &#039;&#039;Breaching (4+)&#039;&#039;) means it can fight vehicles in a pinch.&lt;br /&gt;
***The Macro-Saker is S6 and therefore a Defensive weapon, regardless of being turret mounted. Can be useful if you want something more substantial than pintle and hull mounts for anti-infantry and to add some punch to Reactions. On the merits of the weapon alone, it&#039;s inferior to the (much cheaper) Autocannon Russ.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Artillery Tercio:&#039;&#039;&#039; The heavy weapons teams of the Solar Auxilia, now in Tercio format. These consists as usual of three units, of which at least one rapier or tarantula unit is mandatory.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Artillery Command Section:&#039;&#039;&#039; Command Squad like the one in the troop slot Tercio, with option to take a Cognis-signum. Honestly nothing too impressive. You&#039;re better off taking more rapiers.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Tarantula Sentry Battery:&#039;&#039;&#039; Actually can shoot with all its guns after the latest Errata, gaining &#039;&#039;Firing Protocols (2)&#039;&#039; and &#039;&#039;Fearless&#039;&#039;!  Still bad though, because  &#039;&#039;Sentry Protocols&#039;&#039; forces them to shoot at the nearest thing they can see, even if that thing can laugh off their fire with ease or if doing so would be wasteful (especially if you took the Hyperios Missile Launcher, which has &#039;&#039;Skyfire&#039;&#039; and thus must snap fire at anything else). Probably usable for cheap Lascannons. &lt;br /&gt;
***The Command Section&#039;s Cognis-Signum increases its firepower by 50% (BS2 to BS3), while everything else increases by 33% (BS3 to BS4) and the Rapier increases by 25% (BS4 to BS5). Still probably better to take Rapier Laser Destroyers instead of Lascannons so you can choose your targets, but who knows? You might end up fighting a Legion/Mechanicum list where there&#039;s literally no bad target for Lascannons.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Rapier Battery:&#039;&#039;&#039; Comes with Gravis Multi-laser (2 &#039;&#039;Twin-linked&#039;&#039; Multi-lasers) to cut holes through Imperial Militia, but can swap for a free Gravis Heavy Bolter Battery (2 &#039;&#039;Twin-linked&#039;&#039; Heavy Bolters) for even more fire that can cut through enemy Auxilia, a tank-busting Laser Destroyer (36&amp;quot; S9 AP1 Ordnance 2 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039;)or a Quad Launcher (with frag only, but these can be upgraded with Incendiary, Shatter or Splinter for specific roles).&lt;br /&gt;
***Your choice in Quad Launcher rounds really does depend on what you want to do with it, considering that each round type costs you. The base Frag Rounds you start with come with a S5 AP5 large blast with &#039;&#039;Shred&#039;&#039; to handle most things. The Shatter Rounds are the only rounds that aren&#039;t blast and the only ones with any anti-armor use with S8 AP4 with &#039;&#039;Sunder&#039;&#039;. Both the Splinter and Incendiary Rounds can Pin enemies, with Incendiary Rounds getting &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Shred&#039;&#039; to flush out cover campers (though AP5 means basically everyone will just take armor saves) and Splinter Rounds compensate for their dismal S2 with &#039;&#039;Rending (6+)&#039;&#039; and with &#039;&#039;Shell Shock (1)&#039;&#039; to help guarantee Pinning.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Malcador Heavy Tank Squadron:&#039;&#039;&#039; Up to three tanks at 225 points each give you a 13/13/12 chassis with 14&amp;quot; movement. For 10pts it can trade its battlecannon for a Gravis Lascannon or [[Awesome|Vanquisher battlecannon]]. That said, the Vanquisher is better provided on Leman Russes because they get a co-axial weapon. The heavy bolters on the front and sides can be exchanged for Autocannon/Multi-laser/Heavy Flamer, or upgraded to a Lascannon for 10 and 25 points respectively. If you want heavy duty anti-vehicle, the front Heavy Bolter can be exchanged for a Demolisher cannon for 50 points. It can also take a Flare Shield and dozer blade, in case you&#039;re building a plan around these things. &lt;br /&gt;
**A Vanquisher/Lascannon Malcador with Demolisher Cannon and Flare Shield (for effective frontal AV14) is 285 points. You could instead have taken a Strike Russ AND a Demolisher Russ for 355 points, which are collectively far tougher than the Malcador (heck, one Russ already has 4HP and it has the same Front AV14 Side AV13 as the Malcador), have turrets, can get cheaper in squadrons and in the case of the Vanquisher Russ is more accurate. The Russ is simply a more cost-effective way to get firepower on the table, so the benefits of the Malcador boil down to 14&amp;quot; movement, &#039;&#039;Independent Fire Control&#039;&#039; and sidestepping restrictions against taking Armoured Tercios.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Battery:&#039;&#039;&#039; Your basilisks or medusae. 200 points per vehicle is ridiculously expensive for an AP4 gun, even with 240&amp;quot; range, S9 and &#039;&#039;Large Blast&#039;&#039;, &#039;&#039;Shred&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Can be exchanged for Medusa Mortar that trades 204&amp;quot; of range and &#039;&#039;Shred&#039;&#039; for &#039;&#039;Rending (6+)&#039;&#039;. Thanks, but no thanks. If you really want high strength AP4, take some Leman Russes; better yet, take the Fortification artillery choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Valdor Tank Hunter:&#039;&#039;&#039; Its Neutron Beam Laser is a very powerful anti-tank weapon (Ordnance 2 S10 AP1 &#039;&#039;Concussive (3) Shock Pulse Gets Hot!&#039;&#039;), therefore having the same anti-vehicle firepower as the Vanquisher Cannon while having &#039;&#039;Shock Pulse&#039;&#039; to silence anything it doesn&#039;t kill. However, you only get 1 per slot as opposed to 9 Leman Russ Vanquishers/Destroyer Tank Hunters, and the lack of &#039;&#039;Brutal&#039;&#039; limits its power against Dreadnoughts/Automata. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Cyclops Demolition Vehicle:&#039;&#039;&#039; You will laugh in the face of your enemies! 1-3 cyclops, each of which come with an operator (who acts independently after deployment, so hide them!). Can also be carried in an Aurox, Arvus or Dracosan - you must pick one for each Cyclops. Now just attacks in close combat with a &#039;&#039;single&#039;&#039; autohit that also removes the Cyclops itself. The problem is while previously the little suicide robot blew up at I10, now it does at I1. S10 AP1 &#039;&#039;Instant Death&#039;&#039;, &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;Brutal (2)&#039;&#039; means you&#039;d want to target high value targets, but WS1, T5, 2 Wounds and 3+ pretty much guarantees anything bar Vehicles is quite capable of beating the little guy to death before he does anything, unless you&#039;re already in combat using another unit that can take the hits instead. In short - bad unit has somehow been made worse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Support Tercio&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A collection of Leman Russ-based vehicles, except with centreline mounts/no main gun at all. Counts as an Armoured Tercio for the purposes of Cohort Doctrines, so don&#039;t think about using this to circumvent restrictions against Armoured Tercios. Being without a turret means they&#039;re smaller targets and can more easily claim Cover, but it won&#039;t help too much because almost everything you can claim will be 6+.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Same Russ as in Armoured Tercio. Equip as you see fit.&lt;br /&gt;
***[[RAW]], [[Fail|as the Armoured Command Section must be assigned to a Strike or Assault Squadron, it can&#039;t be taken in this unit]]. [[Forge World|Welcome to Legacies, everyone]].&lt;br /&gt;
**1-3 from the following:&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Thunderer Siege Tank Squadron:&#039;&#039;&#039; The Space Marine Vindicator, except on a Leman Russ chassis. Being the &#039;&#039;Slow&#039;&#039; subtype will unfortunately mean that you&#039;ll be needing to keep the Thunderer protected until it can fire away. Competes directly with the Demolisher Russ at the same cost per vehicle, with the comparison mostly coming down to &#039;&#039;Slow&#039;&#039; making the Thunderer harder to kill with Penetrating Hits while preventing it from firing on the move (Demolisher Cannon being &#039;&#039;Ordnance&#039;&#039;), as well as the Thunderer having fewer secondary weapons and a narrower firing arc due to the Demolisher being a centreline mount as opposed to a turret. As such, the Demolisher Russ is generally the superior choice.&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Destroyer Tank Hunter Squadron:&#039;&#039;&#039; The Laser Destroyer Vindicator to the Thunderer&#039;s Demolisher Vindicator, and a direct competitor to the Vanquisher Russ. Its Proteus Laser Destroyer is iffy; 2 shots of S9 AP1 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039; is great and &#039;&#039;Gets Hot!&#039;&#039; isn&#039;t too bad due to &#039;&#039;Twin-linked&#039;&#039;, but the loss of &#039;&#039;Sunder/Brutal&#039;&#039; compared to the Vanquisher means you lose the armour penetration reroll against vehicles and a lot of your anti-Dreadnought/Automata ability. As a result, the 45pts you pay for this over the Vanquisher Russ is mainly for the extra durability from &#039;&#039;Slow/Reinforced&#039;&#039;. Moreover, the normal Laser Destroyer the Rapier has is far superior simply because it has &#039;&#039;Ordnance&#039;&#039; and can much more reliably Penetrate and blow vehicles up with AP1. Think very carefully. &lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Trojan Support Vehicle:&#039;&#039;&#039; The Trojan is not here to fight, not with that mere heavy bolter. Its bigger goal is to fix other tanks, as it has the &#039;&#039;Field Repair (5+)&#039;&#039; rule to let it fix up any other tanks without needing an allied detachment for models with &#039;&#039;Battlesmith (X)&#039;&#039;. The issue is that you&#039;ll be needing other tanks to protect it while doing the patch jobs or hope that nobody pays enough attention to consider trashing it. It&#039;s cheaper than Techmarines from your &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; Legions, but is 100pts for 1/3 chance per turn to repair worth it to begin with?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Minotaur Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; If you thought the Armoured Battery was bad, this is even worse. 280 points and all you get for it over the Armoured Battery is AV 13/12/13 and &#039;&#039;Twin-linked&#039;&#039;, though being open-topped means that all melee attacks are targeting that AV12. Even if you needed artillery, there&#039;s not much reason to take this over the one in the Liber, let alone over a Russ or a Fortification.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Malcador Infernus&#039;&#039;&#039;: No longer a bomb! Also no longer AP3, so no reason to take this instead of the below. Seriously, your entire Troops and Elites slots are built for murdering light infantry. Don&#039;t waste your Lord of War slot on doing that again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Stormhammer&#039;&#039;&#039;: Fantastic at 500 points. The Stormhammer Cannon has the old Battle Cannon statline of S8 AP3 and a 7&amp;quot; blast; ordinarily not spectacular, but an absolute world-beater by 2.0 standards because it can ID entire squads of MEQs through their armour. It has upgrades but they are inconsequential since at such a perfectly rounded value, this tank is the perfect way to reduce or expand the size of your army to match that of of your opponent&#039;s. Like all Solar Auxilia kits, its quite expensive. But chances are that this unit might give returns sooner than later both on and off the table. Take this at every opportunity; the main cannon is absolutely disgusting against Space Marine armies, and it&#039;s bristling with smaller weapons as only a superheavy can. Its BS3 isn&#039;t even that much of a concern; scattering doesn&#039;t matter too much with a 7&amp;quot; blast, and if you&#039;re close enough you can eliminate even that by using your co-axial weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baneblade and derivatives&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; They&#039;re such dogshit it&#039;s not even funny. They have all lost AV14 at the front and they are all 100-300 points more expensive and you pay the same for them as Legiones Astartes despite being BS3. On top of that almost every weapon they use has been neutered into near-uselessness or to the point it is nowhere near strong enough to be carried by a Super-heavy tank. While they have 12HP, so does the Stormhammer, which is a far superior vehicle that is far cheaper.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Baneblade&amp;quot;&amp;gt;&lt;br /&gt;
Oh Baneblade, what have they done to you. This tank has gone from being the reliable all-rounder to having a primary gun that is outclassed by tanks you can find in the Heavy Support section. For 750 points you get a Baneblade Chassis (duh), whose main Armament is an Ordnance 1, S8, [[Fail|AP4, 5&amp;quot; Blast]] with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. The Baneblade cannon has been reduced to something that has the same effect as a 200 point Medusa Artillery tank (and even that is overpriced). It&#039;s still covered with guns, but the main gun was always the primary reason you brought a Baneblade and it&#039;s just not worth it, especially when the Stormhammer is 250 points cheaper and has a 7&amp;quot; blast S9 AP3 gun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Banehammer&amp;quot;&amp;gt;&lt;br /&gt;
The same cost as the Baneblade and just as disappointing. Its Tremor Cannon is now AP4 but gained &#039;&#039;Shell Shock (2)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;, so it&#039;s not killing many marines but you will Pin them. The real killer here is the fact that the GIANT ROLLING BUNKER NOW HAS A TRANSPORT CAPACITY OF 10!. Just 10. When it used to be 25... Jesus Christ man.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormlord&amp;quot;&amp;gt;&lt;br /&gt;
Almost worth it. It&#039;s too expensive, but at least the gun is still decent-ish. It comes with a Vulcan Heavy Bolter which is Heavy 15, AP3 with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Shell Shock (1)&#039;&#039;, but it has lost its ability to shoot twice if it stays still. Its transport capacity was also fucked, but at least it will fuck up a squad of Tactical Marines. You know, the bare minimum 750pts should do, not to mention something the 500pt Stormhammer can arguably do better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Shadowsword&amp;quot;&amp;gt;&lt;br /&gt;
Coming equipped with a Volcano Cannon, the Shadowsword looks like it could be worth it if it wasn&#039;t for the fact that it costs 850 points. For the same points, you could instead have taken 5 Vanquisher Russes or 4 Destroyer Tank Hunters, which are collectively far harder to kill and can cause much more damage against your intended targets of Knights/Titans/Superheavies. If you&#039;re afraid the smaller vehicles cannot kill the Titan in one go, take a Valdor to shut it up instead. Bottom line, you have better ways of getting anti-vehicle with 850 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormsword&amp;quot;&amp;gt;&lt;br /&gt;
A Stormsword that seems to have been scavenged from [[Epic]], given that it&#039;s equipped a Hull Mounted Hellhammer Cannon. It&#039;s 850 points, and while its stolen Hellhammer cannon is actually pretty good as it shoots Large Blast AP3 shells with &#039;&#039;Brutal (3)&#039;&#039;, &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Sunder&#039;&#039;, it is just not worth its ridiculous price cost; just take more Demolisher Cannons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormblade&amp;quot;&amp;gt;&lt;br /&gt;
Is actually equipped with the correct gun and it&#039;s overall it&#039;s probably the best Baneblade variant available (that isn&#039;t saying much, but still). The Plasma Blast gun is a S9 Massive Blast, AP3, &#039;&#039;Breaching (4+)&#039;&#039; Ordnance weapon and can be pretty decent at clearing out large MEQ and TEQ squads. That said, the Stormhammer has the same gun except S8 and no &#039;&#039;Breaching&#039;&#039; at 250 points cheaper, while you can kill Terminators with Executioner Russes instead. No, they cannot ID TEQs due to being S7, but that doesn&#039;t matter when you can take 4 Russes for the price of the Stormblade and simply swamp the TEQs in wounds. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Macharius Heavy Tank Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A tank that was named after [[Lord Solar Macharius]] from M41, but here it represents one of the ancient Super-heavy tanks that was in service during the Great Crusade and it simply retained the name so you know which model is supposed to represent it (the tank pattern itself was probably used during the Crusade and the STC was then lost, only to be rediscovered later in M41, so it&#039;s all good). It&#039;s far more reasonably priced at 300pts than the 650pts Space Marines pay for them, but it&#039;s still not quite worth it.&lt;br /&gt;
**Its choices to replace the trash-tier battlecannon are actually decent, but the problem is that they both compete with the extremely cost-efficient Strike Russ. The Macharius Vanquisher is &#039;&#039;Twin-linked&#039;&#039;... but the Vanquisher Russ has a coaxial weapon, making it basically the same thing. Likewise, the Rotary Bolt Cannon is more or less an Autocannon Russ. As you pay half the price for a Russ, this implies you can take twice the firepower by taking Russes. &lt;br /&gt;
**The Macharius being a Lord of War also means it exists in direct competition with the Stormhammer, which as above is an absolutely excellent choice. Take the Stormhammer, and take Russes to do whatever you intended for the Macharius to do. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Crassus Armoured Assault Transport&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 400 points nets you a 13/12/12 super heavy transport with that moves 10” and has 8 HP and 35 transport capacity. It mounts 4 heavy bolters which can be exchanged for heavy flamers for free or upgraded to Autocannons or Lascannons. Its only access point is on the rear of the vehicle, which limits its versatility somewhat. Despite its name, it&#039;s [[FAIL|not an Assault Vehicle]], though with its only access point in the rear disembarking units probably can&#039;t charge anyway.&lt;br /&gt;
**You have Dracosan DTs for a reason. You really do not need this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Praetor Armoured Assault Launcher&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For the low, low price of &#039;&#039;&#039;six hundred and fifty points,&#039;&#039;&#039; more than the mega-powerful Stormhammer, you get a super-heavy with M10, BS4, 13/12/12 and 8 HP, packing two heavy bolters and a Praetor Launcher, a 72&amp;quot; Ordnance 1 S7 AP4 Massive Blast with &#039;&#039;Pinning/Rending (6+)&#039;&#039;. This means you&#039;re spending a LoW slot to do what you could have done by taking the cheaper (and still far overpriced) Armoured Battery, or the actually reasonably priced Artillery Battery below. Do not do it. &lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Artillery Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Five gunners with the standard statline except for 3+, stuck with an immobile Earthshaker or Medusa Mortar, starting at 120pts and going up to 5 at 100 points per extra platform and another 5 gunners. Though this makes the squad practically unable to do anything else, you&#039;re paying a much lower price for them, and your squad can ignore &#039;&#039;Pinning&#039;&#039; so long as there are as many gunners as there are cannons on top of being &#039;&#039;Stubborn&#039;&#039;. At almost half the price of the Armoured Battery, the stock Earthshaker is almost worth it as anti-vehicle; that is, of course, assuming you didn&#039;t already have truckloads of it from your other slots.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Legiones Astartes===&lt;br /&gt;
The Legion list has some very good melee and/or fast-moving units to cover for your gunline, like Deep Striking Land Speeders to shut enemy artillery up. However, don&#039;t bother taking them for short-ranged firepower, as you already have bucketloads of that in HQ Tercios and Veletaris. This also means your compulsory Troops are likely to be Despoiler/Assault Squads; you simply don&#039;t need Tacticals/Breachers when you have Lasrifle Sections and Veletaris that do the same thing for much cheaper. &lt;br /&gt;
*Dreadnoughts are a very good choice, as they&#039;re capable of either AA or melee, both of which the Auxilia list sorely lacks. It helps that you can take lots of them; the Allied FOC has 2 Elites slots, from each of which you can take 3 Dreadnoughts.&lt;br /&gt;
*While you already have tons of tanks, consider taking some Neutron Blaster Sabres/Predators and/or Sicaran Venators. &#039;&#039;Shock Pulse&#039;&#039; is very useful to shut up Blast weapons on enemy vehicles, particularly if you&#039;re running Ultramar Pattern and all of your Lasrifle Auxilia are in base contact with each other. You yourself can only bring up to 3 &#039;&#039;Shock Pulse&#039;&#039; weapons (1 Valdor per Heavy Support slot), so getting more can be useful.&lt;br /&gt;
*The Legion list has a few choices for &#039;&#039;Sniper&#039;&#039; or otherwise &#039;&#039;Precision Shot&#039;&#039; which the Auxilia do not otherwise have, short of taking a Vindicare. Spamming Scout squads is a particularly interesting proposition, as they&#039;re cheaper than Recons and you don&#039;t truly need &#039;&#039;Line&#039;&#039; on your allied Troops when the average Auxilia list has 6 Lasrifle Sections running around. &lt;br /&gt;
*Of the 18 Legions, you get [[Ultramarines]], [[Sons of Horus]], [[Word Bearers]], [[Salamanders]] and [[Alpha Legion]] as &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;. If you&#039;re fine with not taking Cohort Doctrines, you can skip the Legate Marshal and instead take an allied Chaplain/Praetor as your source of Ld10 for the purposes of abusing Command Vox/Vox Interlock. The Chaplain in particular can be useful for Penal Pattern Cohorts, as &#039;&#039;Hatred&#039;&#039; finally allows your WS4 units to hit enemies consistently and put your &#039;&#039;Furious Charge&#039;&#039; to good use.&lt;br /&gt;
**Taking a Legion Centurion is currently your only way of taking Psykers as Traitor Solar Auxilia (Loyalists can take Tylos Rubio too), as the Legions are as of writing the only faction with any usable Psykers, the Navigator and Davinite Priest from the Legacies docs notwithstanding. For details, look at the Psychic 101 page. &lt;br /&gt;
&lt;br /&gt;
===Mechanicum===&lt;br /&gt;
&lt;br /&gt;
The Mechanicum are a very easy consideration by the mere fact that they can repair your tanks. With how many of them you can field with your tercios (and especially with the Armoured Fist pattern cohorts), such a matter is going to shoot very high on your priorities list, so an Archmagos Dominus or Magos Prime with some Techpriest Auxilia will always be welcome.&lt;br /&gt;
*Automata are very durable weapons platforms, almost on level with the dreadnoughts. The issue is that you&#039;ll be needing someone with a Cortex Controller to keep them at their best. If you&#039;re in an Iron pattern cohort, this won&#039;t be so much of an issue since you can buy them on some of your troops as well.&lt;br /&gt;
*Thallax are excellent for mobile firepower, being &#039;&#039;Relentless&#039;&#039; and having jump packs. Being one of the few &#039;&#039;Line Infantry&#039;&#039; squads of the army, they can very easily help you with scoring, whether in an Iron pattern cohort or in an allied detachment. The lightning guns they come with give you something that can actually harm things harder than a marine and strapping chain bayonets make them more than able to put up a fight - more than you can say about your tercios.&lt;br /&gt;
&lt;br /&gt;
===Agents of the Emperor===&lt;br /&gt;
&lt;br /&gt;
====Legio Custodes====&lt;br /&gt;
&lt;br /&gt;
YES. Solar Auxilia have lots of bodies and armoured units, while lacking melee cover. Custodes are literal supermen that don&#039;t have enough bodies and firepower. Even Custodes Troops have AP2 AT INITIATIVE, perfect for counter-charging any enterprising enemy units who try to shut your gunline up by engaging them in melee. Alternatively, take some Deep Striking units (jetbikes, Venatari or just take a Coronus DT) and target dangerous ranged units that you have to shut up before they wipe out half of your infantry. However, Custodes units are EXPENSIVE; you&#039;ll be spending at the very minimum 350 points (200pt compulsory HQ, 150pt compulsory troops) and that&#039;s 4 MODELS.  &lt;br /&gt;
*If you&#039;re afraid of your opponent shooting the Custodes before coming in with the melee units on your Auxilia, take Sentinel Guard for the improved Invulnerable save; you may lose the Guardian Spear&#039;s strength bonus, but they&#039;re still S5 and you keep the AP2 at initiative on the Sentinel Warblades, so they&#039;re still very killy. Moreover, as they&#039;re technically infantry, you can use Aevos Jovan to respawn them if you lose any of them to enemy shooting. If you&#039;re still worried, take a Dreadnought or two. &lt;br /&gt;
*The Custodes list is if anything even shorter on AA than the Solar Auxilia list, so think carefully about where you&#039;re going to get it; generally, this means Thunderbolts and/or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Sisters of Silence====&lt;br /&gt;
Don&#039;t expect much aside from some skirmishers from the Sisters. The &#039;&#039;Anathema&#039;&#039; sub-type blocks them from being anywhere near the Auxilia on pain of -1Ld to an army that already has faulty Leadership (and -2Ld for any units they join), preventing you from putting melee units just behind your Auxilia to countercharge enemy units. In any case, you could have gotten better melee units if you took Marine/Custodes allies. Their list of short-ranged weapons isn&#039;t very impressive either, considering the sheer firepower Auxilia already pack. Think carefully, unless you know you&#039;re playing someone with lots of Psykers/Daemons.&lt;br /&gt;
*Sanctioner Cadres have &#039;&#039;Sniper&#039;&#039; weapons, which Solar Auxilia have no access to. Worth considering if you want to kill some ICs (or just particular infantry/cavalry models) from very far away. &lt;br /&gt;
*Prosecutor Cadres can all &#039;&#039;Infiltrate&#039;&#039; or &#039;&#039;Scout&#039;&#039; and they can take Assault Needlers (read: &#039;&#039;Pinning&#039;&#039;) and Snare Guns in large numbers, allowing them to deploy in No Man&#039;s Land and [[Troll|make life extremely difficult]] for enemy units trying to advance. Meanwhile, you can rain down on Pinned/slowed units with your 30&amp;quot; Lasrifles and various heavy ordnance. If that&#039;s not enough, you can take more Needlers/Snare weapons from other slots. Still, you can spend all these points on Sisters of Silence with their fancy weapons to slow the enemy, or you can just take more Auxilia units and blast the enemy off the table. &lt;br /&gt;
*The Sisters list has NO AA WHATSOEVER. Make sure you have enough from somewhere else, whether by taking your own Flyers or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Divisio Assassinorum====&lt;br /&gt;
Not to be overlooked among the additions of Liber Imperium is the option for Imperial Assassins. All of the Assassins, despite being Loyalist units, are all considered Distrusted Allies and thus cannot benefit from anything else your army gives, meaning that all of their value is based on what they do on their own.&lt;br /&gt;
&lt;br /&gt;
Each model has &#039;&#039;Infiltrate&#039;&#039; and &#039;&#039;Scout&#039;&#039; as well as &#039;&#039;Support Squad&#039;&#039; to block them out of being mandatory HQs, but the &#039;&#039;Assassin&#039;&#039; sub-type does the rest of them, banning them from being Warlords, joining squads, or entering any HQs, all in exchange to ignoring any penalties for movement and auto-passing dangerous terrain checks. Also helping their impressive M7 is the &#039;&#039;Light&#039;&#039; sub-type boosting their running. Their lone protection is the Panoply of the Assassin, surprisingly durable spandex that gives them a 4+/4++ save. They are all 125 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Adamus]]:&#039;&#039;&#039; The eldest of the assassin clades and they&#039;re kitted to kill. &#039;&#039;Fleet (2)&#039;&#039; makes them even zippier than other assassins, where they can make it into their home territory of challenges. When in a challenge, they can copy the WS and I of their enemies, forcing everyone to eat their S+1 AP3 Nemesii Blades with &#039;&#039;Rending (5+)&#039;&#039; and at risk of eating the deceptive Decapitation Strike, which might be a singular S2 AP1 attack but also has &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Murderous Strike (2+)&#039;&#039;. Also of note is their Needlespine Blaster, a super combi-pistol, the bolt part being a Pistol 3 bolt pistol while the needle bit is &#039;&#039;Poisoned (2+)&#039;&#039; with &#039;&#039;Pinning&#039;&#039; to lock someone down.&lt;br /&gt;
**His killing ability is limited simply by dint of base WS5 and being able to copy an opponent&#039;s WS, meaning he hits enemy ICs at 4+ with no reroll. As Decapitation Strike gives him 1 attack, he right off the bat has 1/2 chance per round of combat of not doing anything at all, while he&#039;s worse as a source of AP3 melee than the Eversor. As you&#039;re Loyalist if you can take him anyway, you can also take [[Nathaniel Garro]] instead, who is a much better duellist for 45 more points. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Callidus]]:&#039;&#039;&#039; What you get is a true-bred assassin, with Polymorphine forbidding ALL attacks against them until they shoot first, meaning nothing can stop you from sliding one up to the opposing Praetor&#039;s backside and also forcing enemies to re-roll to seize the initiative. With WS5 and I6, they can beat many characters short of the Emperor&#039;s Children, but their Phase Sword is...swingy. See, it&#039;s statted as a S3 AP1 weapon with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Phase Shift&#039;&#039;, which makes a 6+ to wound negate any saves and damage mitigation rolls. The lack of any &#039;&#039;Instant Death&#039;&#039; means that they need to kill or else get smashed by a Power Fist. Their Neuro Shredder shares a similar plan, being an S1 Template pistol with &#039;&#039;Rending (5+)&#039;&#039; and also ignores all saves on a 6+ to wound. Same problem as the Adamus; she&#039;s not good enough as a duellist (wounding on T4 and above on 5+ with no reroll is really bad) to kill ICs, and you can take Garro instead. That said, the enemy not being able to do anything to her until she strikes first means she can tie up dangerous ranged units in melee. With how susceptible &#039;&#039;Close-order&#039;&#039; makes your infantry to Blast/Templates, this can be very important.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Culexus]]:&#039;&#039;&#039; As if you didn&#039;t know, this guy has the &#039;&#039;Anathema&#039;&#039; sub-type more familiar to the SoS, rendering them immune to all things psychic and creeping out those nearby. If that&#039;s not enough, you also get &#039;&#039;Adamantium Will (3+)&#039;&#039; to block out anything nearby and the Etherium forces all attacks into being snap shots and thus making them more survivable. The Animus Speculum provides you with an S4 AP4 template with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Psy-Shock&#039;&#039; to force psykers and daemons into suffering Perils. If anyone&#039;s brave enough to try fighting in melee, not only do they have to contend with &#039;&#039;Fear (2)&#039;&#039;, but they must also learn that the Coolexus has a fucking AP2 &amp;quot;weapon&amp;quot; with &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Reaping Blow (1)&#039;&#039;. That said, his WS4 severely limits his killing power in melee, while the Animus Speculum is only useful against specific armies.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Eversor]]:&#039;&#039;&#039; Welcome to [[RIP AND TEAR]]. While having A3 is just meh, you have &#039;&#039;Counter-attack (1)&#039;&#039; and the option each turn to trigger the [[Drugs#Frenzon|Frenzon]] and gain another three attacks at the expense of any 1s to hit dealing a wound to the Eversor themselves. The Neuro-gauntlet is no slouch either, being an AP3 weapon with &#039;&#039;Shred, Fleshbane&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;, and their Executioner Pistol gives an option between either a bolt pistol or a needle pistol. He&#039;s not terribly good at actually assassinating ICs due to his poor ability to get AP2, but you can use him against Legion lists to ambush ranged squads, counter-charge Assault squads attacking your gunline, etc.  Also consider using him against Automata, as &#039;&#039;Shred&#039;&#039; negates &#039;&#039;Automata&#039;&#039; and results in &#039;&#039;Fleshbane&#039;&#039; working normally, so you can do a lot of damage. Just don&#039;t use him against Terminators, and think about how to get him into melee; T4 4+/4++ 3W isn&#039;t much for a lone character.&lt;br /&gt;
**Unique among the assassins is the Eversor&#039;s self-destruct ability due to being so loaded with drugs. When they die, all models within d6&amp;quot; suffer an S4 AP3 &#039;&#039;Fleshbane&#039;&#039; hit that counts as a flamer. As the only infantry model in the entire list with a 2+ is your Legate Marshal, make sure whatever melee units you may have (except maybe Charonites) are outside the blast radius when he dies, as they &#039;&#039;&#039;will&#039;&#039;&#039; take wounds. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vanus]]:&#039;&#039;&#039; Less an assassin than a living bubble of statistical fuckery, they only have protection with a pair of laspistols and a pair of decidedly neat dataspikes with S+2 AP3 with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Haywire&#039;&#039;. If you&#039;re stuck in a fight, you&#039;ve only got a single-use means to gain &#039;&#039;Hit &amp;amp; Run&#039;&#039; for a round before you end up stuck watching your nerdy assassin die. &lt;br /&gt;
**Now we get to the many things they can do &#039;&#039;without&#039;&#039; fighting. For starters, they have an 18&amp;quot; bubble that shots off any uses of &#039;&#039;Infiltrate&#039;&#039; and lets them spam the Interceptor reaction as if you had an augury scanner. You can make a Leadership check instead of shooting, with a pass allowing you to resolve Interceptor using a Defensive weapon on any vehicle (friend or foe) within 12&amp;quot; of the Vanus. In addition, they can make a Leadership check to hack an enemy Automata unit within 12&amp;quot;, forcing them to suffer d3 unsaved wounds. This action does have risks though, as aside from being so close to a murder-engine like a Castellax, a failed test instead inflicts an unsaved wound on the assassin.&lt;br /&gt;
**Denying &#039;&#039;Infiltrate&#039;&#039; and messing with enemy Deep Strikes using Vox Disruptor Array is particularly useful for Lasrifle Section spam, as it forces your opponent to deploy normally and slog through 30&amp;quot; of Lasrifle fire, in addition to whatever Rapier/Leman Russ fire you can pack. Use your own &#039;&#039;Infiltrate&#039;&#039; to deploy in No Man&#039;s Land and block off as much space to enemy Infiltrators as possible, then flee back behind friendly lines by Running and &#039;&#039;&#039;Tactical Displacement&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Venenum]]:&#039;&#039;&#039; As befits the resident poisoner, this assassin is immune to Rad-phage in its many forms and can only be wounded by &#039;&#039;Poison&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks on a 5+. At range, their Toxin Ejector provides a S5 AP4 template with &#039;&#039;Poison (3+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039; to take care of pretty much anything they go up against while the Venom Globes they happily cribbed from the Alpha Legion (or maybe it&#039;s the other way around? Who&#039;ll know?) gives them a charge deterrent. When in a fight, their Hookfang gives them an AP3 weapon with &#039;&#039;Poison (3+)&#039;&#039; that also forces anyone hurt by it to roll a d6 on every turn afterwards, suffering an unsaved wound on a 5+. Even if you don&#039;t kill them with this attack, they still count as destroyed for the sake of VPs unless they have &#039;&#039;Eternal Warrior&#039;&#039;, so you can easily use this bastard as a cheap shot at a chance to kill the warlord and you&#039;re not fighting a Primarch.&lt;br /&gt;
**The Toxin Ejector is a glorified Heavy Flamer, which is very widely available in the army, while the lack of AP2 melee is a severe drawback for actual assassination when any self-respecting IC will have a 2+. This Assassin, like many of his brethren, share the problem that they&#039;re not actually good enough to kill ICs, while they&#039;re inferior as a weapon of mass destruction to the Eversor. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vindicare]]:&#039;&#039;&#039; The resident snipers lost out on their variant ammo, but what you have is still a masterful sniper with BS8 that negates any penalties whether it&#039;s to their BS or their range. Even Exodus needs to be careful because this guy not only ignores the Alpha Legion trait, but he also has an absurd &#039;&#039;&amp;lt;u&amp;gt;100&amp;quot; range&amp;lt;/u&amp;gt;&#039;&#039; on his Exitus rifle, an S7 AP2 shot with &#039;&#039;Murderous Strike (5+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;. Also present is his Exitus pistol, a lesser S6 AP4 gun with &#039;&#039;Breaching (6+)&#039;&#039;, but still just as capable of popping any enemy you see. However, the rifle being 1 shot makes it very unreliable against &#039;&#039;Feel No Pain&#039;&#039; and Invulnerable saves, which combined with the lack of consistent ID makes it an unreliable tool for killing Marine/Mechanicum ICs. &lt;br /&gt;
**As the Solar Auxilia list has no snipers, this is your cheapest way of making sure a particular model dies because you can avoid taking a whole allied detachment. He&#039;s good against other Auxilia to kill Command Voxes/Vox Interlocks and deny Leadership shenanigans, as S7 AP2 forces them to rely on whatever Invulnerable save they have. Alternatively, shoot Cohorts Vexillas to deny &#039;&#039;Line&#039;&#039;. He&#039;s also useful as an AA gunner on Fortification emplacements, as the list is otherwise sorely lacking in AA choices. If the enemy Flyers aren&#039;t here yet, you can use the AA gun on ground targets at full BS if you don&#039;t mind losing &#039;&#039;Sniper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Knights Errant==&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18076</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18076"/>
		<updated>2023-01-13T12:10:24Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: Never fucking mind, I&amp;#039;m a melon. My only comfort is this is hidden in the fucking description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SA-recruitment-poster.jpg‎|400px|thumb|right|Enlist today!]]&lt;br /&gt;
&lt;br /&gt;
{{topquote|What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!|[[Lord Solar Macharius]] (his time was later, but the sentiment was true back during the 31st Millennium)}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|In war the greatest single deciding factor is will; without the will to do so, no sacrifice is made, no initiative seized, no objective taken and no enemy vanquished - all the guns in creation are useless without the will to pull the trigger.|[[Goge Vandire]], Sermons to the Frateris Templar, Vol XIII}}&lt;br /&gt;
&lt;br /&gt;
This is the current tactics page for the [[Solar Auxilia]] in HH 2.0. The 1.0 tactics can be found [[Warhammer 40,000/Tactics/Solar Auxilia (30k)|here]]&lt;br /&gt;
&lt;br /&gt;
For the generals on how to play the game and the basics on list building (as well as other tactica rules), you may want the General tactics page. You may also find the Horus Heresy general thread as &amp;quot;/HHG/&amp;quot; on [[/tg/]].&lt;br /&gt;
&lt;br /&gt;
==Why play the Solar Auxilia==&lt;br /&gt;
Because in a time of [[Space Marines|angels]] and [[Primarch|demigods]], it takes true grit to be a mere man and to stand among them, let alone fight them. Solar Auxilia are the elite humans of the [[Horus Heresy]], but that doesn&#039;t mean much when you&#039;re going up against genetically engineered post-humans wrapped in armour. They&#039;ll be relying on massed firepower, tanks and respectable 4+ armour saves to carry them to victory, while gritting their teeth and bearing the punishment that they can&#039;t brush off. It truly can be a hard time to be a mortal among demigods.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might&#039;ve seen their models and decided that a steampunk-fantasy 50&#039;s sci-fi cosmonaut aesthetic is your jam. And with the drip on those voidsmen, how could you not?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Amazing looking models&lt;br /&gt;
*Stormtrooper tier soldiers with Imperial guard numbers.&lt;br /&gt;
*A wholly original army just for 30k, making it pretty unique.&lt;br /&gt;
*Models with one of the coolest aesthetics GW/FW have ever produced.&lt;br /&gt;
*One of the best shooting armies in the game.&lt;br /&gt;
*The new Cohorts doctrines give Solar Auxilia some very nice diversification in their playstyles and army building.&lt;br /&gt;
*Did we mention the models?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Lost the hand holding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and blast weapons will evaporate units which each shot since they&#039;re all AP4 now. Thanks to &#039;&#039;Close-order&#039;&#039; subtype, you have a unit coherency of 1&amp;quot;, which means your dudes will die in droves the moment your enemy pulls out a pie plate. This won&#039;t be a problem for your Marine playing opponents and their 3+ armour saves.&lt;br /&gt;
*This is not the Tank edition and most of your armour is far more limited in their usefulness and which guns are effective.&lt;br /&gt;
*Most of your stuff is more expensive now compared to 1E, and that&#039;s on top of core game mechanics favouring Marines. Point-per-point, you will lose to Astartes.&lt;br /&gt;
*Dreadnoughts are one of the most effective things in this edition, and you have none. Your options of taking them out are also limited.&lt;br /&gt;
*This army is expensive to build. Forget selling your own organs, you&#039;ll have to build a drug empire and spend your nights hunting people and harvesting all of their organs. Their fluff of highly standardized equipment makes every alternative a bad proxy.&lt;br /&gt;
&lt;br /&gt;
==Core Warlord traits==&lt;br /&gt;
Solar Auxilia do not get unique warlord traits, so you better pick the generic one that grants you the extra reaction in the phase of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; +1 to combat resolution within 12&amp;quot;. Extra Assault Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; Grants &#039;&#039;pinning&#039;&#039; to the shooting attacks of his unit, provided they cause at least one unsaved wound. Extra Shooting Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Ever-vigilant:&#039;&#039;&#039; Warlord&#039;s unit uses his Initiative+1 instead of the lowest Initiative in the unit when running. Extra Movement Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Legate:&#039;&#039;&#039; Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS (taking it to 5).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close-Order Sub-Type:&#039;&#039;&#039; One of the key ways the army functions. The entire squad now has a unit coherency range of 1&amp;quot;, cannot run or sweep, but they can move up to half their movement speed and still be able to shoot any heavy weapons as if they stood still.&lt;br /&gt;
**It&#039;s most notably found on your Troop and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris so keep that in mind; they still can&#039;t Run because they&#039;re &#039;&#039;Heavy&#039;&#039;, but they can spread out to avoid Blasts/Templates and &#039;&#039;&#039;can&#039;&#039;&#039; Sweep after winning combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tercio &amp;amp; being in formation:&#039;&#039;&#039; &#039;&#039;Tercio&#039;&#039; is the other key way the army functions, basically allowing you to group multiple units in a single FOC slot. When units belonging to the same tercio/slot are within 3&amp;quot; of each other, they are considered &amp;quot;in formation&amp;quot;. Being in formation gives your troopers benefits such as being able to react in the same way during a reaction that requires shooting or movement, and other things depending on your Cohort Doctrine.&lt;br /&gt;
**The Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board), this gives you the WALL OF GUNS as an overwatch weapon.&lt;br /&gt;
&lt;br /&gt;
===Cohort Doctrines===&lt;br /&gt;
Honestly, the best bit of the older Militia rules applied to the Auxilia, to the point it deserves a section of its own. There are eight options to pick from, which are unlocked either by a model with the Combat Doctrines special rules, or a model without upgraded to have it via a specific Combat Doctrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The regiments that most resemble those of the early Great Crusade, such as the 1st to 10th &amp;quot;Saturnyne Rams&amp;quot;, and the cohorts based upon them. These favour an older, more elite style of warfare, [[Stormtrooper|very focused on aerial insertions and boarding actions]]. This is the elite option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Veletaris Tercios may be taken a Troop choices. The boys are fucking back!&lt;br /&gt;
**Due to the disappearance of the Flamer section from the Auxilia Infantry Tercio, using this Doctrine and taking Heavy Flamers on your Veletaris Vanguard is now the only way to get massed Flamers from Troops.&lt;br /&gt;
*All unit in a Veletaris Tercio can take Arvus Transports as dedicated transports.&lt;br /&gt;
**Provides an interesting alternate deployment method for your Veletaris; namely, Deep Striking in their flying transport. That said, it&#039;s extremely frail and will die to any sort of &#039;&#039;&#039;Interceptor&#039;&#039;&#039; fire, so think carefully.&lt;br /&gt;
*All Auxilia Veletaris Tercios taken as Troop choices gain &#039;&#039;Line&#039;&#039;, enabling you to skip Infantry Tercios altogether and build a crack close-quarters infantry core. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than one Armoured Tercio and only one Artillery Tercio.&lt;br /&gt;
**Neither of these stops you bringing some allies with tanks and artillery however, assuming the 9 tanks of the basic Tercio aren&#039;t enough. Likewise, the Artillery Tercio allows up to 9 Rapiers, so this should not be a problem. Moreover, you can always take non-Tercio units, as your Heavy Support slots aren&#039;t actually restricted. Wanted more Leman Russes? Here, take a squadron of Malcadors instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ultramar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
A new formation meant to tackle the evolution of battle in the late Crusade, pioneered by none of other than [[Roboute Guilliman]], proving himself [[spiritual liege|once again the master of all of the myriad disciplines of war]]. These are cohorts like the 255th Calth High Guard and the 204th Manachean cohort. The massed infantry option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Rifle Tercios can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; units]]. Considering you had 6 Troop slots, could take 3 units in each to begin with and had no special weapons units, this is not truly necessary.&lt;br /&gt;
*Lasrifle sections and Line Command sections gain +1 to hit while shooting when their bases are all in contact with each other.&lt;br /&gt;
**A mirror to the old Close Formation Fighting of 1.0, except holding hands buffs your shooting instead of your melee now. This can be difficult to use; it&#039;s kind of the whole point of taking the Doctrine, but using it is basically inviting your opponent to unload all of his blasts/templates on you. Since there&#039;s otherwise no FOC limitations, consider taking some Valdors to shut enemy artillery up with &#039;&#039;Shock Pulse&#039;&#039; so that your infantry can form up in peace. &lt;br /&gt;
**Alternatively, you&#039;re not required to [[Warhammer Fantasy|actually form up in a square]]; take a leaf from the Napoleonic British by forming thin lines so you can still be extremely annoying to hit with Blast/Template weapons, while most of the unit will probably still be in range because Lasrifles has 30&amp;quot; range in a game where everyone else&#039;s basic infantry has 24&amp;quot; or less. Be prepared to use Aurox-mounted Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Lasrifle sections and Line Command sections cannot take any dedicated transports. This can be problematic for the purposes of taking objectives, as &#039;&#039;Close-order&#039;&#039; prevents Running and you have reduced initiative for movement Reactions. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reborn Cohorts&amp;quot;&amp;gt; &lt;br /&gt;
Recently disbanded regiments whose veterans, upon hearing of the Heresy, decided to come out of retirement to kick some ass. While a bit more grizzled, those years have clearly taken their toll on the soldiers. The most famous example is Agathon&#039;s 1522nd cohort, better known as &amp;quot;The Lord Marshal&#039;s Own&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units in the detachment gain +1Ld and the &#039;&#039;Stubborn&#039;&#039; rule.&lt;br /&gt;
*If a unit has not moved, it may re-roll to-hit rolls of 1 when shooting.&lt;br /&gt;
**Rerolling 1s is not as good as +1 to hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The 10 Plasma/Melta weapons your HQ sections get? Reroll 1s. Gravis Lascannon Leman Russ? Reroll 1s. Valdor? Reroll 1s. Your Lasrifle sections and your Heavy Support choices all have good range, so standing still should not be a problem. You&#039;re also assumed as being stationary for the purposes of shooting during Reactions, so you get improved &#039;&#039;&#039;Return Fire&#039;&#039;&#039; and &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, which you&#039;re already very good at because your infantry come in Tercios. Rerolling 1s to-hit also makes &#039;&#039;Gets Hot!&#039;&#039; a very minute concern, so Plasma weapons/Valdors basically don&#039;t blow themselves up anymore. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than a single Armoured Tercio and only one Artillery Tercio. See the Solar Pattern tab for comments. &lt;br /&gt;
*Infantry units are considered to have Initiative 1 for the purposes of making reactions, running and sweeping advances. They also reduce their Initiative by 1 when determining the order of attack during the assault phase.&lt;br /&gt;
**Not as bad as it sounds, as -1I does absolutely nothing to hinder your shooting and shooting reactions, which is where you did your damage. Melee Veletaris units also had &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advance and movement reactions, while Lasrifle sections were I3 and hit after MEQs anyway. Will affect any melee Command Tercio sections you take, but why are you building them for melee when you can get rerolls on your ranged special weapons?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Regiments that recruit from savage worlds or barbaric cultures, resulting in fearsome but overly aggressive troopers akin to the 142th Cthonian Headhunters or 905th Ash Scorpions from [[Flame Falcons|Lethe]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Any unit made of purely infantry models may purchase &#039;&#039;Fear (1)&#039;&#039; for +25pts. This is regardless of size, so bulk up those squad size numbers.&lt;br /&gt;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being in formation. This encourages you to cram as many models a possible into each Tercio. Also mitigates the impact of being forced to charge; even if you fail and get charged instead, you still get your +1A. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You must charge as soon as you are given the chance. So much for the famed Saturnyne Ordos discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent charging. &#039;&#039;Close-order&#039;&#039; allows charging after firing Heavy/Rapid Fire weapons, so your infantry can effectively always charge and therefore must charge. Better get them melee weapon upgrades.&lt;br /&gt;
*Loyalist armies can&#039;t handle the tribal drip (read; skulls on ropes and tribal tattoos on the armour) and treat feral cohorts as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039; regardless of what the Allies Matrix says. No word on Custodes/Sisters of Silence, who as Agents of the Emperor are &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with all Loyalist armies and do not appear on the Matrix at all. Also this being Loyalist only makes [[Ultramarines|more]] [[Night Lords|sense]] for allies with some Legions than [[Space Wolves|some]] [[Emperor&#039;s Children|others]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoured Fist Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Achtung Panzer!&amp;quot; This cohort is built around tanks and multiple Solar Auxilia armies were fielded like this during the Heresy, as the tanks helped level the playing field when facing off against the Astartes Legions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios may be taken as non-compulsory troops, but each can only be made up of a single squadron of Leman Russ Strike tanks. &lt;br /&gt;
*A single Leman Russ Command tank must be selected as the Warlord (locking out any HQ choice that outranks him). The Command tank gains the Armoured Legate Warlord trait (+1 BS, 5++) and &#039;&#039;Cohort Doctrines&#039;&#039;, allowing you to skip taking a Legate Marshal.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units must begin the game embarked in transports or in Reserves. You need your Lasrifle sections to take objectives, but they&#039;re far too slow to reach objectives while footslogging in from Reserves and Dracosans are too expensive to give every squad, so expect to field squads with 10 guys in an Aurox. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Penal Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia was meant to be the elite of the [[Imperial Army]], but that didn&#039;t stop governors and Excertus officers from cutting corners in both budget and recruitment. This resulted in less cohesive cohorts, who nevertheless managed to give exemplary service on many occasions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Models in Rifle Sections gain &#039;&#039;Feel No Pain (6+)&#039;&#039; and they along with all models with Tercio gain &#039;&#039;Furious Charge (1)&#039;&#039;. Puts you up to Space Marine strength on the charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae on your grunts. However, you&#039;re still T3 and will suffer ID from everything from Power Maul onwards, so watch out. &lt;br /&gt;
*Any models can replace their lasrifles and volkite chargers with a variety of S3 AP- weapons for free: autorifle/lasgun (24&amp;quot; Rapid Fire), lascarbine (18&amp;quot; Assault 2 AP6), shotguns (12&amp;quot; Assault 2 &#039;&#039;Concussive (1)&#039;&#039;) or stubcarbines (12&amp;quot; Assault 3). In addition, one Auxilia in any lasrifle section may take instead a Heavy Stubber for plus 5 points per model. The stubcarbine actually does more damage when in range than the Lasrifle, the shotgun can level the playing field for Rifle sections against MEQs in melee, and there are reasons below as to why you&#039;d replace the Lasrifle with nominally inferior weapons in the lasgun/lascarbine. &lt;br /&gt;
**Dropping Volkites is almost always as stupid as it sounds, as a ranged weapon, the Charger outperforms everything on the list damage-wise by a country mile. The only case it may work is dropping them for a mix of Shotguns and Storm Axes to dump Concussive on an enemy unit before the charge. Think carefully about this, however, regular Rifle Sections can take Shotguns as well so it might be way smarter to have one of them support a pure Storm Axe section.&lt;br /&gt;
**Bayonets only come on Lasrifles, so you cannot combine your &#039;&#039;Furious Charge (1)&#039;&#039; with bayonets for S5 if you&#039;ve taken replacement weapons. It makes zero sense for autoguns/lasguns to not get them, but it is what it is. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All your units lose the &#039;&#039;Close-Order&#039;&#039; sub-type. Enjoy the extra coherency range and say goodbye to your heavy guns.&lt;br /&gt;
**Your infantry are basically back to being [[Imperial Guard]]. Losing &#039;&#039;Close-order&#039;&#039; means you cannot move and fire Heavy weapons (AKA Lasrifles), so get your mobility back by taking Rapid Fire/Assault weapons. However, if you&#039;ve taken a Heavy Stubber, you can&#039;t move and shoot anyway, so keep the Lasrifles in that case.&lt;br /&gt;
**Not actually a Con for your HQ Tercios, as they didn&#039;t use Heavy weapons anyway and don&#039;t want to charge. Regaining the ability to Run can actually be very helpful for full squads of Plasma/Melta that need to get into range.&lt;br /&gt;
*You can only take one Auxilia Veletaris Tercio. Not much of a drawback, as one Tercio is 3 units. If you still don&#039;t have enough short ranged firepower/melee, take Tactical Command Tercios.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Siege Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia that clearly spent too much time around the [[Iron Warriors]], and gained an affinity for siegecraft and being a bucket load of heavy artillery to rain hell upon their opponent. After all, &amp;quot;A battery of field artillery is worth a thousand Lasrifles.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Armoured Tercios and Artillery Tercios can be taken as both Heavy Support and Elite choices. Can actually be useful, as the Solar Auxilia Elites section isn&#039;t very good barring Veletaris (which come in Tercios anyway), while allowing you to spam the big guns you need to take out Dreadnoughts and the like.&lt;br /&gt;
*You can re-roll the scatter direction die when firing Blast and Barrage weapons.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You MUST purchase dedicated transports for every unit. You don&#039;t need to start the game in said transports, but that sorta defeats the purpose of having to pay for them. You want to rain hell as you advance? Mechanize. Like Armoured Fist, this means taking small infantry units or taking Dracosans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Because Forge World loves to cram battle-automata wherever they can, and we&#039;re not here to complain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Castellax and Thallax Maniples can be taken as Elites.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you keep the bots under control. Additionally, the Legate Marshal gains &#039;&#039;Master of Automata&#039;&#039; to keep with the bots.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You can only take one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. Not a big downside considering how much you can cram into a single Tercio of any type.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear of the Solar Auxilia==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The standard close combat weapons of the &amp;lt;s&amp;gt;41st&amp;lt;/s&amp;gt; 31st millennium and a little bit different from how you remember them. Most Chain Weapons still lack any decent AP, but they now have &#039;&#039;Shred&#039;&#039;, meaning anyone equipped with these get to re-roll their wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The standard S-User, AP- chain weapon, but now it has &#039;&#039;Shred&#039;&#039;. Only available to Companions in the Command Tercio, and at [[wat|5 points each]] they&#039;re absolutely not worth it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charnabal Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Duelling weapons that rely on speed and precision over brute strength. A few more of these have been added in 2.0, but they all follow the same general theme of relying on &#039;&#039;Breaching&#039;&#039; instead of normal AP, but gaining initiative in challenges. A surprising number of Solar Auxilia units can take these weapons, with varying degrees of usefulness.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Sabre:&#039;&#039;&#039; The standard Charnabal weapon, with S-User, &#039;&#039;Breaching (5+)&#039;&#039; and &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;. The option that will inflict the least wounds due to having no strength bonus, but strangely the one that will inflict the most AP2 wounds due to having a better version of &#039;&#039;Breaching&#039;&#039; than the Tabar and having more attacks than the Glaive. Because your men are Strength 3, you will only wound MEQs on a 5+ anyway, making it practically an AP2 weapon at base. However, this also means it scales terribly with bonus strength (Biomancy, &#039;&#039;Furious Charge&#039;&#039;) and cannot threaten &amp;gt;T5 targets. For Dreadnought/Automata combat, look at the Power Weapons list.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Tabar:&#039;&#039;&#039; Yeah, I didn&#039;t know what a Tabar is either (it&#039;s a Persian battle axe of yore), and the Charnabal version isn&#039;t too much to write home about. It is a little bit worse than the Sabre as it has the same &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;, and only has &#039;&#039;Breaching (6+)&#039;&#039; in exchange for S+2, which is kind of meh when compared to some Power Weapons. Going up o Strength 5 could help you wound tougher enemies, but those wounds will most likely just bounce off their armour due to the inferior &#039;&#039;Breaching&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Glaive:&#039;&#039;&#039; &#039;&#039;Duellist&#039;s Edge (2)&#039;&#039;, &#039;&#039;Breaching (5+)&#039;&#039;, S+1, &#039;&#039;Two-handed&#039;&#039;. Hitting before most MEQs is nice, but is it worth giving up chances to trigger &#039;&#039;Breaching&#039;&#039; by losing your +1 attack from having 2 weapons?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The high AP combat weapons that are slower than Charnabal Weapons, but offer more killing power.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; The standard AP3 power weapon, but now it comes with &#039;&#039;Rending (6+)&#039;&#039; so you can actually cut through Artificer armour. It&#039;s not reliable, but a buff is a buff. Generally not worth it for the Solar Auxilia, as the Charnabal Sabre outperforms it against most MEQs and TEQs. It is better against Dreadnoughts and Automata, but why would you ever try to fight those in melee?&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; The same old S+1 AP2 &#039;&#039;Unwieldy&#039;&#039; weapon. Your strength 3 wasn&#039;t going to ID any MEQs anyway, so this could be a budget alternative to the Power Fist. Your low strength also makes the Axe inferior to the Sword when fighting everything above T4 (same wounding and AP, but Sword is not &#039;&#039;Unwieldy&#039;&#039;), so take the Sword if you expect to fight Dreadnoughts and the like. That said, it is worth considering if you have strength buffs from allied Biomancy Psykers and/or &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine, meaning you can for once wound more than Charnabal Sabre/Power Sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; Got a very nice buff as it is still S+2, but now it is also AP3 so it can actually kill marines rather than bouncing off their armour. Also decent against Automata, as you wound them reliably. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Also received a very helpful buff in the new edition. They are now S+1, AP3 standard and include the &#039;&#039;Reach (1)&#039;&#039; special rule, making it more consistent and actually useful after a charge. This allows your HQ sections to a. get to S4 and wound MEQs on a 4+ and b. hit before MEQs, which is very nice indeed.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2, AP2 and &#039;&#039;Unwieldy&#039;&#039;, the Power Fist is unable to ID MEQs due to your reduced strength, but it does allow your men to wound MEQs on a 2+ and gives you a better chance against Dreadnoughts and Automata. Has &#039;&#039;Specialist Weapon&#039;&#039; unlike everything else on the list; as none of your models can take 2 &#039;&#039;Specialist Weapons&#039;&#039;, this means you cannot get extra attacks. &lt;br /&gt;
**You can get back to S8 and ID MEQs by adding Biomancy (read: allied Librarian) and &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine to your original S6 attack. The HQ officers who can take this are all at least A3 and can go to WS5, so they&#039;re actually able to make good use of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Melee Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The weapons that don&#039;t fit into the other categories.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; A 1 point upgrade to give your men +1S to all melee attacks, but it has &#039;&#039;Two-handed&#039;&#039;, meaning you don&#039;t get extra attacks for having a second close combat weapon/pistol. You don&#039;t care about that because literally every model in the list that can get CCW/pistol is required to give up their Lasrifle for it, meaning everyone that could get bayonets will not have 2 melee weapons anyway. Gives your rifle sections the ability to wound marines on a 4+ or better if you take the right Combat Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Charonite Claws:&#039;&#039;&#039; The weapon of choice for your Ogryns. S7 AP3 &#039;&#039;Two-Handed&#039;&#039; and [[fail|Rending (6+)]]. A step down from the old rules, but still your best bet for fighting Automata in melee. Unfortunately, &#039;&#039;Furious Charge&#039;&#039; doesn&#039;t work on it as a fixed strength weapon.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; A completely different weapon from 1.0. Instead of being a 5&amp;quot; S10 AP2 pie plate of doom capable of destroying everything under it, it&#039;s now S12 AP3 3&amp;quot; &#039;&#039;Sunder Brutal (3) Rending (6+)&#039;&#039;. It won&#039;t do anything against Dreadnoughts due to being AP3, but it&#039;s an excellent anti-Automata weapon, as it wounds easily, causes lots of wounds and ignores armour. Also useful in a pinch as anti-vehicle, as S12 &#039;&#039;Sunder&#039;&#039; will more or less guarantee penetration.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Cannon:&#039;&#039;&#039; 240&amp;quot; S9 Ordnance 1 is decent enough against vehicles, but being AP4 instead of AP3 makes it basically worthless against MEQs and &#039;&#039;Shred/Pinning&#039;&#039; simply doesn&#039;t do enough to compensate for it regardless of 5&amp;quot; blast. Can be useful against non-Space Marine armies, but is that really a selling point in the Space Marine civil war game?&lt;br /&gt;
*&#039;&#039;&#039;Medusa Mortar:&#039;&#039;&#039; The old TEQ killing king has seen a very unfortunate nerf. It&#039;s the same as above, except with 36&amp;quot; and &#039;&#039;Rending (6+)&#039;&#039; instead of &#039;&#039;Shred&#039;&#039;. Much too expensive as self-propelled artillery in Heavy Support, while too short-ranged to be stationary artillery in Fortifications. Pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; Widely available as sponson/hull mounts on tanks. Has gained &#039;&#039;Rending (6+)&#039;&#039; for improved performance in general, but remember that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; a Defensive Weapon because it&#039;s S7, so it must fire on whatever the main cannon is shooting unless you have other special rules. This generally isn&#039;t a problem because the autocannon can do literally anything serviceably, but you can get actual Defensive weapons if you want emergency anti-infantry, while you should have taken a Lascannon if you wanted heavy duty anti-vehicle. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A literal modern day HMG. Widely available as a pintle mount on all of your vehicles, as you don&#039;t get combi-bolters. 3 shots of S4 AP6 really isn&#039;t much, but it&#039;s only 5 points so you&#039;ll make your points back if you kill just 1 guy. Also a Defensive weapon due to being &amp;lt;S7, so it can act as point defence and fire independently of your main guns. Not bad to be honest.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Nerfed into the ground because people were complaining about low AP pie plates making massed infantry unplayable. Instead of the previous MEQ-murdering S8 AP3 5&amp;quot; blast, now a S8 AP4 3&amp;quot; blast. The blast is too small to be useful against infantry, while against everything else it is far outperformed by its brother...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon:&#039;&#039;&#039; Lost &#039;&#039;Armourbane&#039;&#039;, but is now 2-shot and has &#039;&#039;Brutal (2)&#039;&#039;. An excellent anti-Dreadnought weapon, as you can wound reliably, cause multiple hits and then cause multiple wounds. Also gained &#039;&#039;Sunder&#039;&#039;, so still very good against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter&#039;&#039;&#039;: The Space Marine standard 24&amp;quot; S4 AP5 Rapid Fire weapon. Everyone who can take one can also take a Minor combi-weapon, which is objectively superior. Take those instead.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Usually available as hull mounts on tanks. As far as a stock weapon goes, 36&amp;quot; Heavy 4 S5 AP4 really isn&#039;t bad, and is arguably better than the Multi-laser you usually get instead in this army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combi-Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Half a Bolter, half another gun. There are two categories of Combi-Weapons, with Magna only getting one shot with their alternate gun, and Minor getting to fire multiple times. It&#039;s definitely worth mentioning that Combi-Weapons can fire BOTH primary and secondary weapons without requiring the &#039;&#039;Firing Protocols (X)&#039;&#039; rule. Squads armed with them are able to throw out a surprising volume of firepower. All of the models that can take this are BS4, so you&#039;re as likely to get what you paid for as you would on Space Marines. &lt;br /&gt;
*&#039;&#039;&#039;Minor Combi-Weapons:&#039;&#039;&#039;: Flamers, Volkite Chargers, and Grenade Launchers. Grenade Launchers seem to be the standout pick, but the Strength of these weapons has dropped to 5 on the Krak profile, and resolving lots of weak Blast (3&amp;quot;) shots in a turn with the Frag profile means they&#039;re a pain to play. Of course, the combi-Flamer reigns supreme against hordes. &lt;br /&gt;
**The Grenade Launcher is always inferior to the Volkite Charger in terms of damage. 1 shot at S5 AP4 is worse than 2 shots of S5 AP5 &#039;&#039;Deflagrate&#039;&#039; against any opponent, while the potential to make lots of hits using the frag grenade is also the same anti-light infantry specialisation as the Volkite Charger. The Frag&#039;s &#039;&#039;Pinning&#039;&#039; and either option&#039;s 24&amp;quot; can be useful, but taking the combi-Volkite is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Magna Combi-Weapons:&#039;&#039;&#039;: Meltaguns and Plasma Guns. Not generally a good idea, as everyone who can take these can also take the full version of the secondary weapon at the same/slightly higher price. If you want special weapons, take the actual special weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Template weapons, meaning they don&#039;t test on BS and instead auto-hit everyone under the teardrop. &lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Very nice at 2 points for the same S3 as the Laspistol, except with a lot more hits. However, has the same problem as all of the pistol upgrades in that it replaces the stock longarm the unit gets. &lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; A moment of respect for the vanished Flamer Section here. Instead, Flamers are now only available to HQ Tercio Sections. Do not take them as standalone weapons under any circumstance, as a combi-version is available at the same price. Otherwise a decent weapon, as S4 AP5 template can cause a lot of wounds and force failed saves.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; S5 AP4, and is therefore extremely deadly against anything weaker than an MEQ and can cause enough hits to force failed saves even against them. That said, it&#039;s mostly available as a sponson/pintle mount on your vehicles, most of which do not want to be in flamer range to begin with. Also an alternate choice for Veletaris Vanguard Sections instead of their Rotor Cannons, in case you prefer actually killing people instead of Pinning them. Is a Defensive weapon on vehicles due to being &amp;lt;S7, so it can torch nearby infantry while the main gun shoots something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Same old S3 AP- Pistol. Don&#039;t expect to see this a lot, as only your sergeants get it and they will almost always get to choose their unit&#039;s normal gun instead, or can take better pistols like...&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; The Hellpistols of the 31st Millennium. Actually very powerful weapons at S6 AP4 Pistol 2 (stronger than a Volkite Charger!), but only available to HQ sections (where it competes directly with special weapons) and unit sergeants, where its 9&amp;quot; range can be troublesome when the rest of the squad has 15&amp;quot; or 30&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lasrifle:&#039;&#039;&#039; The mainstays of the Solar Auxilia. Unlike last edition, these have all the attachments stock and thus have two different settings to use. Volley is your classic lasgun-like with 30&amp;quot; Heavy 2 S3 AP6. Blast Charger gives you the high-power punch with 18&amp;quot; Heavy 1 S6 AP4.&lt;br /&gt;
**The Blast Charger should be used at every opportunity. It inflicts ID on T3 models (denying &#039;&#039;Feel No Pain&#039;&#039;), offsets being 1-shot by having more than twice the probability to wound T4/5 targets compared to the standard shot, and can actually wound T6 and above. There are very few circumstances where Volley Fire will do more damage.&lt;br /&gt;
**That range will be a necessity, as the &#039;&#039;Close-Order&#039;&#039; sub-type severely hampers the mobility of the men carrying them. That said, &#039;&#039;Close-order&#039;&#039; also lets you at least move somewhat while firing the Lasrifle.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; &amp;quot;What if I tied 3 Blast Charger rifles together?&amp;quot; You get this. 3 shots of S6 AP6, available by the bucketload on your vehicles. You don&#039;t get Heavy Bolters anymore, so it will have to be this for anti-light infantry. Is a Defensive Weapon on vehicles due to being &amp;lt;S7, so don&#039;t be too worried if the main gun is an anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; &amp;quot;What if my Multi-laser fired one big shot instead?&amp;quot; Good old 48&amp;quot; S9 AP2, except it has gained &#039;&#039;Sunder&#039;&#039; for improved penetration rolls. Also an instrument for killing the much-improved Terminators and Dreadnoughts in this edition, as you need the S9 to ID 2W TEQs now and Dreadnoughts are now pseudo-Monstrous Creatures with 2+/5++.&lt;br /&gt;
*&#039;&#039;&#039;Gravis lascannon:&#039;&#039;&#039; 2 of the above, so you get 2 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Your only source of Melta weapons in the list except for the Legate Marshal, available to your HQ Tercio Sections. The customary Assault 1 S8 AP1 &#039;&#039;Armourbane (Melta)&#039;&#039; weapon capable of melting TEQ and vehicle alike, but its 12&amp;quot; range can be very limiting. The squads which have this all have &#039;&#039;Close-order&#039;&#039;, preventing you from running into range, while it being an Assault weapon receives no benefit from the unit subtype. If you&#039;re taking a full squad of these, get a transport. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Needle Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; Yet another pistol upgrade for your characters, with all of the problems it implies by dint of not being a standard ranged weapon. It&#039;s a different flavour to the Blast Pistol in that they&#039;re both 2-shot weapons that wound easily, but this one uses &#039;&#039;Poison&#039;&#039; instead of high strength. You&#039;re not likely to get &#039;&#039;Pinning&#039;&#039; either; you&#039;ll likely cause a wound, but you don&#039;t get any leadership debuffs to the test. However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics, as you can cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, potentially cancelling a charge and leaving the enemy Pinned in the middle of your gunline. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Generally weapons with S7 AP4 &#039;&#039;Breaching (4+) Gets Hot!&#039;&#039;. Your models generally have 4+ saves, which means they do NOT get their armour save against &#039;&#039;Gets Hot!&#039;&#039; this edition. However, all infantry models who can get one of these (except for Lasrifle Section sergeants and Medicae) have an Invulnerable save, can upgrade their armour, or both, so it&#039;s not that bad. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Actually reasonably priced at 5 points, but it has the same problem as the Blast Pistol; if you have one in the first place, you&#039;ve given up your rifle, which is just a bad idea in principle. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire available to your HQ Tercio Sections and is a decent choice for killing MEQs. However, TEQs having 2W now means you&#039;ll need a lot more shots to take them out. Faces stiff competition from the Meltagun, which while being 1-shot can ID TEQs and ignore their armour. That said, neither weapon can  ID Custodes/Dreadnoughts/Automata anyway, while the Plasma Gun could already ID T3 models, so the Plasma Gun&#039;s 12&amp;quot; extra range and extra shot within 12&amp;quot; can give it the advantage against non-Marine opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volkite Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
*&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; The weapon that makes your Veletaris Tercios so fearsome at short range. Assault 2 S5 AP5 &#039;&#039;Deflagrate&#039;&#039; is already nice, but it becomes absolutely disgusting when it comes in squads of 20 and squads come in Tercios of 3. Space Marine Legions wish they could take so much firepower in one slot. Also available on your HQ Tercio Sections, but they have even better choices, so look elsewhere. 15&amp;quot; can be limiting when everyone who can take them is &#039;&#039;Heavy&#039;&#039; or &#039;&#039;Close-order&#039;&#039;, and thus cannot Run into range; your units are cheap and large enough to make a few casualties acceptable, but think about transports, Deep Striking and the like.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Comes with Krak (S5 AP4) and Frag (S3 AP6 &#039;&#039;Pinning&#039;&#039;) munitions and only available on your HQ Tercio Sections. Never take this as a standalone weapon, as the said Sections can take a combi-version of it at the same price and they have better options in any case.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Space Carapace armour that gives a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Void Armour:&#039;&#039;&#039; Void armour that also has the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Void Armour:&#039;&#039;&#039; Power armour, as it gives the wearer as 3+ save and the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Vexilla:&#039;&#039;&#039; The basic one. +1 to combat resolution and stop your voidsmen from running off the table.&lt;br /&gt;
*&#039;&#039;&#039;Command Vox:&#039;&#039;&#039; The master vox. Any unit with one can share their Leadership with any other unit that has a Vox Interlock or another one of these, allowing them to use the officer&#039;s decent leadership. Works from Reserve, so feel free to hide your Legate Marshal in a Line Command Section in Reserve to broadcast his Ld10 to your entire army.&lt;br /&gt;
**&#039;&#039;&#039;Vox Interlock:&#039;&#039;&#039; 1-way radio, allowing units to use the Leadership of anyone with a Command Vox. Useless without a Command Vox, so don&#039;t take 9 of these without actually having a squad with a Command Vox.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Legate Marshal:&#039;&#039;&#039; 85 points, 0-1 restriction, Infantry (Heavy, Character) - the old &amp;lt;s&amp;gt;Lord Marshal&amp;lt;/s&amp;gt; LORD MARSHAL upgrade gets their own entry. Comes with Laspistol, Close combat weapon, Heavy Void Armour (for a 3+ save), Refractor Field, and frag and krak grenades. Can upgrade their pistol to a Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol or Archaeotech Pistol. They may also upgrade their CCW to a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist or Paragon Blade. Any one weapon may be made master-crafted for 10 points. They may swap their armour with Artificer (you may remove the Heavy Sub-Type if you do), they may take an Iron Halo, as well as a Cyber-Familiar and Melta Bombs (those are &#039;&#039;&#039;20&#039;&#039;&#039; points. 20!). So you can give them a 2+ save and 3++ invuln, and with the way snipers work now you absolutely should. &#039;&#039;Battle-hardened (1)&#039;&#039; 2+/3++ 4W makes him basically impossible to kill without S8 AP2, but WS5 S3 means he won&#039;t be killing Praetors anytime soon. Also has &#039;&#039;Stubborn&#039;&#039; and COMBAT DOCTRINES.&lt;br /&gt;
**COMBAT DOCTRINES unlock special bonuses for your army - these are your Rites of War, but are much more characterful, telling us the origins of your Auxilia army - so you will be seeing a Legate Marshal in nearly every list. &lt;br /&gt;
**Always put this guy in a unit with a Command Vox. This lets everyone in the army with a Vox Interlock use his Ld10 for Morale checks and Pinning, which you&#039;ll need because your basic Auxilia trooper is Ld6 and their sergeants are Ld7-8.&lt;br /&gt;
**The Thunder Hammer is strangely costed at the same as the Power Fist for him, and thus only 5 points more than a regular Power Weapon. For that price, you&#039;re a legitimate threat to Legion Centurions and the like despite your inability to ID, as you still wound on 2+ and you can force failed Invulnerable saves with &#039;&#039;Brutal (2)&#039;&#039;. As he&#039;s literally the only model in the list that doesn&#039;t go splat to a Marine Power Maul, your opponent might just leave the S8 AP2 weapons at home, leaving you at an advantage. Moreover, you can conceivably stack strength buffs on him to get back to S8, which considering his insane saves makes him basically a Space Marine Praetor in close combat. The Paragon Blade is more iffy; as discussed on the Legion Tactica, Terminators being 2W makes the Paragon Blade a lot harder to justify against them and 1W 2+ save models are rare nowadays.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Tactical Command Tercio:&#039;&#039;&#039; The most elite Tercio in the list, composed of 1-3 units, one of which &#039;&#039;must&#039;&#039; be the Tactical Command section. This is for your fancy custom elites and where you get your special weapons (Plasma, Melta, combi-weapons, etc.) as Veletaris and Lasrifle Sections have little to no choice in weapon upgrades. You can also take Power/Charnabal weapons, but this is not recommended as you could have taken Storm Axe Veletaris for that instead, whereas as aforementioned this is your only source of special weapons. Unlike Veletaris/Rifle Sections, your sections come 5-10 here. [[Awesome|The whole Tercio gets Refractor Fields for 5++]] and has 2W on everyone except for the officers, who are somehow even tougher. &lt;br /&gt;
**The officers strangely cannot wield Power/Charnabal weapons with upgraded pistols, as the option for upgraded pistols only appears after you replace his Lasrifle with Laspistol/CCW, which is mutually exclusive with the option to swap Lasrifle with Blast Pistol and Power/Charnabal weapons. If you want a pistol stronger than a Blast Pistol, the only melee weapon upgrade that can be paired with it is the Power Fist.&lt;br /&gt;
**&#039;&#039;&#039;1 Solar Auxilia Tactical Command Section:&#039;&#039;&#039; The big banner squad, and while said banner is by no means mandatory, refusing to take it should be paramount to admitting defeat. The squad consists of a Solar Auxilia Captain with 3A 3W [[What|(yes, he has more wounds than a Space Marine Centurion)]] and his four friends who have &#039;&#039;Stubborn&#039;&#039;. They all come with Refractor Fields, Void armour, Melta Bombs and Lasrifles, but they can be upgraded to take a series of much better weapons like Volkite Chargers, Power Weapons paired with Blast Pistols, Combi-weapons and a couple of special weapons. The Captain can take Heavy Void armour, and be further upgraded to a Marshal (same thing except WS5 A4). The four companions can take between them a Command Vox, a Augury Scanner and an Auxilia or Cohorts Vexilla (the only unit in the army), and the squad can add five more companions more for a squad of ten and some ablative wounds. In particular, the Cohorts Vexilla confers &#039;&#039;Line&#039;&#039; on the unit and lets everyone in 6&amp;quot; of the Vexilla have Ld9 for Morale/Pinning checks. That last part won&#039;t come up often due to Command Vox/Vox Interlock, but &#039;&#039;Line&#039;&#039; is always nice.&lt;br /&gt;
**&#039;&#039;&#039;0-2 Solar Auxilia Companion Section:&#039;&#039;&#039; A squad of five Companions from the Command section, but as their own squad and a WS5 Ld8 3A sergeant. They can be upped to a squad of 10 and they&#039;re pretty good since they are essentially Veletaris+. Have the same weapon options as the Command Section, so equip them accordingly. Strangely has a blanket option for combi-weapons at 5pts as opposed to different pricing for Magna and Minor combi-weapons, so you can RAW take Magna combi-weapons for that price. That said, it&#039;s still a bad option compared to taking an actual special weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davinite Lodge Priest&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; What a surprise, an actually new unit to just lump into Legacies! A Traitor-exclusive &#039;&#039;Support Squad&#039;&#039; HQ from the place where Horus nearly died and got corrupted, they cannot become the Warlord and their combat power is lacking, but they can be useful as a support psyker. Their single power allows them to restore a wound on a model, though it&#039;s useless for resurrecting dead troopers. This does, however, make them decent for supporting Ogryns and allied Veterans and Terminators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expeditionary Navigator&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A second &#039;&#039;Support Squad&#039;&#039; HQ that&#039;s a Psyker, with their power being the Lidless Stare - an S2 template with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Force&#039;&#039; so you have a chance to actually harm guardsmen and MEQ. This is their only combat value, as they&#039;re unarmed in melee aside from their meager laspistol.&lt;br /&gt;
**Their more valuable use is the 12&amp;quot; bubble they project, forcing the enemy to roll 3d6 for scattering. While it won&#039;t actually stop them from arriving, it can help throw them further off the board and maybe even kill some if they scatter into terrain.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Veletaris Tercio:&#039;&#039;&#039; The elite stormtrooper analogues, all given BS/WS4 and reinforced void armour, including the &#039;&#039;Heavy&#039;&#039; sub-type to help resist templates and blasts. Section sergeants can all take heavy void armor, giving them a 3+ save. The entire Tercio besides the Vanguard Section gets Volkite Chargers as part of their standard loadout, which gives them a good means on handling MEQs. They also lack the &#039;&#039;Close-Order&#039;&#039; sub-type, making them less of a juicy target to burn alive with templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Command Section:&#039;&#039;&#039; Your classic command squad can replace all their guns for power weapons, but anyone with half a brain can recognize that this would be an extremely stupid idea as it gives up one of your greatest advantages in being a Tercio unless you brought that Vanguard Section to pin them down or you&#039;re building a melee Tercio. Veletaris have marine-tier WS4 I4, but 1A and no pistol, so think carefully about equipping this unit for melee. For ranged damage output, just take another Storm Section, who at the same price get 5 more dudes and can go up to 20.&lt;br /&gt;
**&#039;&#039;&#039;0-3 Solar Auxilia Veletaris Storm Section:&#039;&#039;&#039; The volkite gunlines, and you get quite a few of them at 8 points per model. You can replace their guns with Storm Axes so you aren&#039;t stuck with mere CCWs. Storm Axes are +2S AP2 &#039;&#039;Unwieldy&#039;&#039; [[Awesome|(so you&#039;re at WS4 S5 AP2 like Power Axe MEQs)]]; they&#039;re &#039;&#039;Two-handed&#039;&#039;, but you have no pistol/CCW so you don&#039;t care. Each Veletarii only has one attack, but they compensate with [[wat|Murderous Strike (6+)]], giving them a fighting chance against 2-wound TEQs and most characters. The main problem, of course, is whether it&#039;s bright to build a melee squad in this list to begin with, which depends on the Cohort Doctrine you have.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Vanguard Section:&#039;&#039;&#039; Rather than Volkite, these guys get to carry Rotor Cannons to pin anything you want your other forces to mow down. Of course, if you&#039;re dealing with hordes such as the Imperial Army or daemons, then you&#039;d be better suited by grabbing Heavy Flamers for an entire block of templates. Mixing and matching is a decent idea; &#039;&#039;Pinning&#039;&#039; tests on the same leadership as long as you cause at least 1 wound and you&#039;re therefore not incentivized to max out on Rotor Cannons, while the prohibition on friendly fire can make using 20 Heavy Flamers difficult. If you&#039;re spamming Rotor Cannons purely for firepower, just take a few Lasrifle Sections.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Medicae Section:&#039;&#039;&#039; Cheap as chips at 15 point a pop, but only &#039;&#039;Feel No Pain (6+)&#039;&#039;, because whoever wrote the rules hates you. But hey, you can take pistols (at reasonable prices for once) and actual close combat weapons like Charnabal/Power and Power Fists now! If you&#039;re taking any, be sure to give these to your Command Tercio squads; everyone who knows about Solar Auxilia will try to snipe the Command Vox operators, and you want additional protection for him. Having another layer of protection against &#039;&#039;Gets Hot!&#039;&#039; on any plasma weapons is just the cherry on the cake.&lt;br /&gt;
**Barring the Power Fist, the melee weapons are arguably worth it considering you can pair it with the pistol for a total of 3 attacks base. Yes, taking a melee upgrade and a pistol upgrade doubles the cost of the model, but double of basically nothing is still basically nothing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Surgeon-Primus Aevos Jovan:&#039;&#039;&#039; Has &#039;&#039;Bitter Duty&#039;&#039; which means that he doesn&#039;t get to join anyone anymore, which is perhaps for the best as he&#039;s &#039;&#039;Bulky(5)&#039;&#039; thanks to his auto-gurney. How does he stay protected then? He has a low-priority-target aura that prevents him from being targeted from further than 12&amp;quot; away, unless he shoots first. Within 12&amp;quot;, he gives -1Ld to everyone (friend or foe) because he&#039;s Victor Frankenstein in the 31st Millennium. &lt;br /&gt;
**Instead of conferring &#039;&#039;Feel No Pain&#039;&#039;, he now straight up makes your guys come back to life. Once a turn, you can roll a D6 for any friendly Infantry model that dies within 12&amp;quot; of him in Movement/Shooting Phases. On a 1 it comes back with 1 wound and dies at the end of your next turn while having +1S/T until then. On 2-5, it just comes back with 1 wound. On a 6 however, it comes back with [[Awesome|ALL WOUNDS]]. Legate Marshal got blasted by a Volcano Cannon? Just respawn him, no biggie. You can also take up to 3 Orderlies, which you can [[Grimdark|sacrifice to the Auto-Gurney]] to increase or decrease your roll by 1, in case you want to make sure your Legate Marshal/Ogryn/(insert important model) comes back. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charonite Ogryn Section:&#039;&#039;&#039; They cost 40 pts per Ogryn, have S/T5, &#039;&#039;Rage (2), Hammer of Wrath (2), Feel No Pain (5+)&#039;&#039; and 4 attacks at S7 AP3 weapon with Rending (6+), what&#039;s not to like? Well, a lot, actually. First of all, at WS4 they aren&#039;t effective against dedicated Marine melee squads. Second, thanks to &#039;&#039;Bitter Duty&#039;&#039; your characters won&#039;t be joining them. Third, while they have a safety net of &#039;&#039;Death Frenzy&#039;&#039; (basically, if you fail a Morale check, remove one model and count that check as passed while getting +1 attack per model for the next turn for your trouble), their Ld of 6 will do jack shit against any other shenanigans with Ld. Oh, and the signature &#039;&#039;Instant Death&#039;&#039; on their claws was moved to the [[fail|1 attack Veletarii with Storm Axes]]. Their best use seems to be running them in front of the rest of the army as a speedbump; Marines with Sx2 weapons won&#039;t be able to ID these guys and have to chew through all three wounds on each Ogryn, buying some time for the rest of your army. They still come with no DT, but can be transported by Dracosans now.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Infantry Tercio:&#039;&#039;&#039; The bread and butter of your army, with most of your universal &#039;&#039;Line&#039;&#039; units. No longer includes Veletaris or Flamer sections (moved to Elites), nor Aegis Lines. No longer locked into sizes of 20, it makes your army marginally less expensive to collect as you may use leftover voidsmen from one unit to bulk up the numbers of another. However, the &#039;&#039;Close-Order&#039;&#039; sub-type makes these guys the most prone to being wiped out by pieplates and templates. You&#039;ve lost Flamer Sections, so it&#039;s full on Lasrifle spam. &lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Line Command Section:&#039;&#039;&#039; As the force leading your tercios, you&#039;ll be needing these guys behind the rest of your guns. A Command Vox will hardly do you wrong in keeping order in the squad as you&#039;re otherwise stuck relying on that mere Ld7 for everything.&lt;br /&gt;
**&#039;&#039;&#039;1-3 Solar Auxilia Rifle Section:&#039;&#039;&#039; The most budget force you can ever get. 60 points for a squad of 10, and each additional model is only 5 points. Each soldier carries a lasrifle, which actually have variable settings, with a lasgun-tier Volley that shoots twice each time and the heavy-power Blast Charger so you have the chance to wound marines with a single S6 shot. The Lasrifle is Heavy, but &#039;&#039;Close-order&#039;&#039; lets you move half your movement score and still shoot. If you&#039;re worried about melee and aren&#039;t facing against marines with Power Mauls that can paste them within seconds, then you might be okay with bayonets.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Dracosan Armoured Transport:&#039;&#039;&#039; Ol&#039; reliable Malcador chassis. Still the best looking vehicle in the range, still more expensive than most of the squads it carries, still not &#039;&#039;Superheavy&#039;&#039; or an &#039;&#039;Assault vehicle&#039;&#039;, still unavailable to Ogryns who need it the most. That being said, the new variety of squads of the squads have given the Dracosan a much needed flexibility in its use. With a transport capacity of 22, it can comfortably move around a deathstar unit, plus Marshal and medic. Has the choice of purchasing a Demolisher cannon for 50 points, at the expense of reducing it&#039;s transport capacity &#039;&#039;to&#039;&#039; 10 and not &#039;&#039;by&#039;&#039; 10, leaving it in a rather awkward spot for transporting smaller units. In addition, the Dracosan may also equip Flare Shields to make sure it gets its passengers into battle, as well as Hunter-Killers and pintle-mounted weapons.&lt;br /&gt;
*&#039;&#039;&#039;Aurox Transport:&#039;&#039;&#039; Your Rhino equivalent. Cheap as chips at only 30pts, maybe 40 after upgrades. Can only carry 10 models but since your basic lasrifle voidsman can move and shoot it is an appealing prospect for transport. Not much so for protection since its armor is paper-thin, but since Auxilia won&#039;t ever be carrying elite terminators or artificer-armoured units, it&#039;s not that big of a deal. These lil&#039; buggers aren&#039;t cheap in ca$h however, so whatever money you think you are saving by splitting your 20-man squads into MSU will soon evaporate if you&#039;re planning to mechanize.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Arvus Transport:&#039;&#039;&#039; A flying bus. No upgrade options at all. Leave it in the box.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Primaris-Lightning:&#039;&#039;&#039; Comes at 150 points, costs more than the Thunderbolt (it does have +4&amp;quot; M, but lacks the extra autocannons) for the sole reason of being able to take Kraken Penetrators you know and love - 36&amp;quot; S8 AP1 &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;One Use&#039;&#039;. However, since this edition is not Vehicle-friendly, their value has greatly diminished, and they lack &#039;&#039;Brutal&#039;&#039; to deal with Dreadnoughts. There are also Sunfury missiles, but they are hilariously bad.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Thunderbolt:&#039;&#039;&#039; Comes at 120 points, and has more weapons and special rules than the Lightning. Can automatically come on from Reserves as an Advanced Reaction if the enemy calls in Flyers from Reserve and take a shot at them. While the rules technically only allow Flyers to get &#039;&#039;Skyfire&#039;&#039; in their own Shooting Phase, you can buy Skystrike Missiles with baked-in &#039;&#039;Skyfire&#039;&#039; to circumvent that. This is one of your most reliable (not to mention only) means of anti-air, so take a couple of these; with how depleted the Fast Attack section is, it&#039;s not as if you had anything better to take.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Carnodon Strike Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Lightweight assault tanks, something that the Liber left out. They&#039;re fairly cheap at 70 points a tank, but they&#039;re fairly flimsy with 3 HP and AV 12/11/10. The free Volkite Culverins (45&amp;quot; Heavy 5 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) are generally superior to the stock TL Multi-laser (as lack of &#039;&#039;Twin-linked&#039;&#039; is compensated by sheer volume of fire), while you can also take stronger turret weapons in TL Autocannon/Lascannon. Their sponsons come with all the typical and reliable armaments, with the addition of free Volkite Calivers (30&amp;quot; Heavy 3 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) if you&#039;re really keen on burning something alive. Being Fast Attack is an improvement because it no longer competes with much more powerful Russes, but it now instead competes with the Thunderbolt, which is one of your only forms of anti-air. Think carefully. &lt;br /&gt;
**The issue with the Carnodons is that you have to give all of them the same turrets and sponsons, which can be very annoying if you need one to fill out a specialized role. Your only solace is the fact that pintle weapons aren&#039;t constrained by those same rules, but between the heavy stubber, autocannon and heavy flamer, their only purpose is crowd control.&lt;br /&gt;
**Taking 2 lascannon sponsons is strangely costed the same as taking TL Lascannon turrets (Autocannon sponsons cost twice compared to TL Autocannon turret), making it the superior choice in terms of firepower as you get the same 75% chance of hitting at least once, while having 25% chance of making 2 hits. If you want to mix and match between Battle and Defensive weapons, take the Lascannon sponsons and keep the turret with Multi-laser/Volkite Culverin rather than taking a Lascannon turret.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Termite Assault Drill&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; And it&#039;s back here too now. Not much different than its versions in the Legions or Mechanicum. That said, 12 spaces doesn&#039;t really do much for you, especially considering that they can&#039;t become DTs for your Tercios in any way. Maybe it can work for a Command Squad, but nothing further.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Armoured Tercio:&#039;&#039;&#039; Your Leman Russes. Many Cohort Doctrines restrict you to one Armoured Tercio per detachment, but since you can cram up to 9 tanks in here it&#039;s not that big of an issue.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Moved from HQ to command of their own Tercio, and riding a single basic Leman Russ with battlecannon, but one which can take tasty upgrades (Flare Shield for 20pts and Cognis-Signum for 25pts). Like the standard Russ, it also has the &#039;&#039;Outflank&#039;&#039; special rule by default. That being said, it&#039;s +50 points over the already poor Battle Cannon Leman Russ, while buying a cognis-signum means you&#039;ve just spent 225 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points and slots that could simply have gone to more tanks, is this really worth it?&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Strike Squadron:&#039;&#039;&#039; 150 points give you a 14/13/10 vehicle with four HP and &#039;&#039;Outflank&#039;&#039; that moves 12&amp;quot;. It comes with either a battlecannon, Gravis Lascannon, &#039;&#039;&#039;two&#039;&#039;&#039; Gravis Autocannons (&#039;&#039;Twin-linked&#039;&#039; 3-shot Autocannon), or a Vanquisher Battlecannon with co-axial autocannon for a measly +5pts. The squadron can include a pair of additional tanks with a discount of 15 points each. The Battlecannon should be replaced at first opportunity and the Gravis Lascannon is objectively inferior to the Vanquisher, but the Vanquisher and the Autocannon both have their own merits.&lt;br /&gt;
***Yes, RAW Solar Auxilia Russes have 4 Autocannons in their turrets. It might be a typo or just an attempt to account for the Exterminator Autocannon having a higher rate of fire, either way you&#039;ll need those to put up a fight against Legiones Astartes.  &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Assault Squadron:&#039;&#039;&#039; 200pts for the same Leman Russ minus &#039;&#039;Outflank&#039;&#039;, with either a demolisher cannon (underrated but still mean), Executioner Plasma Cannon (5&amp;quot; Plasma Cannon) or Volkite Macro-Saker (8 shot Volkite Culverin), again at -15pt discount if you take more tanks in the squadron. Does not have Outflank, but is &#039;&#039;Reinforced&#039;&#039;. Weapon choices aren&#039;t rocket science; Demolisher for anti-vehicle/Automata, Executioner for anti-TEQ, Macro-Saker for anti-light infantry. In particular, the Executioner is one of the few weapons that can semi-reliably remove large groups of MEQ short of taking a Stormhammer, so take a couple against Legion opponents and kill any Marine squads that are particularly threatening to your infantry, while its &#039;&#039;Rending (4+)&#039;&#039; (as opposed to the standard Plasma &#039;&#039;Breaching (4+)&#039;&#039;) means it can fight vehicles in a pinch.&lt;br /&gt;
***The Macro-Saker is S6 and therefore a Defensive weapon, regardless of being turret mounted. Can be useful if you want something more substantial than pintle and hull mounts for anti-infantry and to add some punch to Reactions. On the merits of the weapon alone, it&#039;s inferior to the (much cheaper) Autocannon Russ.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Artillery Tercio:&#039;&#039;&#039; The heavy weapons teams of the Solar Auxilia, now in Tercio format. These consists as usual of three units, of which at least one rapier or tarantula unit is mandatory.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Artillery Command Section:&#039;&#039;&#039; Command Squad like the one in the troop slot Tercio, with option to take a Cognis-signum. Honestly nothing too impressive. You&#039;re better off taking more rapiers.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Tarantula Sentry Battery:&#039;&#039;&#039; Actually can shoot with all its guns after the latest Errata, gaining &#039;&#039;Firing Protocols (2)&#039;&#039; and &#039;&#039;Fearless&#039;&#039;!  Still bad though, because  &#039;&#039;Sentry Protocols&#039;&#039; forces them to shoot at the nearest thing they can see, even if that thing can laugh off their fire with ease or if doing so would be wasteful (especially if you took the Hyperios Missile Launcher, which has &#039;&#039;Skyfire&#039;&#039; and thus must snap fire at anything else). Probably usable for cheap Lascannons. &lt;br /&gt;
***The Command Section&#039;s Cognis-Signum increases its firepower by 50% (BS2 to BS3), while everything else increases by 33% (BS3 to BS4) and the Rapier increases by 25% (BS4 to BS5). Still probably better to take Rapier Laser Destroyers instead of Lascannons so you can choose your targets, but who knows? You might end up fighting a Legion/Mechanicum list where there&#039;s literally no bad target for Lascannons.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Rapier Battery:&#039;&#039;&#039; Comes with Gravis Multi-laser (2 &#039;&#039;Twin-linked&#039;&#039; Multi-lasers) to cut holes through Imperial Militia, but can swap for a free Gravis Heavy Bolter Battery (2 &#039;&#039;Twin-linked&#039;&#039; Heavy Bolters) for even more fire that can cut through enemy Auxilia, a tank-busting Laser Destroyer (36&amp;quot; S9 AP1 Ordnance 2 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039;)or a Quad Launcher (with frag only, but these can be upgraded with Incendiary, Shatter or Splinter for specific roles).&lt;br /&gt;
***Your choice in Quad Launcher rounds really does depend on what you want to do with it, considering that each round type costs you. The base Frag Rounds you start with come with a S5 AP5 large blast with &#039;&#039;Shred&#039;&#039; to handle most things. The Shatter Rounds are the only rounds that aren&#039;t blast and the only ones with any anti-armor use with S8 AP4 with &#039;&#039;Sunder&#039;&#039;. Both the Splinter and Incendiary Rounds can Pin enemies, with Incendiary Rounds getting &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Shred&#039;&#039; to flush out cover campers (though AP5 means basically everyone will just take armor saves) and Splinter Rounds compensate for their dismal S2 with &#039;&#039;Rending (6+)&#039;&#039; and with &#039;&#039;Shell Shock (1)&#039;&#039; to help guarantee Pinning.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Malcador Heavy Tank Squadron:&#039;&#039;&#039; Up to three tanks at 225 points each give you a 13/13/12 chassis with 14&amp;quot; movement. For 10pts it can trade its battlecannon for a Gravis Lascannon or [[Awesome|Vanquisher battlecannon]]. That said, the Vanquisher is better provided on Leman Russes because they get a co-axial weapon. The heavy bolters on the front and sides can be exchanged for Autocannon/Multi-laser/Heavy Flamer, or upgraded to a Lascannon for 10 and 25 points respectively. If you want heavy duty anti-vehicle, the front Heavy Bolter can be exchanged for a Demolisher cannon for 50 points. It can also take a Flare Shield and dozer blade, in case you&#039;re building a plan around these things. &lt;br /&gt;
**A Vanquisher/Lascannon Malcador with Demolisher Cannon and Flare Shield (for effective frontal AV14) is 285 points. You could instead have taken a Strike Russ AND a Demolisher Russ for 355 points, which are collectively far tougher than the Malcador (heck, one Russ already has 4HP and it has the same Front AV14 Side AV13 as the Malcador), have turrets, can get cheaper in squadrons and in the case of the Vanquisher Russ is more accurate. The Russ is simply a more cost-effective way to get firepower on the table, so the benefits of the Malcador boil down to 14&amp;quot; movement, &#039;&#039;Independent Fire Control&#039;&#039; and sidestepping restrictions against taking Armoured Tercios.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Battery:&#039;&#039;&#039; Your basilisks or medusae. 200 points per vehicle is ridiculously expensive for an AP4 gun, even with 240&amp;quot; range, S9 and &#039;&#039;Large Blast&#039;&#039;, &#039;&#039;Shred&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Can be exchanged for Medusa Mortar that trades 204&amp;quot; of range and &#039;&#039;Shred&#039;&#039; for &#039;&#039;Rending (6+)&#039;&#039;. Thanks, but no thanks. If you really want high strength AP4, take some Leman Russes; better yet, take the Fortification artillery choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Valdor Tank Hunter:&#039;&#039;&#039; Its Neutron Beam Laser is a very powerful anti-tank weapon (Ordnance 2 S10 AP1 &#039;&#039;Concussive (3) Shock Pulse Gets Hot!&#039;&#039;), therefore having the same anti-vehicle firepower as the Vanquisher Cannon while having &#039;&#039;Shock Pulse&#039;&#039; to silence anything it doesn&#039;t kill. However, you only get 1 per slot as opposed to 9 Leman Russ Vanquishers/Destroyer Tank Hunters, and the lack of &#039;&#039;Brutal&#039;&#039; limits its power against Dreadnoughts/Automata. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Cyclops Demolition Vehicle:&#039;&#039;&#039; You will laugh in the face of your enemies! 1-3 cyclops, each of which come with an operator (who acts independently after deployment, so hide them!). Can also be carried in an Aurox, Arvus or Dracosan - you must pick one for each Cyclops. Now just attacks in close combat with a &#039;&#039;single&#039;&#039; autohit that also removes the Cyclops itself. The problem is while previously the little suicide robot blew up at I10, now it does at I1. S10 AP1 &#039;&#039;Instant Death&#039;&#039;, &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;Brutal (2)&#039;&#039; means you&#039;d want to target high value targets, but WS1, T5, 2 Wounds and 3+ pretty much guarantees anything bar Vehicles is quite capable of beating the little guy to death before he does anything, unless you&#039;re already in combat using another unit that can take the hits instead. In short - bad unit has somehow been made worse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Support Tercio&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A collection of Leman Russ-based vehicles, except with centreline mounts/no main gun at all. Counts as an Armoured Tercio for the purposes of Cohort Doctrines, so don&#039;t think about using this to circumvent restrictions against Armoured Tercios. Being without a turret means they&#039;re smaller targets and can more easily claim Cover, but it won&#039;t help too much because almost everything you can claim will be 6+.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Same Russ as in Armoured Tercio. Equip as you see fit.&lt;br /&gt;
**1-3 from the following:&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Thunderer Siege Tank Squadron:&#039;&#039;&#039; The Space Marine Vindicator, except on a Leman Russ chassis. Being the &#039;&#039;Slow&#039;&#039; subtype will unfortunately mean that you&#039;ll be needing to keep the Thunderer protected until it can fire away. Competes directly with the Demolisher Russ at the same cost per vehicle, with the comparison mostly coming down to &#039;&#039;Slow&#039;&#039; making the Thunderer harder to kill with Penetrating Hits while preventing it from firing on the move (Demolisher Cannon being &#039;&#039;Ordnance&#039;&#039;), as well as the Thunderer having fewer secondary weapons and a narrower firing arc due to the Demolisher being a centreline mount as opposed to a turret. As such, the Demolisher Russ is generally the superior choice.&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Destroyer Tank Hunter Squadron:&#039;&#039;&#039; The Laser Destroyer Vindicator to the Thunderer&#039;s Demolisher Vindicator, and a direct competitor to the Vanquisher Russ. Its Proteus Laser Destroyer is iffy; 2 shots of S9 AP1 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039; is great and &#039;&#039;Gets Hot!&#039;&#039; isn&#039;t too bad due to &#039;&#039;Twin-linked&#039;&#039;, but the loss of &#039;&#039;Sunder/Brutal&#039;&#039; compared to the Vanquisher means you lose the armour penetration reroll against vehicles and a lot of your anti-Dreadnought/Automata ability. As a result, the 45pts you pay for this over the Vanquisher Russ is mainly for the extra durability from &#039;&#039;Slow/Reinforced&#039;&#039;. Moreover, the normal Laser Destroyer the Rapier has is far superior simply because it has &#039;&#039;Ordnance&#039;&#039; and can much more reliably Penetrate and blow vehicles up with AP1. Think very carefully. &lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Trojan Support Vehicle:&#039;&#039;&#039; The Trojan is not here to fight, not with that mere heavy bolter. Its bigger goal is to fix other tanks, as it has the &#039;&#039;Field Repair (5+)&#039;&#039; rule to let it fix up any other tanks without needing an allied detachment for models with &#039;&#039;Battlesmith (X)&#039;&#039;. The issue is that you&#039;ll be needing other tanks to protect it while doing the patch jobs or hope that nobody pays enough attention to consider trashing it. It&#039;s cheaper than Techmarines from your &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; Legions, but is 100pts for 1/3 chance per turn to repair worth it to begin with?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Minotaur Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; If you thought the Armoured Battery was bad, this is even worse. 280 points and all you get for it over the Armoured Battery is AV 13/12/13 and &#039;&#039;Twin-linked&#039;&#039;, though being open-topped means that all melee attacks are targeting that AV12. Even if you needed artillery, there&#039;s not much reason to take this over the one in the Liber, let alone over a Russ or a Fortification.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Malcador Infernus&#039;&#039;&#039;: No longer a bomb! Also no longer AP3, so no reason to take this instead of the below. Seriously, your entire Troops and Elites slots are built for murdering light infantry. Don&#039;t waste your Lord of War slot on doing that again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Stormhammer&#039;&#039;&#039;: Fantastic at 500 points. The Stormhammer Cannon has the old Battle Cannon statline of S8 AP3 and a 7&amp;quot; blast; ordinarily not spectacular, but an absolute world-beater by 2.0 standards because it can ID entire squads of MEQs through their armour. It has upgrades but they are inconsequential since at such a perfectly rounded value, this tank is the perfect way to reduce or expand the size of your army to match that of of your opponent&#039;s. Like all Solar Auxilia kits, its quite expensive. But chances are that this unit might give returns sooner than later both on and off the table. Take this at every opportunity; the main cannon is absolutely disgusting against Space Marine armies, and it&#039;s bristling with smaller weapons as only a superheavy can. Its BS3 isn&#039;t even that much of a concern; scattering doesn&#039;t matter too much with a 7&amp;quot; blast, and if you&#039;re close enough you can eliminate even that by using your co-axial weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baneblade and derivatives&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; They&#039;re such dogshit it&#039;s not even funny. They have all lost AV14 at the front and they are all 100-300 points more expensive and you pay the same for them as Legiones Astartes despite being BS3. On top of that almost every weapon they use has been neutered into near-uselessness or to the point it is nowhere near strong enough to be carried by a Super-heavy tank. While they have 12HP, so does the Stormhammer, which is a far superior vehicle that is far cheaper.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Baneblade&amp;quot;&amp;gt;&lt;br /&gt;
Oh Baneblade, what have they done to you. This tank has gone from being the reliable all-rounder to having a primary gun that is outclassed by tanks you can find in the Heavy Support section. For 750 points you get a Baneblade Chassis (duh), whose main Armament is an Ordnance 1, S8, [[Fail|AP4, 5&amp;quot; Blast]] with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. The Baneblade cannon has been reduced to something that has the same effect as a 200 point Medusa Artillery tank (and even that is overpriced). It&#039;s still covered with guns, but the main gun was always the primary reason you brought a Baneblade and it&#039;s just not worth it, especially when the Stormhammer is 250 points cheaper and has a 7&amp;quot; blast S9 AP3 gun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Banehammer&amp;quot;&amp;gt;&lt;br /&gt;
The same cost as the Baneblade and just as disappointing. Its Tremor Cannon is now AP4 but gained &#039;&#039;Shell Shock (2)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;, so it&#039;s not killing many marines but you will Pin them. The real killer here is the fact that the GIANT ROLLING BUNKER NOW HAS A TRANSPORT CAPACITY OF 10!. Just 10. When it used to be 25... Jesus Christ man.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormlord&amp;quot;&amp;gt;&lt;br /&gt;
Almost worth it. It&#039;s too expensive, but at least the gun is still decent-ish. It comes with a Vulcan Heavy Bolter which is Heavy 15, AP3 with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Shell Shock (1)&#039;&#039;, but it has lost its ability to shoot twice if it stays still. Its transport capacity was also fucked, but at least it will fuck up a squad of Tactical Marines. You know, the bare minimum 750pts should do, not to mention something the 500pt Stormhammer can arguably do better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Shadowsword&amp;quot;&amp;gt;&lt;br /&gt;
Coming equipped with a Volcano Cannon, the Shadowsword looks like it could be worth it if it wasn&#039;t for the fact that it costs 850 points. For the same points, you could instead have taken 5 Vanquisher Russes or 4 Destroyer Tank Hunters, which are collectively far harder to kill and can cause much more damage against your intended targets of Knights/Titans/Superheavies. If you&#039;re afraid the smaller vehicles cannot kill the Titan in one go, take a Valdor to shut it up instead. Bottom line, you have better ways of getting anti-vehicle with 850 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormsword&amp;quot;&amp;gt;&lt;br /&gt;
A Stormsword that seems to have been scavenged from [[Epic]], given that it&#039;s equipped a Hull Mounted Hellhammer Cannon. It&#039;s 850 points, and while its stolen Hellhammer cannon is actually pretty good as it shoots Large Blast AP3 shells with &#039;&#039;Brutal (3)&#039;&#039;, &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Sunder&#039;&#039;, it is just not worth its ridiculous price cost; just take more Demolisher Cannons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormblade&amp;quot;&amp;gt;&lt;br /&gt;
Is actually equipped with the correct gun and it&#039;s overall it&#039;s probably the best Baneblade variant available (that isn&#039;t saying much, but still). The Plasma Blast gun is a S9 Massive Blast, AP3, &#039;&#039;Breaching (4+)&#039;&#039; Ordnance weapon and can be pretty decent at clearing out large MEQ and TEQ squads. That said, the Stormhammer has the same gun except S8 and no &#039;&#039;Breaching&#039;&#039; at 250 points cheaper, while you can kill Terminators with Executioner Russes instead. No, they cannot ID TEQs due to being S7, but that doesn&#039;t matter when you can take 4 Russes for the price of the Stormblade and simply swamp the TEQs in wounds. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Macharius Heavy Tank Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A tank that was named after [[Lord Solar Macharius]] from M41, but here it represents one of the ancient Super-heavy tanks that was in service during the Great Crusade and it simply retained the name so you know which model is supposed to represent it (the tank pattern itself was probably used during the Crusade and the STC was then lost, only to be rediscovered later in M41, so it&#039;s all good). It&#039;s far more reasonably priced at 300pts than the 650pts Space Marines pay for them, but it&#039;s still not quite worth it.&lt;br /&gt;
**Its choices to replace the trash-tier battlecannon are actually decent, but the problem is that they both compete with the extremely cost-efficient Strike Russ. The Macharius Vanquisher is &#039;&#039;Twin-linked&#039;&#039;... but the Vanquisher Russ has a coaxial weapon, making it basically the same thing. Likewise, the Rotary Bolt Cannon is more or less an Autocannon Russ. As you pay half the price for a Russ, this implies you can take twice the firepower by taking Russes. &lt;br /&gt;
**The Macharius being a Lord of War also means it exists in direct competition with the Stormhammer, which as above is an absolutely excellent choice. Take the Stormhammer, and take Russes to do whatever you intended for the Macharius to do. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Crassus Armoured Assault Transport&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 400 points nets you a 13/12/12 super heavy transport with that moves 10” and has 8 HP and 35 transport capacity. It mounts 4 heavy bolters which can be exchanged for heavy flamers for free or upgraded to Autocannons or Lascannons. Its only access point is on the rear of the vehicle, which limits its versatility somewhat. Despite its name, it&#039;s [[FAIL|not an Assault Vehicle]], though with its only access point in the rear disembarking units probably can&#039;t charge anyway.&lt;br /&gt;
**You have Dracosan DTs for a reason. You really do not need this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Praetor Armoured Assault Launcher&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For the low, low price of &#039;&#039;&#039;six hundred and fifty points,&#039;&#039;&#039; more than the mega-powerful Stormhammer, you get a super-heavy with M10, BS4, 13/12/12 and 8 HP, packing two heavy bolters and a Praetor Launcher, a 72&amp;quot; Ordnance 1 S7 AP4 Massive Blast with &#039;&#039;Pinning/Rending (6+)&#039;&#039;. This means you&#039;re spending a LoW slot to do what you could have done by taking the cheaper (and still far overpriced) Armoured Battery, or the actually reasonably priced Artillery Battery below. Do not do it. &lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Artillery Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Five gunners with the standard statline except for 3+, stuck with an immobile Earthshaker or Medusa Mortar, starting at 120pts and going up to 5 at 100 points per extra platform and another 5 gunners. Though this makes the squad practically unable to do anything else, you&#039;re paying a much lower price for them, and your squad can ignore &#039;&#039;Pinning&#039;&#039; so long as there are as many gunners as there are cannons on top of being &#039;&#039;Stubborn&#039;&#039;. At almost half the price of the Armoured Battery, the stock Earthshaker is almost worth it as anti-vehicle; that is, of course, assuming you didn&#039;t already have truckloads of it from your other slots.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Legiones Astartes===&lt;br /&gt;
The Legion list has some very good melee and/or fast-moving units to cover for your gunline, like Deep Striking Land Speeders to shut enemy artillery up. However, don&#039;t bother taking them for short-ranged firepower, as you already have bucketloads of that in HQ Tercios and Veletaris. This also means your compulsory Troops are likely to be Despoiler/Assault Squads; you simply don&#039;t need Tacticals/Breachers when you have Lasrifle Sections and Veletaris that do the same thing for much cheaper. &lt;br /&gt;
*Dreadnoughts are a very good choice, as they&#039;re capable of either AA or melee, both of which the Auxilia list sorely lacks. It helps that you can take lots of them; the Allied FOC has 2 Elites slots, from each of which you can take 3 Dreadnoughts.&lt;br /&gt;
*While you already have tons of tanks, consider taking some Neutron Blaster Sabres/Predators and/or Sicaran Venators. &#039;&#039;Shock Pulse&#039;&#039; is very useful to shut up Blast weapons on enemy vehicles, particularly if you&#039;re running Ultramar Pattern and all of your Lasrifle Auxilia are in base contact with each other. You yourself can only bring up to 3 &#039;&#039;Shock Pulse&#039;&#039; weapons (1 Valdor per Heavy Support slot), so getting more can be useful.&lt;br /&gt;
*The Legion list has a few choices for &#039;&#039;Sniper&#039;&#039; or otherwise &#039;&#039;Precision Shot&#039;&#039; which the Auxilia do not otherwise have, short of taking a Vindicare. Spamming Scout squads is a particularly interesting proposition, as they&#039;re cheaper than Recons and you don&#039;t truly need &#039;&#039;Line&#039;&#039; on your allied Troops when the average Auxilia list has 6 Lasrifle Sections running around. &lt;br /&gt;
*Of the 18 Legions, you get [[Ultramarines]], [[Sons of Horus]], [[Word Bearers]], [[Salamanders]] and [[Alpha Legion]] as &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;. If you&#039;re fine with not taking Cohort Doctrines, you can skip the Legate Marshal and instead take an allied Chaplain/Praetor as your source of Ld10 for the purposes of abusing Command Vox/Vox Interlock. The Chaplain in particular can be useful for Penal Pattern Cohorts, as &#039;&#039;Hatred&#039;&#039; finally allows your WS4 units to hit enemies consistently and put your &#039;&#039;Furious Charge&#039;&#039; to good use.&lt;br /&gt;
**Taking a Legion Centurion is currently your only way of taking Psykers as Traitor Solar Auxilia (Loyalists can take Tylos Rubio too), as the Legions are as of writing the only faction with any usable Psykers, the Navigator and Davinite Priest from the Legacies docs notwithstanding. For details, look at the Psychic 101 page. &lt;br /&gt;
&lt;br /&gt;
===Mechanicum===&lt;br /&gt;
&lt;br /&gt;
The Mechanicum are a very easy consideration by the mere fact that they can repair your tanks. With how many of them you can field with your tercios (and especially with the Armoured Fist pattern cohorts), such a matter is going to shoot very high on your priorities list, so an Archmagos Dominus or Magos Prime with some Techpriest Auxilia will always be welcome.&lt;br /&gt;
*Automata are very durable weapons platforms, almost on level with the dreadnoughts. The issue is that you&#039;ll be needing someone with a Cortex Controller to keep them at their best. If you&#039;re in an Iron pattern cohort, this won&#039;t be so much of an issue since you can buy them on some of your troops as well.&lt;br /&gt;
*Thallax are excellent for mobile firepower, being &#039;&#039;Relentless&#039;&#039; and having jump packs. Being one of the few &#039;&#039;Line Infantry&#039;&#039; squads of the army, they can very easily help you with scoring, whether in an Iron pattern cohort or in an allied detachment. The lightning guns they come with give you something that can actually harm things harder than a marine and strapping chain bayonets make them more than able to put up a fight - more than you can say about your tercios.&lt;br /&gt;
&lt;br /&gt;
===Agents of the Emperor===&lt;br /&gt;
&lt;br /&gt;
====Legio Custodes====&lt;br /&gt;
&lt;br /&gt;
YES. Solar Auxilia have lots of bodies and armoured units, while lacking melee cover. Custodes are literal supermen that don&#039;t have enough bodies and firepower. Even Custodes Troops have AP2 AT INITIATIVE, perfect for counter-charging any enterprising enemy units who try to shut your gunline up by engaging them in melee. Alternatively, take some Deep Striking units (jetbikes, Venatari or just take a Coronus DT) and target dangerous ranged units that you have to shut up before they wipe out half of your infantry. However, Custodes units are EXPENSIVE; you&#039;ll be spending at the very minimum 350 points (200pt compulsory HQ, 150pt compulsory troops) and that&#039;s 4 MODELS.  &lt;br /&gt;
*If you&#039;re afraid of your opponent shooting the Custodes before coming in with the melee units on your Auxilia, take Sentinel Guard for the improved Invulnerable save; you may lose the Guardian Spear&#039;s strength bonus, but they&#039;re still S5 and you keep the AP2 at initiative on the Sentinel Warblades, so they&#039;re still very killy. Moreover, as they&#039;re technically infantry, you can use Aevos Jovan to respawn them if you lose any of them to enemy shooting. If you&#039;re still worried, take a Dreadnought or two. &lt;br /&gt;
*The Custodes list is if anything even shorter on AA than the Solar Auxilia list, so think carefully about where you&#039;re going to get it; generally, this means Thunderbolts and/or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Sisters of Silence====&lt;br /&gt;
Don&#039;t expect much aside from some skirmishers from the Sisters. The &#039;&#039;Anathema&#039;&#039; sub-type blocks them from being anywhere near the Auxilia on pain of -1Ld to an army that already has faulty Leadership (and -2Ld for any units they join), preventing you from putting melee units just behind your Auxilia to countercharge enemy units. In any case, you could have gotten better melee units if you took Marine/Custodes allies. Their list of short-ranged weapons isn&#039;t very impressive either, considering the sheer firepower Auxilia already pack. Think carefully, unless you know you&#039;re playing someone with lots of Psykers/Daemons.&lt;br /&gt;
*Sanctioner Cadres have &#039;&#039;Sniper&#039;&#039; weapons, which Solar Auxilia have no access to. Worth considering if you want to kill some ICs (or just particular infantry/cavalry models) from very far away. &lt;br /&gt;
*Prosecutor Cadres can all &#039;&#039;Infiltrate&#039;&#039; or &#039;&#039;Scout&#039;&#039; and they can take Assault Needlers (read: &#039;&#039;Pinning&#039;&#039;) and Snare Guns in large numbers, allowing them to deploy in No Man&#039;s Land and [[Troll|make life extremely difficult]] for enemy units trying to advance. Meanwhile, you can rain down on Pinned/slowed units with your 30&amp;quot; Lasrifles and various heavy ordnance. If that&#039;s not enough, you can take more Needlers/Snare weapons from other slots. Still, you can spend all these points on Sisters of Silence with their fancy weapons to slow the enemy, or you can just take more Auxilia units and blast the enemy off the table. &lt;br /&gt;
*The Sisters list has NO AA WHATSOEVER. Make sure you have enough from somewhere else, whether by taking your own Flyers or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Divisio Assassinorum====&lt;br /&gt;
Not to be overlooked among the additions of Liber Imperium is the option for Imperial Assassins. All of the Assassins, despite being Loyalist units, are all considered Distrusted Allies and thus cannot benefit from anything else your army gives, meaning that all of their value is based on what they do on their own.&lt;br /&gt;
&lt;br /&gt;
Each model has &#039;&#039;Infiltrate&#039;&#039; and &#039;&#039;Scout&#039;&#039; as well as &#039;&#039;Support Squad&#039;&#039; to block them out of being mandatory HQs, but the &#039;&#039;Assassin&#039;&#039; sub-type does the rest of them, banning them from being Warlords, joining squads, or entering any HQs, all in exchange to ignoring any penalties for movement and auto-passing dangerous terrain checks. Also helping their impressive M7 is the &#039;&#039;Light&#039;&#039; sub-type boosting their running. Their lone protection is the Panoply of the Assassin, surprisingly durable spandex that gives them a 4+/4++ save. They are all 125 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Adamus]]:&#039;&#039;&#039; The eldest of the assassin clades and they&#039;re kitted to kill. &#039;&#039;Fleet (2)&#039;&#039; makes them even zippier than other assassins, where they can make it into their home territory of challenges. When in a challenge, they can copy the WS and I of their enemies, forcing everyone to eat their S+1 AP3 Nemesii Blades with &#039;&#039;Rending (5+)&#039;&#039; and at risk of eating the deceptive Decapitation Strike, which might be a singular S2 AP1 attack but also has &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Murderous Strike (2+)&#039;&#039;. Also of note is their Needlespine Blaster, a super combi-pistol, the bolt part being a Pistol 3 bolt pistol while the needle bit is &#039;&#039;Poisoned (2+)&#039;&#039; with &#039;&#039;Pinning&#039;&#039; to lock someone down.&lt;br /&gt;
**His killing ability is limited simply by dint of base WS5 and being able to copy an opponent&#039;s WS, meaning he hits enemy ICs at 4+ with no reroll. As Decapitation Strike gives him 1 attack, he right off the bat has 1/2 chance per round of combat of not doing anything at all, while he&#039;s worse as a source of AP3 melee than the Eversor. As you&#039;re Loyalist if you can take him anyway, you can also take [[Nathaniel Garro]] instead, who is a much better duellist for 45 more points. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Callidus]]:&#039;&#039;&#039; What you get is a true-bred assassin, with Polymorphine forbidding ALL attacks against them until they shoot first, meaning nothing can stop you from sliding one up to the opposing Praetor&#039;s backside and also forcing enemies to re-roll to seize the initiative. With WS5 and I6, they can beat many characters short of the Emperor&#039;s Children, but their Phase Sword is...swingy. See, it&#039;s statted as a S3 AP1 weapon with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Phase Shift&#039;&#039;, which makes a 6+ to wound negate any saves and damage mitigation rolls. The lack of any &#039;&#039;Instant Death&#039;&#039; means that they need to kill or else get smashed by a Power Fist. Their Neuro Shredder shares a similar plan, being an S1 Template pistol with &#039;&#039;Rending (5+)&#039;&#039; and also ignores all saves on a 6+ to wound. Same problem as the Adamus; she&#039;s not good enough as a duellist (wounding on T4 and above on 5+ with no reroll is really bad) to kill ICs, and you can take Garro instead. That said, the enemy not being able to do anything to her until she strikes first means she can tie up dangerous ranged units in melee. With how susceptible &#039;&#039;Close-order&#039;&#039; makes your infantry to Blast/Templates, this can be very important.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Culexus]]:&#039;&#039;&#039; As if you didn&#039;t know, this guy has the &#039;&#039;Anathema&#039;&#039; sub-type more familiar to the SoS, rendering them immune to all things psychic and creeping out those nearby. If that&#039;s not enough, you also get &#039;&#039;Adamantium Will (3+)&#039;&#039; to block out anything nearby and the Etherium forces all attacks into being snap shots and thus making them more survivable. The Animus Speculum provides you with an S4 AP4 template with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Psy-Shock&#039;&#039; to force psykers and daemons into suffering Perils. If anyone&#039;s brave enough to try fighting in melee, not only do they have to contend with &#039;&#039;Fear (2)&#039;&#039;, but they must also learn that the Coolexus has a fucking AP2 &amp;quot;weapon&amp;quot; with &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Reaping Blow (1)&#039;&#039;. That said, his WS4 severely limits his killing power in melee, while the Animus Speculum is only useful against specific armies.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Eversor]]:&#039;&#039;&#039; Welcome to [[RIP AND TEAR]]. While having A3 is just meh, you have &#039;&#039;Counter-attack (1)&#039;&#039; and the option each turn to trigger the [[Drugs#Frenzon|Frenzon]] and gain another three attacks at the expense of any 1s to hit dealing a wound to the Eversor themselves. The Neuro-gauntlet is no slouch either, being an AP3 weapon with &#039;&#039;Shred, Fleshbane&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;, and their Executioner Pistol gives an option between either a bolt pistol or a needle pistol. He&#039;s not terribly good at actually assassinating ICs due to his poor ability to get AP2, but you can use him against Legion lists to ambush ranged squads, counter-charge Assault squads attacking your gunline, etc.  Also consider using him against Automata, as &#039;&#039;Shred&#039;&#039; negates &#039;&#039;Automata&#039;&#039; and results in &#039;&#039;Fleshbane&#039;&#039; working normally, so you can do a lot of damage. Just don&#039;t use him against Terminators, and think about how to get him into melee; T4 4+/4++ 3W isn&#039;t much for a lone character.&lt;br /&gt;
**Unique among the assassins is the Eversor&#039;s self-destruct ability due to being so loaded with drugs. When they die, all models within d6&amp;quot; suffer an S4 AP3 &#039;&#039;Fleshbane&#039;&#039; hit that counts as a flamer. As the only infantry model in the entire list with a 2+ is your Legate Marshal, make sure whatever melee units you may have (except maybe Charonites) are outside the blast radius when he dies, as they &#039;&#039;&#039;will&#039;&#039;&#039; take wounds. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vanus]]:&#039;&#039;&#039; Less an assassin than a living bubble of statistical fuckery, they only have protection with a pair of laspistols and a pair of decidedly neat dataspikes with S+2 AP3 with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Haywire&#039;&#039;. If you&#039;re stuck in a fight, you&#039;ve only got a single-use means to gain &#039;&#039;Hit &amp;amp; Run&#039;&#039; for a round before you end up stuck watching your nerdy assassin die. &lt;br /&gt;
**Now we get to the many things they can do &#039;&#039;without&#039;&#039; fighting. For starters, they have an 18&amp;quot; bubble that shots off any uses of &#039;&#039;Infiltrate&#039;&#039; and lets them spam the Interceptor reaction as if you had an augury scanner. You can make a Leadership check instead of shooting, with a pass allowing you to resolve Interceptor using a Defensive weapon on any vehicle (friend or foe) within 12&amp;quot; of the Vanus. In addition, they can make a Leadership check to hack an enemy Automata unit within 12&amp;quot;, forcing them to suffer d3 unsaved wounds. This action does have risks though, as aside from being so close to a murder-engine like a Castellax, a failed test instead inflicts an unsaved wound on the assassin.&lt;br /&gt;
**Denying &#039;&#039;Infiltrate&#039;&#039; and messing with enemy Deep Strikes using Vox Disruptor Array is particularly useful for Lasrifle Section spam, as it forces your opponent to deploy normally and slog through 30&amp;quot; of Lasrifle fire, in addition to whatever Rapier/Leman Russ fire you can pack. Use your own &#039;&#039;Infiltrate&#039;&#039; to deploy in No Man&#039;s Land and block off as much space to enemy Infiltrators as possible, then flee back behind friendly lines by Running and &#039;&#039;&#039;Tactical Displacement&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Venenum]]:&#039;&#039;&#039; As befits the resident poisoner, this assassin is immune to Rad-phage in its many forms and can only be wounded by &#039;&#039;Poison&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks on a 5+. At range, their Toxin Ejector provides a S5 AP4 template with &#039;&#039;Poison (3+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039; to take care of pretty much anything they go up against while the Venom Globes they happily cribbed from the Alpha Legion (or maybe it&#039;s the other way around? Who&#039;ll know?) gives them a charge deterrent. When in a fight, their Hookfang gives them an AP3 weapon with &#039;&#039;Poison (3+)&#039;&#039; that also forces anyone hurt by it to roll a d6 on every turn afterwards, suffering an unsaved wound on a 5+. Even if you don&#039;t kill them with this attack, they still count as destroyed for the sake of VPs unless they have &#039;&#039;Eternal Warrior&#039;&#039;, so you can easily use this bastard as a cheap shot at a chance to kill the warlord and you&#039;re not fighting a Primarch.&lt;br /&gt;
**The Toxin Ejector is a glorified Heavy Flamer, which is very widely available in the army, while the lack of AP2 melee is a severe drawback for actual assassination when any self-respecting IC will have a 2+. This Assassin, like many of his brethren, share the problem that they&#039;re not actually good enough to kill ICs, while they&#039;re inferior as a weapon of mass destruction to the Eversor. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vindicare]]:&#039;&#039;&#039; The resident snipers lost out on their variant ammo, but what you have is still a masterful sniper with BS8 that negates any penalties whether it&#039;s to their BS or their range. Even Exodus needs to be careful because this guy not only ignores the Alpha Legion trait, but he also has an absurd &#039;&#039;&amp;lt;u&amp;gt;100&amp;quot; range&amp;lt;/u&amp;gt;&#039;&#039; on his Exitus rifle, an S7 AP2 shot with &#039;&#039;Murderous Strike (5+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;. Also present is his Exitus pistol, a lesser S6 AP4 gun with &#039;&#039;Breaching (6+)&#039;&#039;, but still just as capable of popping any enemy you see. However, the rifle being 1 shot makes it very unreliable against &#039;&#039;Feel No Pain&#039;&#039; and Invulnerable saves, which combined with the lack of consistent ID makes it an unreliable tool for killing Marine/Mechanicum ICs. &lt;br /&gt;
**As the Solar Auxilia list has no snipers, this is your cheapest way of making sure a particular model dies because you can avoid taking a whole allied detachment. He&#039;s good against other Auxilia to kill Command Voxes/Vox Interlocks and deny Leadership shenanigans, as S7 AP2 forces them to rely on whatever Invulnerable save they have. Alternatively, shoot Cohorts Vexillas to deny &#039;&#039;Line&#039;&#039;. He&#039;s also useful as an AA gunner on Fortification emplacements, as the list is otherwise sorely lacking in AA choices. If the enemy Flyers aren&#039;t here yet, you can use the AA gun on ground targets at full BS if you don&#039;t mind losing &#039;&#039;Sniper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Knights Errant==&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18075</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18075"/>
		<updated>2023-01-13T11:29:17Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Heavy Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SA-recruitment-poster.jpg‎|400px|thumb|right|Enlist today!]]&lt;br /&gt;
&lt;br /&gt;
{{topquote|What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!|[[Lord Solar Macharius]] (his time was later, but the sentiment was true back during the 31st Millennium)}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|In war the greatest single deciding factor is will; without the will to do so, no sacrifice is made, no initiative seized, no objective taken and no enemy vanquished - all the guns in creation are useless without the will to pull the trigger.|[[Goge Vandire]], Sermons to the Frateris Templar, Vol XIII}}&lt;br /&gt;
&lt;br /&gt;
This is the current tactics page for the [[Solar Auxilia]] in HH 2.0. The 1.0 tactics can be found [[Warhammer 40,000/Tactics/Solar Auxilia (30k)|here]]&lt;br /&gt;
&lt;br /&gt;
For the generals on how to play the game and the basics on list building (as well as other tactica rules), you may want the General tactics page. You may also find the Horus Heresy general thread as &amp;quot;/HHG/&amp;quot; on [[/tg/]].&lt;br /&gt;
&lt;br /&gt;
==Why play the Solar Auxilia==&lt;br /&gt;
Because in a time of [[Space Marines|angels]] and [[Primarch|demigods]], it takes true grit to be a mere man and to stand among them, let alone fight them. Solar Auxilia are the elite humans of the [[Horus Heresy]], but that doesn&#039;t mean much when you&#039;re going up against genetically engineered post-humans wrapped in armour. They&#039;ll be relying on massed firepower, tanks and respectable 4+ armour saves to carry them to victory, while gritting their teeth and bearing the punishment that they can&#039;t brush off. It truly can be a hard time to be a mortal among demigods.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might&#039;ve seen their models and decided that a steampunk-fantasy 50&#039;s sci-fi cosmonaut aesthetic is your jam. And with the drip on those voidsmen, how could you not?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Amazing looking models&lt;br /&gt;
*Stormtrooper tier soldiers with Imperial guard numbers.&lt;br /&gt;
*A wholly original army just for 30k, making it pretty unique.&lt;br /&gt;
*Models with one of the coolest aesthetics GW/FW have ever produced.&lt;br /&gt;
*One of the best shooting armies in the game.&lt;br /&gt;
*The new Cohorts doctrines give Solar Auxilia some very nice diversification in their playstyles and army building.&lt;br /&gt;
*Did we mention the models?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Lost the hand holding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and blast weapons will evaporate units which each shot since they&#039;re all AP4 now. Thanks to &#039;&#039;Close-order&#039;&#039; subtype, you have a unit coherency of 1&amp;quot;, which means your dudes will die in droves the moment your enemy pulls out a pie plate. This won&#039;t be a problem for your Marine playing opponents and their 3+ armour saves.&lt;br /&gt;
*This is not the Tank edition and most of your armour is far more limited in their usefulness and which guns are effective.&lt;br /&gt;
*Most of your stuff is more expensive now compared to 1E, and that&#039;s on top of core game mechanics favouring Marines. Point-per-point, you will lose to Astartes.&lt;br /&gt;
*Dreadnoughts are one of the most effective things in this edition, and you have none. Your options of taking them out are also limited.&lt;br /&gt;
*This army is expensive to build. Forget selling your own organs, you&#039;ll have to build a drug empire and spend your nights hunting people and harvesting all of their organs. Their fluff of highly standardized equipment makes every alternative a bad proxy.&lt;br /&gt;
&lt;br /&gt;
==Core Warlord traits==&lt;br /&gt;
Solar Auxilia do not get unique warlord traits, so you better pick the generic one that grants you the extra reaction in the phase of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; +1 to combat resolution within 12&amp;quot;. Extra Assault Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; Grants &#039;&#039;pinning&#039;&#039; to the shooting attacks of his unit, provided they cause at least one unsaved wound. Extra Shooting Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Ever-vigilant:&#039;&#039;&#039; Warlord&#039;s unit uses his Initiative+1 instead of the lowest Initiative in the unit when running. Extra Movement Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Legate:&#039;&#039;&#039; Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS (taking it to 5).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close-Order Sub-Type:&#039;&#039;&#039; One of the key ways the army functions. The entire squad now has a unit coherency range of 1&amp;quot;, cannot run or sweep, but they can move up to half their movement speed and still be able to shoot any heavy weapons as if they stood still.&lt;br /&gt;
**It&#039;s most notably found on your Troop and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris so keep that in mind; they still can&#039;t Run because they&#039;re &#039;&#039;Heavy&#039;&#039;, but they can spread out to avoid Blasts/Templates and &#039;&#039;&#039;can&#039;&#039;&#039; Sweep after winning combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tercio &amp;amp; being in formation:&#039;&#039;&#039; &#039;&#039;Tercio&#039;&#039; is the other key way the army functions, basically allowing you to group multiple units in a single FOC slot. When units belonging to the same tercio/slot are within 3&amp;quot; of each other, they are considered &amp;quot;in formation&amp;quot;. Being in formation gives your troopers benefits such as being able to react in the same way during a reaction that requires shooting or movement, and other things depending on your Cohort Doctrine.&lt;br /&gt;
**The Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board), this gives you the WALL OF GUNS as an overwatch weapon.&lt;br /&gt;
**&#039;&#039;&#039;Important Note:&#039;&#039;&#039; Despite many misconceptions to the contrary, there is no rule that says a Tercio may only contain 3 units. Instead each Tercio has the number it contains, such as 1-3 Rifle Sections and 0-1 Command Section (max 4 total) or 1-3 Storm Sections, 0-1 Vanguard Sections, and 0-1 Command Sections (max 5 total).&lt;br /&gt;
&lt;br /&gt;
===Cohort Doctrines===&lt;br /&gt;
Honestly, the best bit of the older Militia rules applied to the Auxilia, to the point it deserves a section of its own. There are eight options to pick from, which are unlocked either by a model with the Combat Doctrines special rules, or a model without upgraded to have it via a specific Combat Doctrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The regiments that most resemble those of the early Great Crusade, such as the 1st to 10th &amp;quot;Saturnyne Rams&amp;quot;, and the cohorts based upon them. These favour an older, more elite style of warfare, [[Stormtrooper|very focused on aerial insertions and boarding actions]]. This is the elite option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Veletaris Tercios may be taken a Troop choices. The boys are fucking back!&lt;br /&gt;
**Due to the disappearance of the Flamer section from the Auxilia Infantry Tercio, using this Doctrine and taking Heavy Flamers on your Veletaris Vanguard is now the only way to get massed Flamers from Troops.&lt;br /&gt;
*All unit in a Veletaris Tercio can take Arvus Transports as dedicated transports.&lt;br /&gt;
**Provides an interesting alternate deployment method for your Veletaris; namely, Deep Striking in their flying transport. That said, it&#039;s extremely frail and will die to any sort of &#039;&#039;&#039;Interceptor&#039;&#039;&#039; fire, so think carefully.&lt;br /&gt;
*All Auxilia Veletaris Tercios taken as Troop choices gain &#039;&#039;Line&#039;&#039;, enabling you to skip Infantry Tercios altogether and build a crack close-quarters infantry core. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than one Armoured Tercio and only one Artillery Tercio.&lt;br /&gt;
**Neither of these stops you bringing some allies with tanks and artillery however, assuming the 9 tanks of the basic Tercio aren&#039;t enough. Likewise, the Artillery Tercio allows up to 9 Rapiers, so this should not be a problem. Moreover, you can always take non-Tercio units, as your Heavy Support slots aren&#039;t actually restricted. Wanted more Leman Russes? Here, take a squadron of Malcadors instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ultramar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
A new formation meant to tackle the evolution of battle in the late Crusade, pioneered by none of other than [[Roboute Guilliman]], proving himself [[spiritual liege|once again the master of all of the myriad disciplines of war]]. These are cohorts like the 255th Calth High Guard and the 204th Manachean cohort. The massed infantry option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Rifle Tercios can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; units]]. Considering you had 6 Troop slots, could take 3 units in each to begin with and had no special weapons units, this is not truly necessary.&lt;br /&gt;
*Lasrifle sections and Line Command sections gain +1 to hit while shooting when their bases are all in contact with each other.&lt;br /&gt;
**A mirror to the old Close Formation Fighting of 1.0, except holding hands buffs your shooting instead of your melee now. This can be difficult to use; it&#039;s kind of the whole point of taking the Doctrine, but using it is basically inviting your opponent to unload all of his blasts/templates on you. Since there&#039;s otherwise no FOC limitations, consider taking some Valdors to shut enemy artillery up with &#039;&#039;Shock Pulse&#039;&#039; so that your infantry can form up in peace. &lt;br /&gt;
**Alternatively, you&#039;re not required to [[Warhammer Fantasy|actually form up in a square]]; take a leaf from the Napoleonic British by forming thin lines so you can still be extremely annoying to hit with Blast/Template weapons, while most of the unit will probably still be in range because Lasrifles has 30&amp;quot; range in a game where everyone else&#039;s basic infantry has 24&amp;quot; or less. Be prepared to use Aurox-mounted Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Lasrifle sections and Line Command sections cannot take any dedicated transports. This can be problematic for the purposes of taking objectives, as &#039;&#039;Close-order&#039;&#039; prevents Running and you have reduced initiative for movement Reactions. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reborn Cohorts&amp;quot;&amp;gt; &lt;br /&gt;
Recently disbanded regiments whose veterans, upon hearing of the Heresy, decided to come out of retirement to kick some ass. While a bit more grizzled, those years have clearly taken their toll on the soldiers. The most famous example is Agathon&#039;s 1522nd cohort, better known as &amp;quot;The Lord Marshal&#039;s Own&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units in the detachment gain +1Ld and the &#039;&#039;Stubborn&#039;&#039; rule.&lt;br /&gt;
*If a unit has not moved, it may re-roll to-hit rolls of 1 when shooting.&lt;br /&gt;
**Rerolling 1s is not as good as +1 to hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The 10 Plasma/Melta weapons your HQ sections get? Reroll 1s. Gravis Lascannon Leman Russ? Reroll 1s. Valdor? Reroll 1s. Your Lasrifle sections and your Heavy Support choices all have good range, so standing still should not be a problem. You&#039;re also assumed as being stationary for the purposes of shooting during Reactions, so you get improved &#039;&#039;&#039;Return Fire&#039;&#039;&#039; and &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, which you&#039;re already very good at because your infantry come in Tercios. Rerolling 1s to-hit also makes &#039;&#039;Gets Hot!&#039;&#039; a very minute concern, so Plasma weapons/Valdors basically don&#039;t blow themselves up anymore. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than a single Armoured Tercio and only one Artillery Tercio. See the Solar Pattern tab for comments. &lt;br /&gt;
*Infantry units are considered to have Initiative 1 for the purposes of making reactions, running and sweeping advances. They also reduce their Initiative by 1 when determining the order of attack during the assault phase.&lt;br /&gt;
**Not as bad as it sounds, as -1I does absolutely nothing to hinder your shooting and shooting reactions, which is where you did your damage. Melee Veletaris units also had &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advance and movement reactions, while Lasrifle sections were I3 and hit after MEQs anyway. Will affect any melee Command Tercio sections you take, but why are you building them for melee when you can get rerolls on your ranged special weapons?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Regiments that recruit from savage worlds or barbaric cultures, resulting in fearsome but overly aggressive troopers akin to the 142th Cthonian Headhunters or 905th Ash Scorpions from [[Flame Falcons|Lethe]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Any unit made of purely infantry models may purchase &#039;&#039;Fear (1)&#039;&#039; for +25pts. This is regardless of size, so bulk up those squad size numbers.&lt;br /&gt;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being in formation. This encourages you to cram as many models a possible into each Tercio. Also mitigates the impact of being forced to charge; even if you fail and get charged instead, you still get your +1A. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You must charge as soon as you are given the chance. So much for the famed Saturnyne Ordos discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent charging. &#039;&#039;Close-order&#039;&#039; allows charging after firing Heavy/Rapid Fire weapons, so your infantry can effectively always charge and therefore must charge. Better get them melee weapon upgrades.&lt;br /&gt;
*Loyalist armies can&#039;t handle the tribal drip (read; skulls on ropes and tribal tattoos on the armour) and treat feral cohorts as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039; regardless of what the Allies Matrix says. No word on Custodes/Sisters of Silence, who as Agents of the Emperor are &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with all Loyalist armies and do not appear on the Matrix at all. Also this being Loyalist only makes [[Ultramarines|more]] [[Night Lords|sense]] for allies with some Legions than [[Space Wolves|some]] [[Emperor&#039;s Children|others]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoured Fist Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Achtung Panzer!&amp;quot; This cohort is built around tanks and multiple Solar Auxilia armies were fielded like this during the Heresy, as the tanks helped level the playing field when facing off against the Astartes Legions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios may be taken as non-compulsory troops, but each can only be made up of a single squadron of Leman Russ Strike tanks. &lt;br /&gt;
*A single Leman Russ Command tank must be selected as the Warlord (locking out any HQ choice that outranks him). The Command tank gains the Armoured Legate Warlord trait (+1 BS, 5++) and &#039;&#039;Cohort Doctrines&#039;&#039;, allowing you to skip taking a Legate Marshal.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units must begin the game embarked in transports or in Reserves. You need your Lasrifle sections to take objectives, but they&#039;re far too slow to reach objectives while footslogging in from Reserves and Dracosans are too expensive to give every squad, so expect to field squads with 10 guys in an Aurox. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Penal Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia was meant to be the elite of the [[Imperial Army]], but that didn&#039;t stop governors and Excertus officers from cutting corners in both budget and recruitment. This resulted in less cohesive cohorts, who nevertheless managed to give exemplary service on many occasions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Models in Rifle Sections gain &#039;&#039;Feel No Pain (6+)&#039;&#039; and they along with all models with Tercio gain &#039;&#039;Furious Charge (1)&#039;&#039;. Puts you up to Space Marine strength on the charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae on your grunts. However, you&#039;re still T3 and will suffer ID from everything from Power Maul onwards, so watch out. &lt;br /&gt;
*Any models can replace their lasrifles and volkite chargers with a variety of S3 AP- weapons for free: autorifle/lasgun (24&amp;quot; Rapid Fire), lascarbine (18&amp;quot; Assault 2 AP6), shotguns (12&amp;quot; Assault 2 &#039;&#039;Concussive (1)&#039;&#039;) or stubcarbines (12&amp;quot; Assault 3). In addition, one Auxilia in any lasrifle section may take instead a Heavy Stubber for plus 5 points per model. The stubcarbine actually does more damage when in range than the Lasrifle, the shotgun can level the playing field for Rifle sections against MEQs in melee, and there are reasons below as to why you&#039;d replace the Lasrifle with nominally inferior weapons in the lasgun/lascarbine. &lt;br /&gt;
**Dropping Volkites is almost always as stupid as it sounds, as a ranged weapon, the Charger outperforms everything on the list damage-wise by a country mile. The only case it may work is dropping them for a mix of Shotguns and Storm Axes to dump Concussive on an enemy unit before the charge. Think carefully about this, however, regular Rifle Sections can take Shotguns as well so it might be way smarter to have one of them support a pure Storm Axe section.&lt;br /&gt;
**Bayonets only come on Lasrifles, so you cannot combine your &#039;&#039;Furious Charge (1)&#039;&#039; with bayonets for S5 if you&#039;ve taken replacement weapons. It makes zero sense for autoguns/lasguns to not get them, but it is what it is. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All your units lose the &#039;&#039;Close-Order&#039;&#039; sub-type. Enjoy the extra coherency range and say goodbye to your heavy guns.&lt;br /&gt;
**Your infantry are basically back to being [[Imperial Guard]]. Losing &#039;&#039;Close-order&#039;&#039; means you cannot move and fire Heavy weapons (AKA Lasrifles), so get your mobility back by taking Rapid Fire/Assault weapons. However, if you&#039;ve taken a Heavy Stubber, you can&#039;t move and shoot anyway, so keep the Lasrifles in that case.&lt;br /&gt;
**Not actually a Con for your HQ Tercios, as they didn&#039;t use Heavy weapons anyway and don&#039;t want to charge. Regaining the ability to Run can actually be very helpful for full squads of Plasma/Melta that need to get into range.&lt;br /&gt;
*You can only take one Auxilia Veletaris Tercio. Not much of a drawback, as one Tercio is 3 units. If you still don&#039;t have enough short ranged firepower/melee, take Tactical Command Tercios.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Siege Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia that clearly spent too much time around the [[Iron Warriors]], and gained an affinity for siegecraft and being a bucket load of heavy artillery to rain hell upon their opponent. After all, &amp;quot;A battery of field artillery is worth a thousand Lasrifles.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Armoured Tercios and Artillery Tercios can be taken as both Heavy Support and Elite choices. Can actually be useful, as the Solar Auxilia Elites section isn&#039;t very good barring Veletaris (which come in Tercios anyway), while allowing you to spam the big guns you need to take out Dreadnoughts and the like.&lt;br /&gt;
*You can re-roll the scatter direction die when firing Blast and Barrage weapons.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You MUST purchase dedicated transports for every unit. You don&#039;t need to start the game in said transports, but that sorta defeats the purpose of having to pay for them. You want to rain hell as you advance? Mechanize. Like Armoured Fist, this means taking small infantry units or taking Dracosans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Because Forge World loves to cram battle-automata wherever they can, and we&#039;re not here to complain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Castellax and Thallax Maniples can be taken as Elites.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you keep the bots under control. Additionally, the Legate Marshal gains &#039;&#039;Master of Automata&#039;&#039; to keep with the bots.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You can only take one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. Not a big downside considering how much you can cram into a single Tercio of any type.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear of the Solar Auxilia==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The standard close combat weapons of the &amp;lt;s&amp;gt;41st&amp;lt;/s&amp;gt; 31st millennium and a little bit different from how you remember them. Most Chain Weapons still lack any decent AP, but they now have &#039;&#039;Shred&#039;&#039;, meaning anyone equipped with these get to re-roll their wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The standard S-User, AP- chain weapon, but now it has &#039;&#039;Shred&#039;&#039;. Only available to Companions in the Command Tercio, and at [[wat|5 points each]] they&#039;re absolutely not worth it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charnabal Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Duelling weapons that rely on speed and precision over brute strength. A few more of these have been added in 2.0, but they all follow the same general theme of relying on &#039;&#039;Breaching&#039;&#039; instead of normal AP, but gaining initiative in challenges. A surprising number of Solar Auxilia units can take these weapons, with varying degrees of usefulness.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Sabre:&#039;&#039;&#039; The standard Charnabal weapon, with S-User, &#039;&#039;Breaching (5+)&#039;&#039; and &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;. The option that will inflict the least wounds due to having no strength bonus, but strangely the one that will inflict the most AP2 wounds due to having a better version of &#039;&#039;Breaching&#039;&#039; than the Tabar and having more attacks than the Glaive. Because your men are Strength 3, you will only wound MEQs on a 5+ anyway, making it practically an AP2 weapon at base. However, this also means it scales terribly with bonus strength (Biomancy, &#039;&#039;Furious Charge&#039;&#039;) and cannot threaten &amp;gt;T5 targets. For Dreadnought/Automata combat, look at the Power Weapons list.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Tabar:&#039;&#039;&#039; Yeah, I didn&#039;t know what a Tabar is either (it&#039;s a Persian battle axe of yore), and the Charnabal version isn&#039;t too much to write home about. It is a little bit worse than the Sabre as it has the same &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;, and only has &#039;&#039;Breaching (6+)&#039;&#039; in exchange for S+2, which is kind of meh when compared to some Power Weapons. Going up o Strength 5 could help you wound tougher enemies, but those wounds will most likely just bounce off their armour due to the inferior &#039;&#039;Breaching&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Glaive:&#039;&#039;&#039; &#039;&#039;Duellist&#039;s Edge (2)&#039;&#039;, &#039;&#039;Breaching (5+)&#039;&#039;, S+1, &#039;&#039;Two-handed&#039;&#039;. Hitting before most MEQs is nice, but is it worth giving up chances to trigger &#039;&#039;Breaching&#039;&#039; by losing your +1 attack from having 2 weapons?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The high AP combat weapons that are slower than Charnabal Weapons, but offer more killing power.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; The standard AP3 power weapon, but now it comes with &#039;&#039;Rending (6+)&#039;&#039; so you can actually cut through Artificer armour. It&#039;s not reliable, but a buff is a buff. Generally not worth it for the Solar Auxilia, as the Charnabal Sabre outperforms it against most MEQs and TEQs. It is better against Dreadnoughts and Automata, but why would you ever try to fight those in melee?&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; The same old S+1 AP2 &#039;&#039;Unwieldy&#039;&#039; weapon. Your strength 3 wasn&#039;t going to ID any MEQs anyway, so this could be a budget alternative to the Power Fist. Your low strength also makes the Axe inferior to the Sword when fighting everything above T4 (same wounding and AP, but Sword is not &#039;&#039;Unwieldy&#039;&#039;), so take the Sword if you expect to fight Dreadnoughts and the like. That said, it is worth considering if you have strength buffs from allied Biomancy Psykers and/or &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine, meaning you can for once wound more than Charnabal Sabre/Power Sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; Got a very nice buff as it is still S+2, but now it is also AP3 so it can actually kill marines rather than bouncing off their armour. Also decent against Automata, as you wound them reliably. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Also received a very helpful buff in the new edition. They are now S+1, AP3 standard and include the &#039;&#039;Reach (1)&#039;&#039; special rule, making it more consistent and actually useful after a charge. This allows your HQ sections to a. get to S4 and wound MEQs on a 4+ and b. hit before MEQs, which is very nice indeed.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2, AP2 and &#039;&#039;Unwieldy&#039;&#039;, the Power Fist is unable to ID MEQs due to your reduced strength, but it does allow your men to wound MEQs on a 2+ and gives you a better chance against Dreadnoughts and Automata. Has &#039;&#039;Specialist Weapon&#039;&#039; unlike everything else on the list; as none of your models can take 2 &#039;&#039;Specialist Weapons&#039;&#039;, this means you cannot get extra attacks. &lt;br /&gt;
**You can get back to S8 and ID MEQs by adding Biomancy (read: allied Librarian) and &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine to your original S6 attack. The HQ officers who can take this are all at least A3 and can go to WS5, so they&#039;re actually able to make good use of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Melee Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The weapons that don&#039;t fit into the other categories.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; A 1 point upgrade to give your men +1S to all melee attacks, but it has &#039;&#039;Two-handed&#039;&#039;, meaning you don&#039;t get extra attacks for having a second close combat weapon/pistol. You don&#039;t care about that because literally every model in the list that can get CCW/pistol is required to give up their Lasrifle for it, meaning everyone that could get bayonets will not have 2 melee weapons anyway. Gives your rifle sections the ability to wound marines on a 4+ or better if you take the right Combat Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Charonite Claws:&#039;&#039;&#039; The weapon of choice for your Ogryns. S7 AP3 &#039;&#039;Two-Handed&#039;&#039; and [[fail|Rending (6+)]]. A step down from the old rules, but still your best bet for fighting Automata in melee. Unfortunately, &#039;&#039;Furious Charge&#039;&#039; doesn&#039;t work on it as a fixed strength weapon.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; A completely different weapon from 1.0. Instead of being a 5&amp;quot; S10 AP2 pie plate of doom capable of destroying everything under it, it&#039;s now S12 AP3 3&amp;quot; &#039;&#039;Sunder Brutal (3) Rending (6+)&#039;&#039;. It won&#039;t do anything against Dreadnoughts due to being AP3, but it&#039;s an excellent anti-Automata weapon, as it wounds easily, causes lots of wounds and ignores armour. Also useful in a pinch as anti-vehicle, as S12 &#039;&#039;Sunder&#039;&#039; will more or less guarantee penetration.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Cannon:&#039;&#039;&#039; 240&amp;quot; S9 Ordnance 1 is decent enough against vehicles, but being AP4 instead of AP3 makes it basically worthless against MEQs and &#039;&#039;Shred/Pinning&#039;&#039; simply doesn&#039;t do enough to compensate for it regardless of 5&amp;quot; blast. Can be useful against non-Space Marine armies, but is that really a selling point in the Space Marine civil war game?&lt;br /&gt;
*&#039;&#039;&#039;Medusa Mortar:&#039;&#039;&#039; The old TEQ killing king has seen a very unfortunate nerf. It&#039;s the same as above, except with 36&amp;quot; and &#039;&#039;Rending (6+)&#039;&#039; instead of &#039;&#039;Shred&#039;&#039;. Much too expensive as self-propelled artillery in Heavy Support, while too short-ranged to be stationary artillery in Fortifications. Pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; Widely available as sponson/hull mounts on tanks. Has gained &#039;&#039;Rending (6+)&#039;&#039; for improved performance in general, but remember that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; a Defensive Weapon because it&#039;s S7, so it must fire on whatever the main cannon is shooting unless you have other special rules. This generally isn&#039;t a problem because the autocannon can do literally anything serviceably, but you can get actual Defensive weapons if you want emergency anti-infantry, while you should have taken a Lascannon if you wanted heavy duty anti-vehicle. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A literal modern day HMG. Widely available as a pintle mount on all of your vehicles, as you don&#039;t get combi-bolters. 3 shots of S4 AP6 really isn&#039;t much, but it&#039;s only 5 points so you&#039;ll make your points back if you kill just 1 guy. Also a Defensive weapon due to being &amp;lt;S7, so it can act as point defence and fire independently of your main guns. Not bad to be honest.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Nerfed into the ground because people were complaining about low AP pie plates making massed infantry unplayable. Instead of the previous MEQ-murdering S8 AP3 5&amp;quot; blast, now a S8 AP4 3&amp;quot; blast. The blast is too small to be useful against infantry, while against everything else it is far outperformed by its brother...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon:&#039;&#039;&#039; Lost &#039;&#039;Armourbane&#039;&#039;, but is now 2-shot and has &#039;&#039;Brutal (2)&#039;&#039;. An excellent anti-Dreadnought weapon, as you can wound reliably, cause multiple hits and then cause multiple wounds. Also gained &#039;&#039;Sunder&#039;&#039;, so still very good against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter&#039;&#039;&#039;: The Space Marine standard 24&amp;quot; S4 AP5 Rapid Fire weapon. Everyone who can take one can also take a Minor combi-weapon, which is objectively superior. Take those instead.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Usually available as hull mounts on tanks. As far as a stock weapon goes, 36&amp;quot; Heavy 4 S5 AP4 really isn&#039;t bad, and is arguably better than the Multi-laser you usually get instead in this army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combi-Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Half a Bolter, half another gun. There are two categories of Combi-Weapons, with Magna only getting one shot with their alternate gun, and Minor getting to fire multiple times. It&#039;s definitely worth mentioning that Combi-Weapons can fire BOTH primary and secondary weapons without requiring the &#039;&#039;Firing Protocols (X)&#039;&#039; rule. Squads armed with them are able to throw out a surprising volume of firepower. All of the models that can take this are BS4, so you&#039;re as likely to get what you paid for as you would on Space Marines. &lt;br /&gt;
*&#039;&#039;&#039;Minor Combi-Weapons:&#039;&#039;&#039;: Flamers, Volkite Chargers, and Grenade Launchers. Grenade Launchers seem to be the standout pick, but the Strength of these weapons has dropped to 5 on the Krak profile, and resolving lots of weak Blast (3&amp;quot;) shots in a turn with the Frag profile means they&#039;re a pain to play. Of course, the combi-Flamer reigns supreme against hordes. &lt;br /&gt;
**The Grenade Launcher is always inferior to the Volkite Charger in terms of damage. 1 shot at S5 AP4 is worse than 2 shots of S5 AP5 &#039;&#039;Deflagrate&#039;&#039; against any opponent, while the potential to make lots of hits using the frag grenade is also the same anti-light infantry specialisation as the Volkite Charger. The Frag&#039;s &#039;&#039;Pinning&#039;&#039; and either option&#039;s 24&amp;quot; can be useful, but taking the combi-Volkite is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Magna Combi-Weapons:&#039;&#039;&#039;: Meltaguns and Plasma Guns. Not generally a good idea, as everyone who can take these can also take the full version of the secondary weapon at the same/slightly higher price. If you want special weapons, take the actual special weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Template weapons, meaning they don&#039;t test on BS and instead auto-hit everyone under the teardrop. &lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Very nice at 2 points for the same S3 as the Laspistol, except with a lot more hits. However, has the same problem as all of the pistol upgrades in that it replaces the stock longarm the unit gets. &lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; A moment of respect for the vanished Flamer Section here. Instead, Flamers are now only available to HQ Tercio Sections. Do not take them as standalone weapons under any circumstance, as a combi-version is available at the same price. Otherwise a decent weapon, as S4 AP5 template can cause a lot of wounds and force failed saves.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; S5 AP4, and is therefore extremely deadly against anything weaker than an MEQ and can cause enough hits to force failed saves even against them. That said, it&#039;s mostly available as a sponson/pintle mount on your vehicles, most of which do not want to be in flamer range to begin with. Also an alternate choice for Veletaris Vanguard Sections instead of their Rotor Cannons, in case you prefer actually killing people instead of Pinning them. Is a Defensive weapon on vehicles due to being &amp;lt;S7, so it can torch nearby infantry while the main gun shoots something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Same old S3 AP- Pistol. Don&#039;t expect to see this a lot, as only your sergeants get it and they will almost always get to choose their unit&#039;s normal gun instead, or can take better pistols like...&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; The Hellpistols of the 31st Millennium. Actually very powerful weapons at S6 AP4 Pistol 2 (stronger than a Volkite Charger!), but only available to HQ sections (where it competes directly with special weapons) and unit sergeants, where its 9&amp;quot; range can be troublesome when the rest of the squad has 15&amp;quot; or 30&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lasrifle:&#039;&#039;&#039; The mainstays of the Solar Auxilia. Unlike last edition, these have all the attachments stock and thus have two different settings to use. Volley is your classic lasgun-like with 30&amp;quot; Heavy 2 S3 AP6. Blast Charger gives you the high-power punch with 18&amp;quot; Heavy 1 S6 AP4.&lt;br /&gt;
**The Blast Charger should be used at every opportunity. It inflicts ID on T3 models (denying &#039;&#039;Feel No Pain&#039;&#039;), offsets being 1-shot by having more than twice the probability to wound T4/5 targets compared to the standard shot, and can actually wound T6 and above. There are very few circumstances where Volley Fire will do more damage.&lt;br /&gt;
**That range will be a necessity, as the &#039;&#039;Close-Order&#039;&#039; sub-type severely hampers the mobility of the men carrying them. That said, &#039;&#039;Close-order&#039;&#039; also lets you at least move somewhat while firing the Lasrifle.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; &amp;quot;What if I tied 3 Blast Charger rifles together?&amp;quot; You get this. 3 shots of S6 AP6, available by the bucketload on your vehicles. You don&#039;t get Heavy Bolters anymore, so it will have to be this for anti-light infantry. Is a Defensive Weapon on vehicles due to being &amp;lt;S7, so don&#039;t be too worried if the main gun is an anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; &amp;quot;What if my Multi-laser fired one big shot instead?&amp;quot; Good old 48&amp;quot; S9 AP2, except it has gained &#039;&#039;Sunder&#039;&#039; for improved penetration rolls. Also an instrument for killing the much-improved Terminators and Dreadnoughts in this edition, as you need the S9 to ID 2W TEQs now and Dreadnoughts are now pseudo-Monstrous Creatures with 2+/5++.&lt;br /&gt;
*&#039;&#039;&#039;Gravis lascannon:&#039;&#039;&#039; 2 of the above, so you get 2 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Your only source of Melta weapons in the list except for the Legate Marshal, available to your HQ Tercio Sections. The customary Assault 1 S8 AP1 &#039;&#039;Armourbane (Melta)&#039;&#039; weapon capable of melting TEQ and vehicle alike, but its 12&amp;quot; range can be very limiting. The squads which have this all have &#039;&#039;Close-order&#039;&#039;, preventing you from running into range, while it being an Assault weapon receives no benefit from the unit subtype. If you&#039;re taking a full squad of these, get a transport. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Needle Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; Yet another pistol upgrade for your characters, with all of the problems it implies by dint of not being a standard ranged weapon. It&#039;s a different flavour to the Blast Pistol in that they&#039;re both 2-shot weapons that wound easily, but this one uses &#039;&#039;Poison&#039;&#039; instead of high strength. You&#039;re not likely to get &#039;&#039;Pinning&#039;&#039; either; you&#039;ll likely cause a wound, but you don&#039;t get any leadership debuffs to the test. However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics, as you can cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, potentially cancelling a charge and leaving the enemy Pinned in the middle of your gunline. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Generally weapons with S7 AP4 &#039;&#039;Breaching (4+) Gets Hot!&#039;&#039;. Your models generally have 4+ saves, which means they do NOT get their armour save against &#039;&#039;Gets Hot!&#039;&#039; this edition. However, all infantry models who can get one of these (except for Lasrifle Section sergeants and Medicae) have an Invulnerable save, can upgrade their armour, or both, so it&#039;s not that bad. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Actually reasonably priced at 5 points, but it has the same problem as the Blast Pistol; if you have one in the first place, you&#039;ve given up your rifle, which is just a bad idea in principle. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire available to your HQ Tercio Sections and is a decent choice for killing MEQs. However, TEQs having 2W now means you&#039;ll need a lot more shots to take them out. Faces stiff competition from the Meltagun, which while being 1-shot can ID TEQs and ignore their armour. That said, neither weapon can  ID Custodes/Dreadnoughts/Automata anyway, while the Plasma Gun could already ID T3 models, so the Plasma Gun&#039;s 12&amp;quot; extra range and extra shot within 12&amp;quot; can give it the advantage against non-Marine opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volkite Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
*&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; The weapon that makes your Veletaris Tercios so fearsome at short range. Assault 2 S5 AP5 &#039;&#039;Deflagrate&#039;&#039; is already nice, but it becomes absolutely disgusting when it comes in squads of 20 and squads come in Tercios of 3. Space Marine Legions wish they could take so much firepower in one slot. Also available on your HQ Tercio Sections, but they have even better choices, so look elsewhere. 15&amp;quot; can be limiting when everyone who can take them is &#039;&#039;Heavy&#039;&#039; or &#039;&#039;Close-order&#039;&#039;, and thus cannot Run into range; your units are cheap and large enough to make a few casualties acceptable, but think about transports, Deep Striking and the like.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Comes with Krak (S5 AP4) and Frag (S3 AP6 &#039;&#039;Pinning&#039;&#039;) munitions and only available on your HQ Tercio Sections. Never take this as a standalone weapon, as the said Sections can take a combi-version of it at the same price and they have better options in any case.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Space Carapace armour that gives a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Void Armour:&#039;&#039;&#039; Void armour that also has the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Void Armour:&#039;&#039;&#039; Power armour, as it gives the wearer as 3+ save and the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Vexilla:&#039;&#039;&#039; The basic one. +1 to combat resolution and stop your voidsmen from running off the table.&lt;br /&gt;
*&#039;&#039;&#039;Command Vox:&#039;&#039;&#039; The master vox. Any unit with one can share their Leadership with any other unit that has a Vox Interlock or another one of these, allowing them to use the officer&#039;s decent leadership. Works from Reserve, so feel free to hide your Legate Marshal in a Line Command Section in Reserve to broadcast his Ld10 to your entire army.&lt;br /&gt;
**&#039;&#039;&#039;Vox Interlock:&#039;&#039;&#039; 1-way radio, allowing units to use the Leadership of anyone with a Command Vox. Useless without a Command Vox, so don&#039;t take 9 of these without actually having a squad with a Command Vox.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Legate Marshal:&#039;&#039;&#039; 85 points, 0-1 restriction, Infantry (Heavy, Character) - the old &amp;lt;s&amp;gt;Lord Marshal&amp;lt;/s&amp;gt; LORD MARSHAL upgrade gets their own entry. Comes with Laspistol, Close combat weapon, Heavy Void Armour (for a 3+ save), Refractor Field, and frag and krak grenades. Can upgrade their pistol to a Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol or Archaeotech Pistol. They may also upgrade their CCW to a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist or Paragon Blade. Any one weapon may be made master-crafted for 10 points. They may swap their armour with Artificer (you may remove the Heavy Sub-Type if you do), they may take an Iron Halo, as well as a Cyber-Familiar and Melta Bombs (those are &#039;&#039;&#039;20&#039;&#039;&#039; points. 20!). So you can give them a 2+ save and 3++ invuln, and with the way snipers work now you absolutely should. &#039;&#039;Battle-hardened (1)&#039;&#039; 2+/3++ 4W makes him basically impossible to kill without S8 AP2, but WS5 S3 means he won&#039;t be killing Praetors anytime soon. Also has &#039;&#039;Stubborn&#039;&#039; and COMBAT DOCTRINES.&lt;br /&gt;
**COMBAT DOCTRINES unlock special bonuses for your army - these are your Rites of War, but are much more characterful, telling us the origins of your Auxilia army - so you will be seeing a Legate Marshal in nearly every list. &lt;br /&gt;
**Always put this guy in a unit with a Command Vox. This lets everyone in the army with a Vox Interlock use his Ld10 for Morale checks and Pinning, which you&#039;ll need because your basic Auxilia trooper is Ld6 and their sergeants are Ld7-8.&lt;br /&gt;
**The Thunder Hammer is strangely costed at the same as the Power Fist for him, and thus only 5 points more than a regular Power Weapon. For that price, you&#039;re a legitimate threat to Legion Centurions and the like despite your inability to ID, as you still wound on 2+ and you can force failed Invulnerable saves with &#039;&#039;Brutal (2)&#039;&#039;. As he&#039;s literally the only model in the list that doesn&#039;t go splat to a Marine Power Maul, your opponent might just leave the S8 AP2 weapons at home, leaving you at an advantage. Moreover, you can conceivably stack strength buffs on him to get back to S8, which considering his insane saves makes him basically a Space Marine Praetor in close combat. The Paragon Blade is more iffy; as discussed on the Legion Tactica, Terminators being 2W makes the Paragon Blade a lot harder to justify against them and 1W 2+ save models are rare nowadays.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Tactical Command Tercio:&#039;&#039;&#039; The most elite Tercio in the list, composed of 1-3 units, one of which &#039;&#039;must&#039;&#039; be the Tactical Command section. This is for your fancy custom elites and where you get your special weapons (Plasma, Melta, combi-weapons, etc.) as Veletaris and Lasrifle Sections have little to no choice in weapon upgrades. You can also take Power/Charnabal weapons, but this is not recommended as you could have taken Storm Axe Veletaris for that instead, whereas as aforementioned this is your only source of special weapons. Unlike Veletaris/Rifle Sections, your sections come 5-10 here. [[Awesome|The whole Tercio gets Refractor Fields for 5++]] and has 2W on everyone except for the officers, who are somehow even tougher. &lt;br /&gt;
**The officers strangely cannot wield Power/Charnabal weapons with upgraded pistols, as the option for upgraded pistols only appears after you replace his Lasrifle with Laspistol/CCW, which is mutually exclusive with the option to swap Lasrifle with Blast Pistol and Power/Charnabal weapons. If you want a pistol stronger than a Blast Pistol, the only melee weapon upgrade that can be paired with it is the Power Fist.&lt;br /&gt;
**&#039;&#039;&#039;1 Solar Auxilia Tactical Command Section:&#039;&#039;&#039; The big banner squad, and while said banner is by no means mandatory, refusing to take it should be paramount to admitting defeat. The squad consists of a Solar Auxilia Captain with 3A 3W [[What|(yes, he has more wounds than a Space Marine Centurion)]] and his four friends who have &#039;&#039;Stubborn&#039;&#039;. They all come with Refractor Fields, Void armour, Melta Bombs and Lasrifles, but they can be upgraded to take a series of much better weapons like Volkite Chargers, Power Weapons paired with Blast Pistols, Combi-weapons and a couple of special weapons. The Captain can take Heavy Void armour, and be further upgraded to a Marshal (same thing except WS5 A4). The four companions can take between them a Command Vox, a Augury Scanner and an Auxilia or Cohorts Vexilla (the only unit in the army), and the squad can add five more companions more for a squad of ten and some ablative wounds. In particular, the Cohorts Vexilla confers &#039;&#039;Line&#039;&#039; on the unit and lets everyone in 6&amp;quot; of the Vexilla have Ld9 for Morale/Pinning checks. That last part won&#039;t come up often due to Command Vox/Vox Interlock, but &#039;&#039;Line&#039;&#039; is always nice.&lt;br /&gt;
**&#039;&#039;&#039;0-2 Solar Auxilia Companion Section:&#039;&#039;&#039; A squad of five Companions from the Command section, but as their own squad and a WS5 Ld8 3A sergeant. They can be upped to a squad of 10 and they&#039;re pretty good since they are essentially Veletaris+. Have the same weapon options as the Command Section, so equip them accordingly. Strangely has a blanket option for combi-weapons at 5pts as opposed to different pricing for Magna and Minor combi-weapons, so you can RAW take Magna combi-weapons for that price. That said, it&#039;s still a bad option compared to taking an actual special weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davinite Lodge Priest&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; What a surprise, an actually new unit to just lump into Legacies! A Traitor-exclusive &#039;&#039;Support Squad&#039;&#039; HQ from the place where Horus nearly died and got corrupted, they cannot become the Warlord and their combat power is lacking, but they can be useful as a support psyker. Their single power allows them to restore a wound on a model, though it&#039;s useless for resurrecting dead troopers. This does, however, make them decent for supporting Ogryns and allied Veterans and Terminators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expeditionary Navigator&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A second &#039;&#039;Support Squad&#039;&#039; HQ that&#039;s a Psyker, with their power being the Lidless Stare - an S2 template with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Force&#039;&#039; so you have a chance to actually harm guardsmen and MEQ. This is their only combat value, as they&#039;re unarmed in melee aside from their meager laspistol.&lt;br /&gt;
**Their more valuable use is the 12&amp;quot; bubble they project, forcing the enemy to roll 3d6 for scattering. While it won&#039;t actually stop them from arriving, it can help throw them further off the board and maybe even kill some if they scatter into terrain.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Veletaris Tercio:&#039;&#039;&#039; The elite stormtrooper analogues, all given BS/WS4 and reinforced void armour, including the &#039;&#039;Heavy&#039;&#039; sub-type to help resist templates and blasts. Section sergeants can all take heavy void armor, giving them a 3+ save. The entire Tercio besides the Vanguard Section gets Volkite Chargers as part of their standard loadout, which gives them a good means on handling MEQs. They also lack the &#039;&#039;Close-Order&#039;&#039; sub-type, making them less of a juicy target to burn alive with templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Command Section:&#039;&#039;&#039; Your classic command squad can replace all their guns for power weapons, but anyone with half a brain can recognize that this would be an extremely stupid idea as it gives up one of your greatest advantages in being a Tercio unless you brought that Vanguard Section to pin them down or you&#039;re building a melee Tercio. Veletaris have marine-tier WS4 I4, but 1A and no pistol, so think carefully about equipping this unit for melee. For ranged damage output, just take another Storm Section, who at the same price get 5 more dudes and can go up to 20.&lt;br /&gt;
**&#039;&#039;&#039;0-3 Solar Auxilia Veletaris Storm Section:&#039;&#039;&#039; The volkite gunlines, and you get quite a few of them at 8 points per model. You can replace their guns with Storm Axes so you aren&#039;t stuck with mere CCWs. Storm Axes are +2S AP2 &#039;&#039;Unwieldy&#039;&#039; [[Awesome|(so you&#039;re at WS4 S5 AP2 like Power Axe MEQs)]]; they&#039;re &#039;&#039;Two-handed&#039;&#039;, but you have no pistol/CCW so you don&#039;t care. Each Veletarii only has one attack, but they compensate with [[wat|Murderous Strike (6+)]], giving them a fighting chance against 2-wound TEQs and most characters. The main problem, of course, is whether it&#039;s bright to build a melee squad in this list to begin with, which depends on the Cohort Doctrine you have.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Vanguard Section:&#039;&#039;&#039; Rather than Volkite, these guys get to carry Rotor Cannons to pin anything you want your other forces to mow down. Of course, if you&#039;re dealing with hordes such as the Imperial Army or daemons, then you&#039;d be better suited by grabbing Heavy Flamers for an entire block of templates. Mixing and matching is a decent idea; &#039;&#039;Pinning&#039;&#039; tests on the same leadership as long as you cause at least 1 wound and you&#039;re therefore not incentivized to max out on Rotor Cannons, while the prohibition on friendly fire can make using 20 Heavy Flamers difficult. If you&#039;re spamming Rotor Cannons purely for firepower, just take a few Lasrifle Sections.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Medicae Section:&#039;&#039;&#039; Cheap as chips at 15 point a pop, but only &#039;&#039;Feel No Pain (6+)&#039;&#039;, because whoever wrote the rules hates you. But hey, you can take pistols (at reasonable prices for once) and actual close combat weapons like Charnabal/Power and Power Fists now! If you&#039;re taking any, be sure to give these to your Command Tercio squads; everyone who knows about Solar Auxilia will try to snipe the Command Vox operators, and you want additional protection for him. Having another layer of protection against &#039;&#039;Gets Hot!&#039;&#039; on any plasma weapons is just the cherry on the cake.&lt;br /&gt;
**Barring the Power Fist, the melee weapons are arguably worth it considering you can pair it with the pistol for a total of 3 attacks base. Yes, taking a melee upgrade and a pistol upgrade doubles the cost of the model, but double of basically nothing is still basically nothing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Surgeon-Primus Aevos Jovan:&#039;&#039;&#039; Has &#039;&#039;Bitter Duty&#039;&#039; which means that he doesn&#039;t get to join anyone anymore, which is perhaps for the best as he&#039;s &#039;&#039;Bulky(5)&#039;&#039; thanks to his auto-gurney. How does he stay protected then? He has a low-priority-target aura that prevents him from being targeted from further than 12&amp;quot; away, unless he shoots first. Within 12&amp;quot;, he gives -1Ld to everyone (friend or foe) because he&#039;s Victor Frankenstein in the 31st Millennium. &lt;br /&gt;
**Instead of conferring &#039;&#039;Feel No Pain&#039;&#039;, he now straight up makes your guys come back to life. Once a turn, you can roll a D6 for any friendly Infantry model that dies within 12&amp;quot; of him in Movement/Shooting Phases. On a 1 it comes back with 1 wound and dies at the end of your next turn while having +1S/T until then. On 2-5, it just comes back with 1 wound. On a 6 however, it comes back with [[Awesome|ALL WOUNDS]]. Legate Marshal got blasted by a Volcano Cannon? Just respawn him, no biggie. You can also take up to 3 Orderlies, which you can [[Grimdark|sacrifice to the Auto-Gurney]] to increase or decrease your roll by 1, in case you want to make sure your Legate Marshal/Ogryn/(insert important model) comes back. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charonite Ogryn Section:&#039;&#039;&#039; They cost 40 pts per Ogryn, have S/T5, &#039;&#039;Rage (2), Hammer of Wrath (2), Feel No Pain (5+)&#039;&#039; and 4 attacks at S7 AP3 weapon with Rending (6+), what&#039;s not to like? Well, a lot, actually. First of all, at WS4 they aren&#039;t effective against dedicated Marine melee squads. Second, thanks to &#039;&#039;Bitter Duty&#039;&#039; your characters won&#039;t be joining them. Third, while they have a safety net of &#039;&#039;Death Frenzy&#039;&#039; (basically, if you fail a Morale check, remove one model and count that check as passed while getting +1 attack per model for the next turn for your trouble), their Ld of 6 will do jack shit against any other shenanigans with Ld. Oh, and the signature &#039;&#039;Instant Death&#039;&#039; on their claws was moved to the [[fail|1 attack Veletarii with Storm Axes]]. Their best use seems to be running them in front of the rest of the army as a speedbump; Marines with Sx2 weapons won&#039;t be able to ID these guys and have to chew through all three wounds on each Ogryn, buying some time for the rest of your army. They still come with no DT, but can be transported by Dracosans now.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Infantry Tercio:&#039;&#039;&#039; The bread and butter of your army, with most of your universal &#039;&#039;Line&#039;&#039; units. No longer includes Veletaris or Flamer sections (moved to Elites), nor Aegis Lines. No longer locked into sizes of 20, it makes your army marginally less expensive to collect as you may use leftover voidsmen from one unit to bulk up the numbers of another. However, the &#039;&#039;Close-Order&#039;&#039; sub-type makes these guys the most prone to being wiped out by pieplates and templates. You&#039;ve lost Flamer Sections, so it&#039;s full on Lasrifle spam. &lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Line Command Section:&#039;&#039;&#039; As the force leading your tercios, you&#039;ll be needing these guys behind the rest of your guns. A Command Vox will hardly do you wrong in keeping order in the squad as you&#039;re otherwise stuck relying on that mere Ld7 for everything.&lt;br /&gt;
**&#039;&#039;&#039;1-3 Solar Auxilia Rifle Section:&#039;&#039;&#039; The most budget force you can ever get. 60 points for a squad of 10, and each additional model is only 5 points. Each soldier carries a lasrifle, which actually have variable settings, with a lasgun-tier Volley that shoots twice each time and the heavy-power Blast Charger so you have the chance to wound marines with a single S6 shot. The Lasrifle is Heavy, but &#039;&#039;Close-order&#039;&#039; lets you move half your movement score and still shoot. If you&#039;re worried about melee and aren&#039;t facing against marines with Power Mauls that can paste them within seconds, then you might be okay with bayonets.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Dracosan Armoured Transport:&#039;&#039;&#039; Ol&#039; reliable Malcador chassis. Still the best looking vehicle in the range, still more expensive than most of the squads it carries, still not &#039;&#039;Superheavy&#039;&#039; or an &#039;&#039;Assault vehicle&#039;&#039;, still unavailable to Ogryns who need it the most. That being said, the new variety of squads of the squads have given the Dracosan a much needed flexibility in its use. With a transport capacity of 22, it can comfortably move around a deathstar unit, plus Marshal and medic. Has the choice of purchasing a Demolisher cannon for 50 points, at the expense of reducing it&#039;s transport capacity &#039;&#039;to&#039;&#039; 10 and not &#039;&#039;by&#039;&#039; 10, leaving it in a rather awkward spot for transporting smaller units. In addition, the Dracosan may also equip Flare Shields to make sure it gets its passengers into battle, as well as Hunter-Killers and pintle-mounted weapons.&lt;br /&gt;
*&#039;&#039;&#039;Aurox Transport:&#039;&#039;&#039; Your Rhino equivalent. Cheap as chips at only 30pts, maybe 40 after upgrades. Can only carry 10 models but since your basic lasrifle voidsman can move and shoot it is an appealing prospect for transport. Not much so for protection since its armor is paper-thin, but since Auxilia won&#039;t ever be carrying elite terminators or artificer-armoured units, it&#039;s not that big of a deal. These lil&#039; buggers aren&#039;t cheap in ca$h however, so whatever money you think you are saving by splitting your 20-man squads into MSU will soon evaporate if you&#039;re planning to mechanize.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Arvus Transport:&#039;&#039;&#039; A flying bus. No upgrade options at all. Leave it in the box.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Primaris-Lightning:&#039;&#039;&#039; Comes at 150 points, costs more than the Thunderbolt (it does have +4&amp;quot; M, but lacks the extra autocannons) for the sole reason of being able to take Kraken Penetrators you know and love - 36&amp;quot; S8 AP1 &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;One Use&#039;&#039;. However, since this edition is not Vehicle-friendly, their value has greatly diminished, and they lack &#039;&#039;Brutal&#039;&#039; to deal with Dreadnoughts. There are also Sunfury missiles, but they are hilariously bad.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Thunderbolt:&#039;&#039;&#039; Comes at 120 points, and has more weapons and special rules than the Lightning. Can automatically come on from Reserves as an Advanced Reaction if the enemy calls in Flyers from Reserve and take a shot at them. While the rules technically only allow Flyers to get &#039;&#039;Skyfire&#039;&#039; in their own Shooting Phase, you can buy Skystrike Missiles with baked-in &#039;&#039;Skyfire&#039;&#039; to circumvent that. This is one of your most reliable (not to mention only) means of anti-air, so take a couple of these; with how depleted the Fast Attack section is, it&#039;s not as if you had anything better to take.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Carnodon Strike Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Lightweight assault tanks, something that the Liber left out. They&#039;re fairly cheap at 70 points a tank, but they&#039;re fairly flimsy with 3 HP and AV 12/11/10. The free Volkite Culverins (45&amp;quot; Heavy 5 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) are generally superior to the stock TL Multi-laser (as lack of &#039;&#039;Twin-linked&#039;&#039; is compensated by sheer volume of fire), while you can also take stronger turret weapons in TL Autocannon/Lascannon. Their sponsons come with all the typical and reliable armaments, with the addition of free Volkite Calivers (30&amp;quot; Heavy 3 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) if you&#039;re really keen on burning something alive. Being Fast Attack is an improvement because it no longer competes with much more powerful Russes, but it now instead competes with the Thunderbolt, which is one of your only forms of anti-air. Think carefully. &lt;br /&gt;
**The issue with the Carnodons is that you have to give all of them the same turrets and sponsons, which can be very annoying if you need one to fill out a specialized role. Your only solace is the fact that pintle weapons aren&#039;t constrained by those same rules, but between the heavy stubber, autocannon and heavy flamer, their only purpose is crowd control.&lt;br /&gt;
**Taking 2 lascannon sponsons is strangely costed the same as taking TL Lascannon turrets (Autocannon sponsons cost twice compared to TL Autocannon turret), making it the superior choice in terms of firepower as you get the same 75% chance of hitting at least once, while having 25% chance of making 2 hits. If you want to mix and match between Battle and Defensive weapons, take the Lascannon sponsons and keep the turret with Multi-laser/Volkite Culverin rather than taking a Lascannon turret.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Termite Assault Drill&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; And it&#039;s back here too now. Not much different than its versions in the Legions or Mechanicum. That said, 12 spaces doesn&#039;t really do much for you, especially considering that they can&#039;t become DTs for your Tercios in any way. Maybe it can work for a Command Squad, but nothing further.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Armoured Tercio:&#039;&#039;&#039; Your Leman Russes. Many Cohort Doctrines restrict you to one Armoured Tercio per detachment, but since you can cram up to 10 tanks in here it&#039;s not that big of an issue.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Moved from HQ to command of their own Tercio, and riding a single basic Leman Russ with battlecannon, but one which can take tasty upgrades (Flare Shield for 20pts and Cognis-Signum for 25pts) and must be assigned to a Strike or Assault Squadron before the game begins. Like the standard Russ, it also has the &#039;&#039;Outflank&#039;&#039; special rule by default. That being said, it&#039;s +50 points over the already poor Battle Cannon Leman Russ, while buying a cognis-signum means you&#039;ve just spent 225 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points that could simply have gone to more tanks, is this really worth it?&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Strike Squadron:&#039;&#039;&#039; 150 points give you a 14/13/10 vehicle with four HP and &#039;&#039;Outflank&#039;&#039; that moves 12&amp;quot;. It comes with either a battlecannon, Gravis Lascannon, &#039;&#039;&#039;two&#039;&#039;&#039; Gravis Autocannons (&#039;&#039;Twin-linked&#039;&#039; 3-shot Autocannon), or a Vanquisher Battlecannon with co-axial autocannon for a measly +5pts. The squadron can include a pair of additional tanks with a discount of 15 points each. The Battlecannon should be replaced at first opportunity and the Gravis Lascannon is objectively inferior to the Vanquisher, but the Vanquisher and the Autocannon both have their own merits.&lt;br /&gt;
***Yes, RAW Solar Auxilia Russes have 4 Autocannons in their turrets. It might be a typo or just an attempt to account for the Exterminator Autocannon having a higher rate of fire, either way you&#039;ll need those to put up a fight against Legiones Astartes.  &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Assault Squadron:&#039;&#039;&#039; 200pts for the same Leman Russ minus &#039;&#039;Outflank&#039;&#039;, with either a demolisher cannon (underrated but still mean), Executioner Plasma Cannon (5&amp;quot; Plasma Cannon) or Volkite Macro-Saker (8 shot Volkite Culverin), again at -15pt discount if you take more tanks in the squadron. Does not have Outflank, but is &#039;&#039;Reinforced&#039;&#039;. Weapon choices aren&#039;t rocket science; Demolisher for anti-vehicle/Automata, Executioner for anti-TEQ, Macro-Saker for anti-light infantry. In particular, the Executioner is one of the few weapons that can semi-reliably remove large groups of MEQ short of taking a Stormhammer, so take a couple against Legion opponents and kill any Marine squads that are particularly threatening to your infantry, while its &#039;&#039;Rending (4+)&#039;&#039; (as opposed to the standard Plasma &#039;&#039;Breaching (4+)&#039;&#039;) means it can fight vehicles in a pinch.&lt;br /&gt;
***The Macro-Saker is S6 and therefore a Defensive weapon, regardless of being turret mounted. Can be useful if you want something more substantial than pintle and hull mounts for anti-infantry and to add some punch to Reactions. On the merits of the weapon alone, it&#039;s inferior to the (much cheaper) Autocannon Russ.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Artillery Tercio:&#039;&#039;&#039; The heavy weapons teams of the Solar Auxilia, now in Tercio format.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Artillery Command Section:&#039;&#039;&#039; Command Squad like the one in the troop slot Tercio, with option to take a Cognis-signum. Honestly nothing too impressive so you may be better off taking more rapiers or spending your points elsewhere.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Tarantula Sentry Battery:&#039;&#039;&#039; Actually can shoot with all its guns after the latest Errata, gaining &#039;&#039;Firing Protocols (2)&#039;&#039; and &#039;&#039;Fearless&#039;&#039;!  Still bad though, because  &#039;&#039;Sentry Protocols&#039;&#039; forces them to shoot at the nearest thing they can see, even if that thing can laugh off their fire with ease or if doing so would be wasteful (especially if you took the Hyperios Missile Launcher, which has &#039;&#039;Skyfire&#039;&#039; and thus must snap fire at anything else). Probably usable for cheap Lascannons. &lt;br /&gt;
***The Command Section&#039;s Cognis-Signum increases its firepower by 50% (BS2 to BS3), while everything else increases by 33% (BS3 to BS4) and the Rapier increases by 25% (BS4 to BS5). Still probably better to take Rapier Laser Destroyers instead of Lascannons so you can choose your targets, but who knows? You might end up fighting a Legion/Mechanicum list where there&#039;s literally no bad target for Lascannons.&lt;br /&gt;
***They at least can take Searchlights, so a unit of one or two might be a good protection against [[Night Lords|bullies who hide in the dark]].&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Rapier Battery:&#039;&#039;&#039; Comes with Gravis Multi-laser (2 &#039;&#039;Twin-linked&#039;&#039; Multi-lasers) to cut holes through Imperial Militia, but can swap for a free Gravis Heavy Bolter Battery (2 &#039;&#039;Twin-linked&#039;&#039; Heavy Bolters) for even more fire that can cut through enemy Auxilia, a tank-busting Laser Destroyer (36&amp;quot; S9 AP1 Ordnance 2 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039;)or a Quad Launcher (with frag only, but these can be upgraded with Incendiary, Shatter or Splinter for specific roles).&lt;br /&gt;
***Your choice in Quad Launcher rounds really does depend on what you want to do with it, considering that each round type costs you. The base Frag Rounds you start with come with a S5 AP5 large blast with &#039;&#039;Shred&#039;&#039; to handle most things. The Shatter Rounds are the only rounds that aren&#039;t blast and the only ones with any anti-armor use with S8 AP4 with &#039;&#039;Sunder&#039;&#039;. Both the Splinter and Incendiary Rounds can Pin enemies, with Incendiary Rounds getting &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Shred&#039;&#039; to flush out cover campers (though AP5 means basically everyone will just take armor saves) and Splinter Rounds compensate for their dismal S2 with &#039;&#039;Rending (6+)&#039;&#039; and with &#039;&#039;Shell Shock (1)&#039;&#039; to help guarantee Pinning.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Malcador Heavy Tank Squadron:&#039;&#039;&#039; Up to three tanks at 225 points each give you a 13/13/12 chassis with 14&amp;quot; movement. For 10pts it can trade its battlecannon for a Gravis Lascannon or [[Awesome|Vanquisher battlecannon]]. That said, the Vanquisher is better provided on Leman Russes because they get a co-axial weapon. The heavy bolters on the front and sides can be exchanged for Autocannon/Multi-laser/Heavy Flamer, or upgraded to a Lascannon for 10 and 25 points respectively. If you want heavy duty anti-vehicle, the front Heavy Bolter can be exchanged for a Demolisher cannon for 50 points. It can also take a Flare Shield and dozer blade, in case you&#039;re building a plan around these things. &lt;br /&gt;
**A Vanquisher/Lascannon Malcador with Demolisher Cannon and Flare Shield (for effective frontal AV14) is 285 points. You could instead have taken a Strike Russ AND a Demolisher Russ for 355 points, which are collectively far tougher than the Malcador (heck, one Russ already has 4HP and it has the same Front AV14 Side AV13 as the Malcador), have turrets, can get cheaper in squadrons and in the case of the Vanquisher Russ is more accurate. The Russ is simply a more cost-effective way to get firepower on the table, so the benefits of the Malcador boil down to 14&amp;quot; movement, &#039;&#039;Independent Fire Control&#039;&#039; and sidestepping restrictions against taking Armoured Tercios.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Battery:&#039;&#039;&#039; Your basilisks or medusae. 200 points per vehicle is ridiculously expensive for an AP4 gun, even with 240&amp;quot; range, S9 and &#039;&#039;Large Blast&#039;&#039;, &#039;&#039;Shred&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Can be exchanged for Medusa Mortar that trades 204&amp;quot; of range and &#039;&#039;Shred&#039;&#039; for &#039;&#039;Rending (6+)&#039;&#039;. Thanks, but no thanks. If you really want high strength AP4, take some Leman Russes; better yet, take the Fortification artillery choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Valdor Tank Hunter:&#039;&#039;&#039; Its Neutron Beam Laser is a very powerful anti-tank weapon (Ordnance 2 S10 AP1 &#039;&#039;Concussive (3) Shock Pulse Gets Hot!&#039;&#039;), therefore having the same anti-vehicle firepower as the Vanquisher Cannon while having &#039;&#039;Shock Pulse&#039;&#039; to silence anything it doesn&#039;t kill. However, you only get 1 per slot as opposed to 9 Leman Russ Vanquishers/Destroyer Tank Hunters, and the lack of &#039;&#039;Brutal&#039;&#039; limits its power against Dreadnoughts/Automata. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Cyclops Demolition Vehicle:&#039;&#039;&#039; You will laugh in the face of your enemies! 1-3 cyclops, each of which come with an operator (who acts independently after deployment, so hide them!). Can also be carried in an Aurox, Arvus or Dracosan - you must pick one for each Cyclops. Now just attacks in close combat with a &#039;&#039;single&#039;&#039; autohit that also removes the Cyclops itself. The problem is while previously the little suicide robot blew up at I10, now it does at I1. S10 AP1 &#039;&#039;Instant Death&#039;&#039;, &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;Brutal (2)&#039;&#039; means you&#039;d want to target high value targets, but WS1, T5, 2 Wounds and 3+ pretty much guarantees anything bar Vehicles is quite capable of beating the little guy to death before he does anything, unless you&#039;re already in combat using another unit that can take the hits instead. In short - bad unit has somehow been made worse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Support Tercio&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A collection of Leman Russ-based vehicles, except with centreline mounts/no main gun at all. Counts as an Armoured Tercio for the purposes of Cohort Doctrines, so don&#039;t think about using this to circumvent restrictions against Armoured Tercios. Being without a turret means they&#039;re smaller targets and can more easily claim Cover, but it won&#039;t help too much because almost everything you can claim will be 6+.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Same Russ as in Armoured Tercio. Equip as you see fit.&lt;br /&gt;
***[[RAW]], [[Fail|as the Armoured Command Section must be assigned to a Strike or Assault Squadron, it can&#039;t be taken in this unit]]. [[Forge World|Welcome to Legacies, everyone]].&lt;br /&gt;
**1-3 from the following:&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Thunderer Siege Tank Squadron:&#039;&#039;&#039; The Space Marine Vindicator, except on a Leman Russ chassis. Being the &#039;&#039;Slow&#039;&#039; subtype will unfortunately mean that you&#039;ll be needing to keep the Thunderer protected until it can fire away. Competes directly with the Demolisher Russ at the same cost per vehicle, with the comparison mostly coming down to &#039;&#039;Slow&#039;&#039; making the Thunderer harder to kill with Penetrating Hits while preventing it from firing on the move (Demolisher Cannon being &#039;&#039;Ordnance&#039;&#039;), as well as the Thunderer having fewer secondary weapons and a narrower firing arc due to the Demolisher being a centreline mount as opposed to a turret. As such, the Demolisher Russ is generally the superior choice.&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Destroyer Tank Hunter Squadron:&#039;&#039;&#039; The Laser Destroyer Vindicator to the Thunderer&#039;s Demolisher Vindicator, and a direct competitor to the Vanquisher Russ. Its Proteus Laser Destroyer is iffy; 2 shots of S9 AP1 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039; is great and &#039;&#039;Gets Hot!&#039;&#039; isn&#039;t too bad due to &#039;&#039;Twin-linked&#039;&#039;, but the loss of &#039;&#039;Sunder/Brutal&#039;&#039; compared to the Vanquisher means you lose the armour penetration reroll against vehicles and a lot of your anti-Dreadnought/Automata ability. As a result, the 45pts you pay for this over the Vanquisher Russ is mainly for the extra durability from &#039;&#039;Slow/Reinforced&#039;&#039;. Moreover, the normal Laser Destroyer the Rapier has is far superior simply because it has &#039;&#039;Ordnance&#039;&#039; and can much more reliably Penetrate and blow vehicles up with AP1. Think very carefully. &lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Trojan Support Vehicle:&#039;&#039;&#039; The Trojan is not here to fight, not with that mere heavy bolter. Its bigger goal is to fix other tanks, as it has the &#039;&#039;Field Repair (5+)&#039;&#039; rule to let it fix up any other tanks without needing an allied detachment for models with &#039;&#039;Battlesmith (X)&#039;&#039;. The issue is that you&#039;ll be needing other tanks to protect it while doing the patch jobs or hope that nobody pays enough attention to consider trashing it. It&#039;s cheaper than Techmarines from your &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; Legions, but is 100pts for 1/3 chance per turn to repair worth it to begin with?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Minotaur Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; If you thought the Armoured Battery was bad, this is even worse. 280 points and all you get for it over the Armoured Battery is AV 13/12/13 and &#039;&#039;Twin-linked&#039;&#039;, though being open-topped means that all melee attacks are targeting that AV12. Even if you needed artillery, there&#039;s not much reason to take this over the one in the Liber, let alone over a Russ or a Fortification.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Malcador Infernus&#039;&#039;&#039;: No longer a bomb! Also no longer AP3, so no reason to take this instead of the below. Seriously, your entire Troops and Elites slots are built for murdering light infantry. Don&#039;t waste your Lord of War slot on doing that again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Stormhammer&#039;&#039;&#039;: Fantastic at 500 points. The Stormhammer Cannon has the old Battle Cannon statline of S8 AP3 and a 7&amp;quot; blast; ordinarily not spectacular, but an absolute world-beater by 2.0 standards because it can ID entire squads of MEQs through their armour. It has upgrades but they are inconsequential since at such a perfectly rounded value, this tank is the perfect way to reduce or expand the size of your army to match that of of your opponent&#039;s. Like all Solar Auxilia kits, its quite expensive. But chances are that this unit might give returns sooner than later both on and off the table. Take this at every opportunity; the main cannon is absolutely disgusting against Space Marine armies, and it&#039;s bristling with smaller weapons as only a superheavy can. Its BS3 isn&#039;t even that much of a concern; scattering doesn&#039;t matter too much with a 7&amp;quot; blast, and if you&#039;re close enough you can eliminate even that by using your co-axial weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baneblade and derivatives&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; They&#039;re such dogshit it&#039;s not even funny. They have all lost AV14 at the front and they are all 100-300 points more expensive and you pay the same for them as Legiones Astartes despite being BS3. On top of that almost every weapon they use has been neutered into near-uselessness or to the point it is nowhere near strong enough to be carried by a Super-heavy tank. While they have 12HP, so does the Stormhammer, which is a far superior vehicle that is far cheaper.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Baneblade&amp;quot;&amp;gt;&lt;br /&gt;
Oh Baneblade, what have they done to you. This tank has gone from being the reliable all-rounder to having a primary gun that is outclassed by tanks you can find in the Heavy Support section. For 750 points you get a Baneblade Chassis (duh), whose main Armament is an Ordnance 1, S8, [[Fail|AP4, 5&amp;quot; Blast]] with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. The Baneblade cannon has been reduced to something that has the same effect as a 200 point Medusa Artillery tank (and even that is overpriced). It&#039;s still covered with guns, but the main gun was always the primary reason you brought a Baneblade and it&#039;s just not worth it, especially when the Stormhammer is 250 points cheaper and has a 7&amp;quot; blast S9 AP3 gun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Banehammer&amp;quot;&amp;gt;&lt;br /&gt;
The same cost as the Baneblade and just as disappointing. Its Tremor Cannon is now AP4 but gained &#039;&#039;Shell Shock (2)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;, so it&#039;s not killing many marines but you will Pin them. The real killer here is the fact that the GIANT ROLLING BUNKER NOW HAS A TRANSPORT CAPACITY OF 10!. Just 10. When it used to be 25... Jesus Christ man.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormlord&amp;quot;&amp;gt;&lt;br /&gt;
Almost worth it. It&#039;s too expensive, but at least the gun is still decent-ish. It comes with a Vulcan Heavy Bolter which is Heavy 15, AP3 with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Shell Shock (1)&#039;&#039;, but it has lost its ability to shoot twice if it stays still. Its transport capacity was also fucked, but at least it will fuck up a squad of Tactical Marines. You know, the bare minimum 750pts should do, not to mention something the 500pt Stormhammer can arguably do better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Shadowsword&amp;quot;&amp;gt;&lt;br /&gt;
Coming equipped with a Volcano Cannon, the Shadowsword looks like it could be worth it if it wasn&#039;t for the fact that it costs 850 points. For the same points, you could instead have taken 5 Vanquisher Russes or 4 Destroyer Tank Hunters, which are collectively far harder to kill and can cause much more damage against your intended targets of Knights/Titans/Superheavies. If you&#039;re afraid the smaller vehicles cannot kill the Titan in one go, take a Valdor to shut it up instead. Bottom line, you have better ways of getting anti-vehicle with 850 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormsword&amp;quot;&amp;gt;&lt;br /&gt;
A Stormsword that seems to have been scavenged from [[Epic]], given that it&#039;s equipped a Hull Mounted Hellhammer Cannon. It&#039;s 850 points, and while its stolen Hellhammer cannon is actually pretty good as it shoots Large Blast AP3 shells with &#039;&#039;Brutal (3)&#039;&#039;, &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Sunder&#039;&#039;, it is just not worth its ridiculous price cost; just take more Demolisher Cannons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormblade&amp;quot;&amp;gt;&lt;br /&gt;
Is actually equipped with the correct gun and it&#039;s overall it&#039;s probably the best Baneblade variant available (that isn&#039;t saying much, but still). The Plasma Blast gun is a S9 Massive Blast, AP3, &#039;&#039;Breaching (4+)&#039;&#039; Ordnance weapon and can be pretty decent at clearing out large MEQ and TEQ squads. That said, the Stormhammer has the same gun except S8 and no &#039;&#039;Breaching&#039;&#039; at 250 points cheaper, while you can kill Terminators with Executioner Russes instead. No, they cannot ID TEQs due to being S7, but that doesn&#039;t matter when you can take 4 Russes for the price of the Stormblade and simply swamp the TEQs in wounds. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Macharius Heavy Tank Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A tank that was named after [[Lord Solar Macharius]] from M41, but here it represents one of the ancient Super-heavy tanks that was in service during the Great Crusade and it simply retained the name so you know which model is supposed to represent it (the tank pattern itself was probably used during the Crusade and the STC was then lost, only to be rediscovered later in M41, so it&#039;s all good). It&#039;s far more reasonably priced at 300pts than the 650pts Space Marines pay for them, but it&#039;s still not quite worth it.&lt;br /&gt;
**Its choices to replace the trash-tier battlecannon are actually decent, but the problem is that they both compete with the extremely cost-efficient Strike Russ. The Macharius Vanquisher is &#039;&#039;Twin-linked&#039;&#039;... but the Vanquisher Russ has a coaxial weapon, making it basically the same thing. Likewise, the Rotary Bolt Cannon is more or less an Autocannon Russ. As you pay half the price for a Russ, this implies you can take twice the firepower by taking Russes. &lt;br /&gt;
**The Macharius being a Lord of War also means it exists in direct competition with the Stormhammer, which as above is an absolutely excellent choice. Take the Stormhammer, and take Russes to do whatever you intended for the Macharius to do. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Crassus Armoured Assault Transport&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 400 points nets you a 13/12/12 super heavy transport with that moves 10” and has 8 HP and 35 transport capacity. It mounts 4 heavy bolters which can be exchanged for heavy flamers for free or upgraded to Autocannons or Lascannons. Its only access point is on the rear of the vehicle, which limits its versatility somewhat. Despite its name, it&#039;s [[FAIL|not an Assault Vehicle]], though with its only access point in the rear disembarking units probably can&#039;t charge anyway.&lt;br /&gt;
**You have Dracosan DTs for a reason. You really do not need this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Praetor Armoured Assault Launcher&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For the low, low price of &#039;&#039;&#039;six hundred and fifty points,&#039;&#039;&#039; more than the mega-powerful Stormhammer, you get a super-heavy with M10, BS4, 13/12/12 and 8 HP, packing two heavy bolters and a Praetor Launcher, a 72&amp;quot; Ordnance 1 S7 AP4 Massive Blast with &#039;&#039;Pinning/Rending (6+)&#039;&#039;. This means you&#039;re spending a LoW slot to do what you could have done by taking the cheaper (and still far overpriced) Armoured Battery, or the actually reasonably priced Artillery Battery below. Do not do it. &lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Artillery Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Five gunners with the standard statline except for 3+, stuck with an immobile Earthshaker or Medusa Mortar, starting at 120pts and going up to 5 at 100 points per extra platform and another 5 gunners. Though this makes the squad practically unable to do anything else, you&#039;re paying a much lower price for them, and your squad can ignore &#039;&#039;Pinning&#039;&#039; so long as there are as many gunners as there are cannons on top of being &#039;&#039;Stubborn&#039;&#039;. At almost half the price of the Armoured Battery, the stock Earthshaker is almost worth it as anti-vehicle; that is, of course, assuming you didn&#039;t already have truckloads of it from your other slots.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Legiones Astartes===&lt;br /&gt;
The Legion list has some very good melee and/or fast-moving units to cover for your gunline, like Deep Striking Land Speeders to shut enemy artillery up. However, don&#039;t bother taking them for short-ranged firepower, as you already have bucketloads of that in HQ Tercios and Veletaris. This also means your compulsory Troops are likely to be Despoiler/Assault Squads; you simply don&#039;t need Tacticals/Breachers when you have Lasrifle Sections and Veletaris that do the same thing for much cheaper. &lt;br /&gt;
*Dreadnoughts are a very good choice, as they&#039;re capable of either AA or melee, both of which the Auxilia list sorely lacks. It helps that you can take lots of them; the Allied FOC has 2 Elites slots, from each of which you can take 3 Dreadnoughts.&lt;br /&gt;
*While you already have tons of tanks, consider taking some Neutron Blaster Sabres/Predators and/or Sicaran Venators. &#039;&#039;Shock Pulse&#039;&#039; is very useful to shut up Blast weapons on enemy vehicles, particularly if you&#039;re running Ultramar Pattern and all of your Lasrifle Auxilia are in base contact with each other. You yourself can only bring up to 3 &#039;&#039;Shock Pulse&#039;&#039; weapons (1 Valdor per Heavy Support slot), so getting more can be useful.&lt;br /&gt;
*The Legion list has a few choices for &#039;&#039;Sniper&#039;&#039; or otherwise &#039;&#039;Precision Shot&#039;&#039; which the Auxilia do not otherwise have, short of taking a Vindicare. Spamming Scout squads is a particularly interesting proposition, as they&#039;re cheaper than Recons and you don&#039;t truly need &#039;&#039;Line&#039;&#039; on your allied Troops when the average Auxilia list has 6 Lasrifle Sections running around. &lt;br /&gt;
*Of the 18 Legions, you get [[Ultramarines]], [[Sons of Horus]], [[Word Bearers]], [[Salamanders]] and [[Alpha Legion]] as &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;. If you&#039;re fine with not taking Cohort Doctrines, you can skip the Legate Marshal and instead take an allied Chaplain/Praetor as your source of Ld10 for the purposes of abusing Command Vox/Vox Interlock. The Chaplain in particular can be useful for Penal Pattern Cohorts, as &#039;&#039;Hatred&#039;&#039; finally allows your WS4 units to hit enemies consistently and put your &#039;&#039;Furious Charge&#039;&#039; to good use.&lt;br /&gt;
**Taking a Legion Centurion is currently your only way of taking Psykers as Traitor Solar Auxilia (Loyalists can take Tylos Rubio too), as the Legions are as of writing the only faction with any usable Psykers, the Navigator and Davinite Priest from the Legacies docs notwithstanding. For details, look at the Psychic 101 page. &lt;br /&gt;
&lt;br /&gt;
===Mechanicum===&lt;br /&gt;
&lt;br /&gt;
The Mechanicum are a very easy consideration by the mere fact that they can repair your tanks. With how many of them you can field with your tercios (and especially with the Armoured Fist pattern cohorts), such a matter is going to shoot very high on your priorities list, so an Archmagos Dominus or Magos Prime with some Techpriest Auxilia will always be welcome.&lt;br /&gt;
*Automata are very durable weapons platforms, almost on level with the dreadnoughts. The issue is that you&#039;ll be needing someone with a Cortex Controller to keep them at their best. If you&#039;re in an Iron pattern cohort, this won&#039;t be so much of an issue since you can buy them on some of your troops as well.&lt;br /&gt;
*Thallax are excellent for mobile firepower, being &#039;&#039;Relentless&#039;&#039; and having jump packs. Being one of the few &#039;&#039;Line Infantry&#039;&#039; squads of the army, they can very easily help you with scoring, whether in an Iron pattern cohort or in an allied detachment. The lightning guns they come with give you something that can actually harm things harder than a marine and strapping chain bayonets make them more than able to put up a fight - more than you can say about your tercios.&lt;br /&gt;
&lt;br /&gt;
===Agents of the Emperor===&lt;br /&gt;
&lt;br /&gt;
====Legio Custodes====&lt;br /&gt;
&lt;br /&gt;
YES. Solar Auxilia have lots of bodies and armoured units, while lacking melee cover. Custodes are literal supermen that don&#039;t have enough bodies and firepower. Even Custodes Troops have AP2 AT INITIATIVE, perfect for counter-charging any enterprising enemy units who try to shut your gunline up by engaging them in melee. Alternatively, take some Deep Striking units (jetbikes, Venatari or just take a Coronus DT) and target dangerous ranged units that you have to shut up before they wipe out half of your infantry. However, Custodes units are EXPENSIVE; you&#039;ll be spending at the very minimum 350 points (200pt compulsory HQ, 150pt compulsory troops) and that&#039;s 4 MODELS.  &lt;br /&gt;
*If you&#039;re afraid of your opponent shooting the Custodes before coming in with the melee units on your Auxilia, take Sentinel Guard for the improved Invulnerable save; you may lose the Guardian Spear&#039;s strength bonus, but they&#039;re still S5 and you keep the AP2 at initiative on the Sentinel Warblades, so they&#039;re still very killy. Moreover, as they&#039;re technically infantry, you can use Aevos Jovan to respawn them if you lose any of them to enemy shooting. If you&#039;re still worried, take a Dreadnought or two. &lt;br /&gt;
*The Custodes list is if anything even shorter on AA than the Solar Auxilia list, so think carefully about where you&#039;re going to get it; generally, this means Thunderbolts and/or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Sisters of Silence====&lt;br /&gt;
Don&#039;t expect much aside from some skirmishers from the Sisters. The &#039;&#039;Anathema&#039;&#039; sub-type blocks them from being anywhere near the Auxilia on pain of -1Ld to an army that already has faulty Leadership (and -2Ld for any units they join), preventing you from putting melee units just behind your Auxilia to countercharge enemy units. In any case, you could have gotten better melee units if you took Marine/Custodes allies. Their list of short-ranged weapons isn&#039;t very impressive either, considering the sheer firepower Auxilia already pack. Think carefully, unless you know you&#039;re playing someone with lots of Psykers/Daemons.&lt;br /&gt;
*Sanctioner Cadres have &#039;&#039;Sniper&#039;&#039; weapons, which Solar Auxilia have no access to. Worth considering if you want to kill some ICs (or just particular infantry/cavalry models) from very far away. &lt;br /&gt;
*Prosecutor Cadres can all &#039;&#039;Infiltrate&#039;&#039; or &#039;&#039;Scout&#039;&#039; and they can take Assault Needlers (read: &#039;&#039;Pinning&#039;&#039;) and Snare Guns in large numbers, allowing them to deploy in No Man&#039;s Land and [[Troll|make life extremely difficult]] for enemy units trying to advance. Meanwhile, you can rain down on Pinned/slowed units with your 30&amp;quot; Lasrifles and various heavy ordnance. If that&#039;s not enough, you can take more Needlers/Snare weapons from other slots. Still, you can spend all these points on Sisters of Silence with their fancy weapons to slow the enemy, or you can just take more Auxilia units and blast the enemy off the table. &lt;br /&gt;
*The Sisters list has NO AA WHATSOEVER. Make sure you have enough from somewhere else, whether by taking your own Flyers or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Divisio Assassinorum====&lt;br /&gt;
Not to be overlooked among the additions of Liber Imperium is the option for Imperial Assassins. All of the Assassins, despite being Loyalist units, are all considered Distrusted Allies and thus cannot benefit from anything else your army gives, meaning that all of their value is based on what they do on their own.&lt;br /&gt;
&lt;br /&gt;
Each model has &#039;&#039;Infiltrate&#039;&#039; and &#039;&#039;Scout&#039;&#039; as well as &#039;&#039;Support Squad&#039;&#039; to block them out of being mandatory HQs, but the &#039;&#039;Assassin&#039;&#039; sub-type does the rest of them, banning them from being Warlords, joining squads, or entering any HQs, all in exchange to ignoring any penalties for movement and auto-passing dangerous terrain checks. Also helping their impressive M7 is the &#039;&#039;Light&#039;&#039; sub-type boosting their running. Their lone protection is the Panoply of the Assassin, surprisingly durable spandex that gives them a 4+/4++ save. They are all 125 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Adamus]]:&#039;&#039;&#039; The eldest of the assassin clades and they&#039;re kitted to kill. &#039;&#039;Fleet (2)&#039;&#039; makes them even zippier than other assassins, where they can make it into their home territory of challenges. When in a challenge, they can copy the WS and I of their enemies, forcing everyone to eat their S+1 AP3 Nemesii Blades with &#039;&#039;Rending (5+)&#039;&#039; and at risk of eating the deceptive Decapitation Strike, which might be a singular S2 AP1 attack but also has &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Murderous Strike (2+)&#039;&#039;. Also of note is their Needlespine Blaster, a super combi-pistol, the bolt part being a Pistol 3 bolt pistol while the needle bit is &#039;&#039;Poisoned (2+)&#039;&#039; with &#039;&#039;Pinning&#039;&#039; to lock someone down.&lt;br /&gt;
**His killing ability is limited simply by dint of base WS5 and being able to copy an opponent&#039;s WS, meaning he hits enemy ICs at 4+ with no reroll. As Decapitation Strike gives him 1 attack, he right off the bat has 1/2 chance per round of combat of not doing anything at all, while he&#039;s worse as a source of AP3 melee than the Eversor. As you&#039;re Loyalist if you can take him anyway, you can also take [[Nathaniel Garro]] instead, who is a much better duellist for 45 more points. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Callidus]]:&#039;&#039;&#039; What you get is a true-bred assassin, with Polymorphine forbidding ALL attacks against them until they shoot first, meaning nothing can stop you from sliding one up to the opposing Praetor&#039;s backside and also forcing enemies to re-roll to seize the initiative. With WS5 and I6, they can beat many characters short of the Emperor&#039;s Children, but their Phase Sword is...swingy. See, it&#039;s statted as a S3 AP1 weapon with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Phase Shift&#039;&#039;, which makes a 6+ to wound negate any saves and damage mitigation rolls. The lack of any &#039;&#039;Instant Death&#039;&#039; means that they need to kill or else get smashed by a Power Fist. Their Neuro Shredder shares a similar plan, being an S1 Template pistol with &#039;&#039;Rending (5+)&#039;&#039; and also ignores all saves on a 6+ to wound. Same problem as the Adamus; she&#039;s not good enough as a duellist (wounding on T4 and above on 5+ with no reroll is really bad) to kill ICs, and you can take Garro instead. That said, the enemy not being able to do anything to her until she strikes first means she can tie up dangerous ranged units in melee. With how susceptible &#039;&#039;Close-order&#039;&#039; makes your infantry to Blast/Templates, this can be very important.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Culexus]]:&#039;&#039;&#039; As if you didn&#039;t know, this guy has the &#039;&#039;Anathema&#039;&#039; sub-type more familiar to the SoS, rendering them immune to all things psychic and creeping out those nearby. If that&#039;s not enough, you also get &#039;&#039;Adamantium Will (3+)&#039;&#039; to block out anything nearby and the Etherium forces all attacks into being snap shots and thus making them more survivable. The Animus Speculum provides you with an S4 AP4 template with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Psy-Shock&#039;&#039; to force psykers and daemons into suffering Perils. If anyone&#039;s brave enough to try fighting in melee, not only do they have to contend with &#039;&#039;Fear (2)&#039;&#039;, but they must also learn that the Coolexus has a fucking AP2 &amp;quot;weapon&amp;quot; with &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Reaping Blow (1)&#039;&#039;. That said, his WS4 severely limits his killing power in melee, while the Animus Speculum is only useful against specific armies.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Eversor]]:&#039;&#039;&#039; Welcome to [[RIP AND TEAR]]. While having A3 is just meh, you have &#039;&#039;Counter-attack (1)&#039;&#039; and the option each turn to trigger the [[Drugs#Frenzon|Frenzon]] and gain another three attacks at the expense of any 1s to hit dealing a wound to the Eversor themselves. The Neuro-gauntlet is no slouch either, being an AP3 weapon with &#039;&#039;Shred, Fleshbane&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;, and their Executioner Pistol gives an option between either a bolt pistol or a needle pistol. He&#039;s not terribly good at actually assassinating ICs due to his poor ability to get AP2, but you can use him against Legion lists to ambush ranged squads, counter-charge Assault squads attacking your gunline, etc.  Also consider using him against Automata, as &#039;&#039;Shred&#039;&#039; negates &#039;&#039;Automata&#039;&#039; and results in &#039;&#039;Fleshbane&#039;&#039; working normally, so you can do a lot of damage. Just don&#039;t use him against Terminators, and think about how to get him into melee; T4 4+/4++ 3W isn&#039;t much for a lone character.&lt;br /&gt;
**Unique among the assassins is the Eversor&#039;s self-destruct ability due to being so loaded with drugs. When they die, all models within d6&amp;quot; suffer an S4 AP3 &#039;&#039;Fleshbane&#039;&#039; hit that counts as a flamer. As the only infantry model in the entire list with a 2+ is your Legate Marshal, make sure whatever melee units you may have (except maybe Charonites) are outside the blast radius when he dies, as they &#039;&#039;&#039;will&#039;&#039;&#039; take wounds. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vanus]]:&#039;&#039;&#039; Less an assassin than a living bubble of statistical fuckery, they only have protection with a pair of laspistols and a pair of decidedly neat dataspikes with S+2 AP3 with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Haywire&#039;&#039;. If you&#039;re stuck in a fight, you&#039;ve only got a single-use means to gain &#039;&#039;Hit &amp;amp; Run&#039;&#039; for a round before you end up stuck watching your nerdy assassin die. &lt;br /&gt;
**Now we get to the many things they can do &#039;&#039;without&#039;&#039; fighting. For starters, they have an 18&amp;quot; bubble that shots off any uses of &#039;&#039;Infiltrate&#039;&#039; and lets them spam the Interceptor reaction as if you had an augury scanner. You can make a Leadership check instead of shooting, with a pass allowing you to resolve Interceptor using a Defensive weapon on any vehicle (friend or foe) within 12&amp;quot; of the Vanus. In addition, they can make a Leadership check to hack an enemy Automata unit within 12&amp;quot;, forcing them to suffer d3 unsaved wounds. This action does have risks though, as aside from being so close to a murder-engine like a Castellax, a failed test instead inflicts an unsaved wound on the assassin.&lt;br /&gt;
**Denying &#039;&#039;Infiltrate&#039;&#039; and messing with enemy Deep Strikes using Vox Disruptor Array is particularly useful for Lasrifle Section spam, as it forces your opponent to deploy normally and slog through 30&amp;quot; of Lasrifle fire, in addition to whatever Rapier/Leman Russ fire you can pack. Use your own &#039;&#039;Infiltrate&#039;&#039; to deploy in No Man&#039;s Land and block off as much space to enemy Infiltrators as possible, then flee back behind friendly lines by Running and &#039;&#039;&#039;Tactical Displacement&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Venenum]]:&#039;&#039;&#039; As befits the resident poisoner, this assassin is immune to Rad-phage in its many forms and can only be wounded by &#039;&#039;Poison&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks on a 5+. At range, their Toxin Ejector provides a S5 AP4 template with &#039;&#039;Poison (3+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039; to take care of pretty much anything they go up against while the Venom Globes they happily cribbed from the Alpha Legion (or maybe it&#039;s the other way around? Who&#039;ll know?) gives them a charge deterrent. When in a fight, their Hookfang gives them an AP3 weapon with &#039;&#039;Poison (3+)&#039;&#039; that also forces anyone hurt by it to roll a d6 on every turn afterwards, suffering an unsaved wound on a 5+. Even if you don&#039;t kill them with this attack, they still count as destroyed for the sake of VPs unless they have &#039;&#039;Eternal Warrior&#039;&#039;, so you can easily use this bastard as a cheap shot at a chance to kill the warlord and you&#039;re not fighting a Primarch.&lt;br /&gt;
**The Toxin Ejector is a glorified Heavy Flamer, which is very widely available in the army, while the lack of AP2 melee is a severe drawback for actual assassination when any self-respecting IC will have a 2+. This Assassin, like many of his brethren, share the problem that they&#039;re not actually good enough to kill ICs, while they&#039;re inferior as a weapon of mass destruction to the Eversor. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vindicare]]:&#039;&#039;&#039; The resident snipers lost out on their variant ammo, but what you have is still a masterful sniper with BS8 that negates any penalties whether it&#039;s to their BS or their range. Even Exodus needs to be careful because this guy not only ignores the Alpha Legion trait, but he also has an absurd &#039;&#039;&amp;lt;u&amp;gt;100&amp;quot; range&amp;lt;/u&amp;gt;&#039;&#039; on his Exitus rifle, an S7 AP2 shot with &#039;&#039;Murderous Strike (5+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;. Also present is his Exitus pistol, a lesser S6 AP4 gun with &#039;&#039;Breaching (6+)&#039;&#039;, but still just as capable of popping any enemy you see. However, the rifle being 1 shot makes it very unreliable against &#039;&#039;Feel No Pain&#039;&#039; and Invulnerable saves, which combined with the lack of consistent ID makes it an unreliable tool for killing Marine/Mechanicum ICs. &lt;br /&gt;
**As the Solar Auxilia list has no snipers, this is your cheapest way of making sure a particular model dies because you can avoid taking a whole allied detachment. He&#039;s good against other Auxilia to kill Command Voxes/Vox Interlocks and deny Leadership shenanigans, as S7 AP2 forces them to rely on whatever Invulnerable save they have. Alternatively, shoot Cohorts Vexillas to deny &#039;&#039;Line&#039;&#039;. He&#039;s also useful as an AA gunner on Fortification emplacements, as the list is otherwise sorely lacking in AA choices. If the enemy Flyers aren&#039;t here yet, you can use the AA gun on ground targets at full BS if you don&#039;t mind losing &#039;&#039;Sniper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Knights Errant==&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18074</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18074"/>
		<updated>2023-01-13T11:26:57Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Special Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SA-recruitment-poster.jpg‎|400px|thumb|right|Enlist today!]]&lt;br /&gt;
&lt;br /&gt;
{{topquote|What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!|[[Lord Solar Macharius]] (his time was later, but the sentiment was true back during the 31st Millennium)}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|In war the greatest single deciding factor is will; without the will to do so, no sacrifice is made, no initiative seized, no objective taken and no enemy vanquished - all the guns in creation are useless without the will to pull the trigger.|[[Goge Vandire]], Sermons to the Frateris Templar, Vol XIII}}&lt;br /&gt;
&lt;br /&gt;
This is the current tactics page for the [[Solar Auxilia]] in HH 2.0. The 1.0 tactics can be found [[Warhammer 40,000/Tactics/Solar Auxilia (30k)|here]]&lt;br /&gt;
&lt;br /&gt;
For the generals on how to play the game and the basics on list building (as well as other tactica rules), you may want the General tactics page. You may also find the Horus Heresy general thread as &amp;quot;/HHG/&amp;quot; on [[/tg/]].&lt;br /&gt;
&lt;br /&gt;
==Why play the Solar Auxilia==&lt;br /&gt;
Because in a time of [[Space Marines|angels]] and [[Primarch|demigods]], it takes true grit to be a mere man and to stand among them, let alone fight them. Solar Auxilia are the elite humans of the [[Horus Heresy]], but that doesn&#039;t mean much when you&#039;re going up against genetically engineered post-humans wrapped in armour. They&#039;ll be relying on massed firepower, tanks and respectable 4+ armour saves to carry them to victory, while gritting their teeth and bearing the punishment that they can&#039;t brush off. It truly can be a hard time to be a mortal among demigods.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might&#039;ve seen their models and decided that a steampunk-fantasy 50&#039;s sci-fi cosmonaut aesthetic is your jam. And with the drip on those voidsmen, how could you not?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Amazing looking models&lt;br /&gt;
*Stormtrooper tier soldiers with Imperial guard numbers.&lt;br /&gt;
*A wholly original army just for 30k, making it pretty unique.&lt;br /&gt;
*Models with one of the coolest aesthetics GW/FW have ever produced.&lt;br /&gt;
*One of the best shooting armies in the game.&lt;br /&gt;
*The new Cohorts doctrines give Solar Auxilia some very nice diversification in their playstyles and army building.&lt;br /&gt;
*Did we mention the models?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Lost the hand holding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and blast weapons will evaporate units which each shot since they&#039;re all AP4 now. Thanks to &#039;&#039;Close-order&#039;&#039; subtype, you have a unit coherency of 1&amp;quot;, which means your dudes will die in droves the moment your enemy pulls out a pie plate. This won&#039;t be a problem for your Marine playing opponents and their 3+ armour saves.&lt;br /&gt;
*This is not the Tank edition and most of your armour is far more limited in their usefulness and which guns are effective.&lt;br /&gt;
*Most of your stuff is more expensive now compared to 1E, and that&#039;s on top of core game mechanics favouring Marines. Point-per-point, you will lose to Astartes.&lt;br /&gt;
*Dreadnoughts are one of the most effective things in this edition, and you have none. Your options of taking them out are also limited.&lt;br /&gt;
*This army is expensive to build. Forget selling your own organs, you&#039;ll have to build a drug empire and spend your nights hunting people and harvesting all of their organs. Their fluff of highly standardized equipment makes every alternative a bad proxy.&lt;br /&gt;
&lt;br /&gt;
==Core Warlord traits==&lt;br /&gt;
Solar Auxilia do not get unique warlord traits, so you better pick the generic one that grants you the extra reaction in the phase of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; +1 to combat resolution within 12&amp;quot;. Extra Assault Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; Grants &#039;&#039;pinning&#039;&#039; to the shooting attacks of his unit, provided they cause at least one unsaved wound. Extra Shooting Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Ever-vigilant:&#039;&#039;&#039; Warlord&#039;s unit uses his Initiative+1 instead of the lowest Initiative in the unit when running. Extra Movement Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Legate:&#039;&#039;&#039; Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS (taking it to 5).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close-Order Sub-Type:&#039;&#039;&#039; One of the key ways the army functions. The entire squad now has a unit coherency range of 1&amp;quot;, cannot run or sweep, but they can move up to half their movement speed and still be able to shoot any heavy weapons as if they stood still.&lt;br /&gt;
**It&#039;s most notably found on your Troop and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris so keep that in mind; they still can&#039;t Run because they&#039;re &#039;&#039;Heavy&#039;&#039;, but they can spread out to avoid Blasts/Templates and &#039;&#039;&#039;can&#039;&#039;&#039; Sweep after winning combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tercio &amp;amp; being in formation:&#039;&#039;&#039; &#039;&#039;Tercio&#039;&#039; is the other key way the army functions, basically allowing you to group multiple units in a single FOC slot. When units belonging to the same tercio/slot are within 3&amp;quot; of each other, they are considered &amp;quot;in formation&amp;quot;. Being in formation gives your troopers benefits such as being able to react in the same way during a reaction that requires shooting or movement, and other things depending on your Cohort Doctrine.&lt;br /&gt;
**The Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board), this gives you the WALL OF GUNS as an overwatch weapon.&lt;br /&gt;
**&#039;&#039;&#039;Important Note:&#039;&#039;&#039; Despite many misconceptions to the contrary, there is no rule that says a Tercio may only contain 3 units. Instead each Tercio has the number it contains, such as 1-3 Rifle Sections and 0-1 Command Section (max 4 total) or 1-3 Storm Sections, 0-1 Vanguard Sections, and 0-1 Command Sections (max 5 total).&lt;br /&gt;
&lt;br /&gt;
===Cohort Doctrines===&lt;br /&gt;
Honestly, the best bit of the older Militia rules applied to the Auxilia, to the point it deserves a section of its own. There are eight options to pick from, which are unlocked either by a model with the Combat Doctrines special rules, or a model without upgraded to have it via a specific Combat Doctrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The regiments that most resemble those of the early Great Crusade, such as the 1st to 10th &amp;quot;Saturnyne Rams&amp;quot;, and the cohorts based upon them. These favour an older, more elite style of warfare, [[Stormtrooper|very focused on aerial insertions and boarding actions]]. This is the elite option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Veletaris Tercios may be taken a Troop choices. The boys are fucking back!&lt;br /&gt;
**Due to the disappearance of the Flamer section from the Auxilia Infantry Tercio, using this Doctrine and taking Heavy Flamers on your Veletaris Vanguard is now the only way to get massed Flamers from Troops.&lt;br /&gt;
*All unit in a Veletaris Tercio can take Arvus Transports as dedicated transports.&lt;br /&gt;
**Provides an interesting alternate deployment method for your Veletaris; namely, Deep Striking in their flying transport. That said, it&#039;s extremely frail and will die to any sort of &#039;&#039;&#039;Interceptor&#039;&#039;&#039; fire, so think carefully.&lt;br /&gt;
*All Auxilia Veletaris Tercios taken as Troop choices gain &#039;&#039;Line&#039;&#039;, enabling you to skip Infantry Tercios altogether and build a crack close-quarters infantry core. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than one Armoured Tercio and only one Artillery Tercio.&lt;br /&gt;
**Neither of these stops you bringing some allies with tanks and artillery however, assuming the 9 tanks of the basic Tercio aren&#039;t enough. Likewise, the Artillery Tercio allows up to 9 Rapiers, so this should not be a problem. Moreover, you can always take non-Tercio units, as your Heavy Support slots aren&#039;t actually restricted. Wanted more Leman Russes? Here, take a squadron of Malcadors instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ultramar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
A new formation meant to tackle the evolution of battle in the late Crusade, pioneered by none of other than [[Roboute Guilliman]], proving himself [[spiritual liege|once again the master of all of the myriad disciplines of war]]. These are cohorts like the 255th Calth High Guard and the 204th Manachean cohort. The massed infantry option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Rifle Tercios can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; units]]. Considering you had 6 Troop slots, could take 3 units in each to begin with and had no special weapons units, this is not truly necessary.&lt;br /&gt;
*Lasrifle sections and Line Command sections gain +1 to hit while shooting when their bases are all in contact with each other.&lt;br /&gt;
**A mirror to the old Close Formation Fighting of 1.0, except holding hands buffs your shooting instead of your melee now. This can be difficult to use; it&#039;s kind of the whole point of taking the Doctrine, but using it is basically inviting your opponent to unload all of his blasts/templates on you. Since there&#039;s otherwise no FOC limitations, consider taking some Valdors to shut enemy artillery up with &#039;&#039;Shock Pulse&#039;&#039; so that your infantry can form up in peace. &lt;br /&gt;
**Alternatively, you&#039;re not required to [[Warhammer Fantasy|actually form up in a square]]; take a leaf from the Napoleonic British by forming thin lines so you can still be extremely annoying to hit with Blast/Template weapons, while most of the unit will probably still be in range because Lasrifles has 30&amp;quot; range in a game where everyone else&#039;s basic infantry has 24&amp;quot; or less. Be prepared to use Aurox-mounted Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Lasrifle sections and Line Command sections cannot take any dedicated transports. This can be problematic for the purposes of taking objectives, as &#039;&#039;Close-order&#039;&#039; prevents Running and you have reduced initiative for movement Reactions. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reborn Cohorts&amp;quot;&amp;gt; &lt;br /&gt;
Recently disbanded regiments whose veterans, upon hearing of the Heresy, decided to come out of retirement to kick some ass. While a bit more grizzled, those years have clearly taken their toll on the soldiers. The most famous example is Agathon&#039;s 1522nd cohort, better known as &amp;quot;The Lord Marshal&#039;s Own&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units in the detachment gain +1Ld and the &#039;&#039;Stubborn&#039;&#039; rule.&lt;br /&gt;
*If a unit has not moved, it may re-roll to-hit rolls of 1 when shooting.&lt;br /&gt;
**Rerolling 1s is not as good as +1 to hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The 10 Plasma/Melta weapons your HQ sections get? Reroll 1s. Gravis Lascannon Leman Russ? Reroll 1s. Valdor? Reroll 1s. Your Lasrifle sections and your Heavy Support choices all have good range, so standing still should not be a problem. You&#039;re also assumed as being stationary for the purposes of shooting during Reactions, so you get improved &#039;&#039;&#039;Return Fire&#039;&#039;&#039; and &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, which you&#039;re already very good at because your infantry come in Tercios. Rerolling 1s to-hit also makes &#039;&#039;Gets Hot!&#039;&#039; a very minute concern, so Plasma weapons/Valdors basically don&#039;t blow themselves up anymore. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than a single Armoured Tercio and only one Artillery Tercio. See the Solar Pattern tab for comments. &lt;br /&gt;
*Infantry units are considered to have Initiative 1 for the purposes of making reactions, running and sweeping advances. They also reduce their Initiative by 1 when determining the order of attack during the assault phase.&lt;br /&gt;
**Not as bad as it sounds, as -1I does absolutely nothing to hinder your shooting and shooting reactions, which is where you did your damage. Melee Veletaris units also had &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advance and movement reactions, while Lasrifle sections were I3 and hit after MEQs anyway. Will affect any melee Command Tercio sections you take, but why are you building them for melee when you can get rerolls on your ranged special weapons?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Regiments that recruit from savage worlds or barbaric cultures, resulting in fearsome but overly aggressive troopers akin to the 142th Cthonian Headhunters or 905th Ash Scorpions from [[Flame Falcons|Lethe]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Any unit made of purely infantry models may purchase &#039;&#039;Fear (1)&#039;&#039; for +25pts. This is regardless of size, so bulk up those squad size numbers.&lt;br /&gt;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being in formation. This encourages you to cram as many models a possible into each Tercio. Also mitigates the impact of being forced to charge; even if you fail and get charged instead, you still get your +1A. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You must charge as soon as you are given the chance. So much for the famed Saturnyne Ordos discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent charging. &#039;&#039;Close-order&#039;&#039; allows charging after firing Heavy/Rapid Fire weapons, so your infantry can effectively always charge and therefore must charge. Better get them melee weapon upgrades.&lt;br /&gt;
*Loyalist armies can&#039;t handle the tribal drip (read; skulls on ropes and tribal tattoos on the armour) and treat feral cohorts as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039; regardless of what the Allies Matrix says. No word on Custodes/Sisters of Silence, who as Agents of the Emperor are &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with all Loyalist armies and do not appear on the Matrix at all. Also this being Loyalist only makes [[Ultramarines|more]] [[Night Lords|sense]] for allies with some Legions than [[Space Wolves|some]] [[Emperor&#039;s Children|others]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoured Fist Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Achtung Panzer!&amp;quot; This cohort is built around tanks and multiple Solar Auxilia armies were fielded like this during the Heresy, as the tanks helped level the playing field when facing off against the Astartes Legions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios may be taken as non-compulsory troops, but each can only be made up of a single squadron of Leman Russ Strike tanks. &lt;br /&gt;
*A single Leman Russ Command tank must be selected as the Warlord (locking out any HQ choice that outranks him). The Command tank gains the Armoured Legate Warlord trait (+1 BS, 5++) and &#039;&#039;Cohort Doctrines&#039;&#039;, allowing you to skip taking a Legate Marshal.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units must begin the game embarked in transports or in Reserves. You need your Lasrifle sections to take objectives, but they&#039;re far too slow to reach objectives while footslogging in from Reserves and Dracosans are too expensive to give every squad, so expect to field squads with 10 guys in an Aurox. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Penal Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia was meant to be the elite of the [[Imperial Army]], but that didn&#039;t stop governors and Excertus officers from cutting corners in both budget and recruitment. This resulted in less cohesive cohorts, who nevertheless managed to give exemplary service on many occasions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Models in Rifle Sections gain &#039;&#039;Feel No Pain (6+)&#039;&#039; and they along with all models with Tercio gain &#039;&#039;Furious Charge (1)&#039;&#039;. Puts you up to Space Marine strength on the charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae on your grunts. However, you&#039;re still T3 and will suffer ID from everything from Power Maul onwards, so watch out. &lt;br /&gt;
*Any models can replace their lasrifles and volkite chargers with a variety of S3 AP- weapons for free: autorifle/lasgun (24&amp;quot; Rapid Fire), lascarbine (18&amp;quot; Assault 2 AP6), shotguns (12&amp;quot; Assault 2 &#039;&#039;Concussive (1)&#039;&#039;) or stubcarbines (12&amp;quot; Assault 3). In addition, one Auxilia in any lasrifle section may take instead a Heavy Stubber for plus 5 points per model. The stubcarbine actually does more damage when in range than the Lasrifle, the shotgun can level the playing field for Rifle sections against MEQs in melee, and there are reasons below as to why you&#039;d replace the Lasrifle with nominally inferior weapons in the lasgun/lascarbine. &lt;br /&gt;
**Dropping Volkites is almost always as stupid as it sounds, as a ranged weapon, the Charger outperforms everything on the list damage-wise by a country mile. The only case it may work is dropping them for a mix of Shotguns and Storm Axes to dump Concussive on an enemy unit before the charge. Think carefully about this, however, regular Rifle Sections can take Shotguns as well so it might be way smarter to have one of them support a pure Storm Axe section.&lt;br /&gt;
**Bayonets only come on Lasrifles, so you cannot combine your &#039;&#039;Furious Charge (1)&#039;&#039; with bayonets for S5 if you&#039;ve taken replacement weapons. It makes zero sense for autoguns/lasguns to not get them, but it is what it is. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All your units lose the &#039;&#039;Close-Order&#039;&#039; sub-type. Enjoy the extra coherency range and say goodbye to your heavy guns.&lt;br /&gt;
**Your infantry are basically back to being [[Imperial Guard]]. Losing &#039;&#039;Close-order&#039;&#039; means you cannot move and fire Heavy weapons (AKA Lasrifles), so get your mobility back by taking Rapid Fire/Assault weapons. However, if you&#039;ve taken a Heavy Stubber, you can&#039;t move and shoot anyway, so keep the Lasrifles in that case.&lt;br /&gt;
**Not actually a Con for your HQ Tercios, as they didn&#039;t use Heavy weapons anyway and don&#039;t want to charge. Regaining the ability to Run can actually be very helpful for full squads of Plasma/Melta that need to get into range.&lt;br /&gt;
*You can only take one Auxilia Veletaris Tercio. Not much of a drawback, as one Tercio is 3 units. If you still don&#039;t have enough short ranged firepower/melee, take Tactical Command Tercios.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Siege Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia that clearly spent too much time around the [[Iron Warriors]], and gained an affinity for siegecraft and being a bucket load of heavy artillery to rain hell upon their opponent. After all, &amp;quot;A battery of field artillery is worth a thousand Lasrifles.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Armoured Tercios and Artillery Tercios can be taken as both Heavy Support and Elite choices. Can actually be useful, as the Solar Auxilia Elites section isn&#039;t very good barring Veletaris (which come in Tercios anyway), while allowing you to spam the big guns you need to take out Dreadnoughts and the like.&lt;br /&gt;
*You can re-roll the scatter direction die when firing Blast and Barrage weapons.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You MUST purchase dedicated transports for every unit. You don&#039;t need to start the game in said transports, but that sorta defeats the purpose of having to pay for them. You want to rain hell as you advance? Mechanize. Like Armoured Fist, this means taking small infantry units or taking Dracosans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Because Forge World loves to cram battle-automata wherever they can, and we&#039;re not here to complain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Castellax and Thallax Maniples can be taken as Elites.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you keep the bots under control. Additionally, the Legate Marshal gains &#039;&#039;Master of Automata&#039;&#039; to keep with the bots.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You can only take one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. Not a big downside considering how much you can cram into a single Tercio of any type.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear of the Solar Auxilia==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The standard close combat weapons of the &amp;lt;s&amp;gt;41st&amp;lt;/s&amp;gt; 31st millennium and a little bit different from how you remember them. Most Chain Weapons still lack any decent AP, but they now have &#039;&#039;Shred&#039;&#039;, meaning anyone equipped with these get to re-roll their wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The standard S-User, AP- chain weapon, but now it has &#039;&#039;Shred&#039;&#039;. Only available to Companions in the Command Tercio, and at [[wat|5 points each]] they&#039;re absolutely not worth it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charnabal Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Duelling weapons that rely on speed and precision over brute strength. A few more of these have been added in 2.0, but they all follow the same general theme of relying on &#039;&#039;Breaching&#039;&#039; instead of normal AP, but gaining initiative in challenges. A surprising number of Solar Auxilia units can take these weapons, with varying degrees of usefulness.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Sabre:&#039;&#039;&#039; The standard Charnabal weapon, with S-User, &#039;&#039;Breaching (5+)&#039;&#039; and &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;. The option that will inflict the least wounds due to having no strength bonus, but strangely the one that will inflict the most AP2 wounds due to having a better version of &#039;&#039;Breaching&#039;&#039; than the Tabar and having more attacks than the Glaive. Because your men are Strength 3, you will only wound MEQs on a 5+ anyway, making it practically an AP2 weapon at base. However, this also means it scales terribly with bonus strength (Biomancy, &#039;&#039;Furious Charge&#039;&#039;) and cannot threaten &amp;gt;T5 targets. For Dreadnought/Automata combat, look at the Power Weapons list.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Tabar:&#039;&#039;&#039; Yeah, I didn&#039;t know what a Tabar is either (it&#039;s a Persian battle axe of yore), and the Charnabal version isn&#039;t too much to write home about. It is a little bit worse than the Sabre as it has the same &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;, and only has &#039;&#039;Breaching (6+)&#039;&#039; in exchange for S+2, which is kind of meh when compared to some Power Weapons. Going up o Strength 5 could help you wound tougher enemies, but those wounds will most likely just bounce off their armour due to the inferior &#039;&#039;Breaching&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Glaive:&#039;&#039;&#039; &#039;&#039;Duellist&#039;s Edge (2)&#039;&#039;, &#039;&#039;Breaching (5+)&#039;&#039;, S+1, &#039;&#039;Two-handed&#039;&#039;. Hitting before most MEQs is nice, but is it worth giving up chances to trigger &#039;&#039;Breaching&#039;&#039; by losing your +1 attack from having 2 weapons?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The high AP combat weapons that are slower than Charnabal Weapons, but offer more killing power.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; The standard AP3 power weapon, but now it comes with &#039;&#039;Rending (6+)&#039;&#039; so you can actually cut through Artificer armour. It&#039;s not reliable, but a buff is a buff. Generally not worth it for the Solar Auxilia, as the Charnabal Sabre outperforms it against most MEQs and TEQs. It is better against Dreadnoughts and Automata, but why would you ever try to fight those in melee?&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; The same old S+1 AP2 &#039;&#039;Unwieldy&#039;&#039; weapon. Your strength 3 wasn&#039;t going to ID any MEQs anyway, so this could be a budget alternative to the Power Fist. Your low strength also makes the Axe inferior to the Sword when fighting everything above T4 (same wounding and AP, but Sword is not &#039;&#039;Unwieldy&#039;&#039;), so take the Sword if you expect to fight Dreadnoughts and the like. That said, it is worth considering if you have strength buffs from allied Biomancy Psykers and/or &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine, meaning you can for once wound more than Charnabal Sabre/Power Sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; Got a very nice buff as it is still S+2, but now it is also AP3 so it can actually kill marines rather than bouncing off their armour. Also decent against Automata, as you wound them reliably. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Also received a very helpful buff in the new edition. They are now S+1, AP3 standard and include the &#039;&#039;Reach (1)&#039;&#039; special rule, making it more consistent and actually useful after a charge. This allows your HQ sections to a. get to S4 and wound MEQs on a 4+ and b. hit before MEQs, which is very nice indeed.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2, AP2 and &#039;&#039;Unwieldy&#039;&#039;, the Power Fist is unable to ID MEQs due to your reduced strength, but it does allow your men to wound MEQs on a 2+ and gives you a better chance against Dreadnoughts and Automata. Has &#039;&#039;Specialist Weapon&#039;&#039; unlike everything else on the list; as none of your models can take 2 &#039;&#039;Specialist Weapons&#039;&#039;, this means you cannot get extra attacks. &lt;br /&gt;
**You can get back to S8 and ID MEQs by adding Biomancy (read: allied Librarian) and &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine to your original S6 attack. The HQ officers who can take this are all at least A3 and can go to WS5, so they&#039;re actually able to make good use of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Melee Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The weapons that don&#039;t fit into the other categories.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; A 1 point upgrade to give your men +1S to all melee attacks, but it has &#039;&#039;Two-handed&#039;&#039;, meaning you don&#039;t get extra attacks for having a second close combat weapon/pistol. You don&#039;t care about that because literally every model in the list that can get CCW/pistol is required to give up their Lasrifle for it, meaning everyone that could get bayonets will not have 2 melee weapons anyway. Gives your rifle sections the ability to wound marines on a 4+ or better if you take the right Combat Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Charonite Claws:&#039;&#039;&#039; The weapon of choice for your Ogryns. S7 AP3 &#039;&#039;Two-Handed&#039;&#039; and [[fail|Rending (6+)]]. A step down from the old rules, but still your best bet for fighting Automata in melee. Unfortunately, &#039;&#039;Furious Charge&#039;&#039; doesn&#039;t work on it as a fixed strength weapon.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; A completely different weapon from 1.0. Instead of being a 5&amp;quot; S10 AP2 pie plate of doom capable of destroying everything under it, it&#039;s now S12 AP3 3&amp;quot; &#039;&#039;Sunder Brutal (3) Rending (6+)&#039;&#039;. It won&#039;t do anything against Dreadnoughts due to being AP3, but it&#039;s an excellent anti-Automata weapon, as it wounds easily, causes lots of wounds and ignores armour. Also useful in a pinch as anti-vehicle, as S12 &#039;&#039;Sunder&#039;&#039; will more or less guarantee penetration.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Cannon:&#039;&#039;&#039; 240&amp;quot; S9 Ordnance 1 is decent enough against vehicles, but being AP4 instead of AP3 makes it basically worthless against MEQs and &#039;&#039;Shred/Pinning&#039;&#039; simply doesn&#039;t do enough to compensate for it regardless of 5&amp;quot; blast. Can be useful against non-Space Marine armies, but is that really a selling point in the Space Marine civil war game?&lt;br /&gt;
*&#039;&#039;&#039;Medusa Mortar:&#039;&#039;&#039; The old TEQ killing king has seen a very unfortunate nerf. It&#039;s the same as above, except with 36&amp;quot; and &#039;&#039;Rending (6+)&#039;&#039; instead of &#039;&#039;Shred&#039;&#039;. Much too expensive as self-propelled artillery in Heavy Support, while too short-ranged to be stationary artillery in Fortifications. Pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; Widely available as sponson/hull mounts on tanks. Has gained &#039;&#039;Rending (6+)&#039;&#039; for improved performance in general, but remember that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; a Defensive Weapon because it&#039;s S7, so it must fire on whatever the main cannon is shooting unless you have other special rules. This generally isn&#039;t a problem because the autocannon can do literally anything serviceably, but you can get actual Defensive weapons if you want emergency anti-infantry, while you should have taken a Lascannon if you wanted heavy duty anti-vehicle. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A literal modern day HMG. Widely available as a pintle mount on all of your vehicles, as you don&#039;t get combi-bolters. 3 shots of S4 AP6 really isn&#039;t much, but it&#039;s only 5 points so you&#039;ll make your points back if you kill just 1 guy. Also a Defensive weapon due to being &amp;lt;S7, so it can act as point defence and fire independently of your main guns. Not bad to be honest.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Nerfed into the ground because people were complaining about low AP pie plates making massed infantry unplayable. Instead of the previous MEQ-murdering S8 AP3 5&amp;quot; blast, now a S8 AP4 3&amp;quot; blast. The blast is too small to be useful against infantry, while against everything else it is far outperformed by its brother...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon:&#039;&#039;&#039; Lost &#039;&#039;Armourbane&#039;&#039;, but is now 2-shot and has &#039;&#039;Brutal (2)&#039;&#039;. An excellent anti-Dreadnought weapon, as you can wound reliably, cause multiple hits and then cause multiple wounds. Also gained &#039;&#039;Sunder&#039;&#039;, so still very good against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter&#039;&#039;&#039;: The Space Marine standard 24&amp;quot; S4 AP5 Rapid Fire weapon. Everyone who can take one can also take a Minor combi-weapon, which is objectively superior. Take those instead.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Usually available as hull mounts on tanks. As far as a stock weapon goes, 36&amp;quot; Heavy 4 S5 AP4 really isn&#039;t bad, and is arguably better than the Multi-laser you usually get instead in this army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combi-Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Half a Bolter, half another gun. There are two categories of Combi-Weapons, with Magna only getting one shot with their alternate gun, and Minor getting to fire multiple times. It&#039;s definitely worth mentioning that Combi-Weapons can fire BOTH primary and secondary weapons without requiring the &#039;&#039;Firing Protocols (X)&#039;&#039; rule. Squads armed with them are able to throw out a surprising volume of firepower. All of the models that can take this are BS4, so you&#039;re as likely to get what you paid for as you would on Space Marines. &lt;br /&gt;
*&#039;&#039;&#039;Minor Combi-Weapons:&#039;&#039;&#039;: Flamers, Volkite Chargers, and Grenade Launchers. Grenade Launchers seem to be the standout pick, but the Strength of these weapons has dropped to 5 on the Krak profile, and resolving lots of weak Blast (3&amp;quot;) shots in a turn with the Frag profile means they&#039;re a pain to play. Of course, the combi-Flamer reigns supreme against hordes. &lt;br /&gt;
**The Grenade Launcher is always inferior to the Volkite Charger in terms of damage. 1 shot at S5 AP4 is worse than 2 shots of S5 AP5 &#039;&#039;Deflagrate&#039;&#039; against any opponent, while the potential to make lots of hits using the frag grenade is also the same anti-light infantry specialisation as the Volkite Charger. The Frag&#039;s &#039;&#039;Pinning&#039;&#039; and either option&#039;s 24&amp;quot; can be useful, but taking the combi-Volkite is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Magna Combi-Weapons:&#039;&#039;&#039;: Meltaguns and Plasma Guns. Not generally a good idea, as everyone who can take these can also take the full version of the secondary weapon at the same/slightly higher price. If you want special weapons, take the actual special weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Template weapons, meaning they don&#039;t test on BS and instead auto-hit everyone under the teardrop. &lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Very nice at 2 points for the same S3 as the Laspistol, except with a lot more hits. However, has the same problem as all of the pistol upgrades in that it replaces the stock longarm the unit gets. &lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; A moment of respect for the vanished Flamer Section here. Instead, Flamers are now only available to HQ Tercio Sections. Do not take them as standalone weapons under any circumstance, as a combi-version is available at the same price. Otherwise a decent weapon, as S4 AP5 template can cause a lot of wounds and force failed saves.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; S5 AP4, and is therefore extremely deadly against anything weaker than an MEQ and can cause enough hits to force failed saves even against them. That said, it&#039;s mostly available as a sponson/pintle mount on your vehicles, most of which do not want to be in flamer range to begin with. Also an alternate choice for Veletaris Vanguard Sections instead of their Rotor Cannons, in case you prefer actually killing people instead of Pinning them. Is a Defensive weapon on vehicles due to being &amp;lt;S7, so it can torch nearby infantry while the main gun shoots something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Same old S3 AP- Pistol. Don&#039;t expect to see this a lot, as only your sergeants get it and they will almost always get to choose their unit&#039;s normal gun instead, or can take better pistols like...&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; The Hellpistols of the 31st Millennium. Actually very powerful weapons at S6 AP4 Pistol 2 (stronger than a Volkite Charger!), but only available to HQ sections (where it competes directly with special weapons) and unit sergeants, where its 9&amp;quot; range can be troublesome when the rest of the squad has 15&amp;quot; or 30&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lasrifle:&#039;&#039;&#039; The mainstays of the Solar Auxilia. Unlike last edition, these have all the attachments stock and thus have two different settings to use. Volley is your classic lasgun-like with 30&amp;quot; Heavy 2 S3 AP6. Blast Charger gives you the high-power punch with 18&amp;quot; Heavy 1 S6 AP4.&lt;br /&gt;
**The Blast Charger should be used at every opportunity. It inflicts ID on T3 models (denying &#039;&#039;Feel No Pain&#039;&#039;), offsets being 1-shot by having more than twice the probability to wound T4/5 targets compared to the standard shot, and can actually wound T6 and above. There are very few circumstances where Volley Fire will do more damage.&lt;br /&gt;
**That range will be a necessity, as the &#039;&#039;Close-Order&#039;&#039; sub-type severely hampers the mobility of the men carrying them. That said, &#039;&#039;Close-order&#039;&#039; also lets you at least move somewhat while firing the Lasrifle.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; &amp;quot;What if I tied 3 Blast Charger rifles together?&amp;quot; You get this. 3 shots of S6 AP6, available by the bucketload on your vehicles. You don&#039;t get Heavy Bolters anymore, so it will have to be this for anti-light infantry. Is a Defensive Weapon on vehicles due to being &amp;lt;S7, so don&#039;t be too worried if the main gun is an anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; &amp;quot;What if my Multi-laser fired one big shot instead?&amp;quot; Good old 48&amp;quot; S9 AP2, except it has gained &#039;&#039;Sunder&#039;&#039; for improved penetration rolls. Also an instrument for killing the much-improved Terminators and Dreadnoughts in this edition, as you need the S9 to ID 2W TEQs now and Dreadnoughts are now pseudo-Monstrous Creatures with 2+/5++.&lt;br /&gt;
*&#039;&#039;&#039;Gravis lascannon:&#039;&#039;&#039; 2 of the above, so you get 2 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Your only source of Melta weapons in the list except for the Legate Marshal, available to your HQ Tercio Sections. The customary Assault 1 S8 AP1 &#039;&#039;Armourbane (Melta)&#039;&#039; weapon capable of melting TEQ and vehicle alike, but its 12&amp;quot; range can be very limiting. The squads which have this all have &#039;&#039;Close-order&#039;&#039;, preventing you from running into range, while it being an Assault weapon receives no benefit from the unit subtype. If you&#039;re taking a full squad of these, get a transport. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Needle Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; Yet another pistol upgrade for your characters, with all of the problems it implies by dint of not being a standard ranged weapon. It&#039;s a different flavour to the Blast Pistol in that they&#039;re both 2-shot weapons that wound easily, but this one uses &#039;&#039;Poison&#039;&#039; instead of high strength. You&#039;re not likely to get &#039;&#039;Pinning&#039;&#039; either; you&#039;ll likely cause a wound, but you don&#039;t get any leadership debuffs to the test. However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics, as you can cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, potentially cancelling a charge and leaving the enemy Pinned in the middle of your gunline. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Generally weapons with S7 AP4 &#039;&#039;Breaching (4+) Gets Hot!&#039;&#039;. Your models generally have 4+ saves, which means they do NOT get their armour save against &#039;&#039;Gets Hot!&#039;&#039; this edition. However, all infantry models who can get one of these (except for Lasrifle Section sergeants and Medicae) have an Invulnerable save, can upgrade their armour, or both, so it&#039;s not that bad. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Actually reasonably priced at 5 points, but it has the same problem as the Blast Pistol; if you have one in the first place, you&#039;ve given up your rifle, which is just a bad idea in principle. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire available to your HQ Tercio Sections and is a decent choice for killing MEQs. However, TEQs having 2W now means you&#039;ll need a lot more shots to take them out. Faces stiff competition from the Meltagun, which while being 1-shot can ID TEQs and ignore their armour. That said, neither weapon can  ID Custodes/Dreadnoughts/Automata anyway, while the Plasma Gun could already ID T3 models, so the Plasma Gun&#039;s 12&amp;quot; extra range and extra shot within 12&amp;quot; can give it the advantage against non-Marine opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volkite Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
*&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; The weapon that makes your Veletaris Tercios so fearsome at short range. Assault 2 S5 AP5 &#039;&#039;Deflagrate&#039;&#039; is already nice, but it becomes absolutely disgusting when it comes in squads of 20 and squads come in Tercios of 3. Space Marine Legions wish they could take so much firepower in one slot. Also available on your HQ Tercio Sections, but they have even better choices, so look elsewhere. 15&amp;quot; can be limiting when everyone who can take them is &#039;&#039;Heavy&#039;&#039; or &#039;&#039;Close-order&#039;&#039;, and thus cannot Run into range; your units are cheap and large enough to make a few casualties acceptable, but think about transports, Deep Striking and the like.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Comes with Krak (S5 AP4) and Frag (S3 AP6 &#039;&#039;Pinning&#039;&#039;) munitions and only available on your HQ Tercio Sections. Never take this as a standalone weapon, as the said Sections can take a combi-version of it at the same price and they have better options in any case.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Space Carapace armour that gives a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Void Armour:&#039;&#039;&#039; Void armour that also has the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Void Armour:&#039;&#039;&#039; Power armour, as it gives the wearer as 3+ save and the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Vexilla:&#039;&#039;&#039; The basic one. +1 to combat resolution and stop your voidsmen from running off the table.&lt;br /&gt;
*&#039;&#039;&#039;Command Vox:&#039;&#039;&#039; The master vox. Any unit with one can share their Leadership with any other unit that has a Vox Interlock or another one of these, allowing them to use the officer&#039;s decent leadership. Works from Reserve, so feel free to hide your Legate Marshal in a Line Command Section in Reserve to broadcast his Ld10 to your entire army.&lt;br /&gt;
**&#039;&#039;&#039;Vox Interlock:&#039;&#039;&#039; 1-way radio, allowing units to use the Leadership of anyone with a Command Vox. Useless without a Command Vox, so don&#039;t take 9 of these without actually having a squad with a Command Vox.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Legate Marshal:&#039;&#039;&#039; 85 points, 0-1 restriction, Infantry (Heavy, Character) - the old &amp;lt;s&amp;gt;Lord Marshal&amp;lt;/s&amp;gt; LORD MARSHAL upgrade gets their own entry. Comes with Laspistol, Close combat weapon, Heavy Void Armour (for a 3+ save), Refractor Field, and frag and krak grenades. Can upgrade their pistol to a Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol or Archaeotech Pistol. They may also upgrade their CCW to a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist or Paragon Blade. Any one weapon may be made master-crafted for 10 points. They may swap their armour with Artificer (you may remove the Heavy Sub-Type if you do), they may take an Iron Halo, as well as a Cyber-Familiar and Melta Bombs (those are &#039;&#039;&#039;20&#039;&#039;&#039; points. 20!). So you can give them a 2+ save and 3++ invuln, and with the way snipers work now you absolutely should. &#039;&#039;Battle-hardened (1)&#039;&#039; 2+/3++ 4W makes him basically impossible to kill without S8 AP2, but WS5 S3 means he won&#039;t be killing Praetors anytime soon. Also has &#039;&#039;Stubborn&#039;&#039; and COMBAT DOCTRINES.&lt;br /&gt;
**COMBAT DOCTRINES unlock special bonuses for your army - these are your Rites of War, but are much more characterful, telling us the origins of your Auxilia army - so you will be seeing a Legate Marshal in nearly every list. &lt;br /&gt;
**Always put this guy in a unit with a Command Vox. This lets everyone in the army with a Vox Interlock use his Ld10 for Morale checks and Pinning, which you&#039;ll need because your basic Auxilia trooper is Ld6 and their sergeants are Ld7-8.&lt;br /&gt;
**The Thunder Hammer is strangely costed at the same as the Power Fist for him, and thus only 5 points more than a regular Power Weapon. For that price, you&#039;re a legitimate threat to Legion Centurions and the like despite your inability to ID, as you still wound on 2+ and you can force failed Invulnerable saves with &#039;&#039;Brutal (2)&#039;&#039;. As he&#039;s literally the only model in the list that doesn&#039;t go splat to a Marine Power Maul, your opponent might just leave the S8 AP2 weapons at home, leaving you at an advantage. Moreover, you can conceivably stack strength buffs on him to get back to S8, which considering his insane saves makes him basically a Space Marine Praetor in close combat. The Paragon Blade is more iffy; as discussed on the Legion Tactica, Terminators being 2W makes the Paragon Blade a lot harder to justify against them and 1W 2+ save models are rare nowadays.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Tactical Command Tercio:&#039;&#039;&#039; The most elite Tercio in the list, composed of 1-3 units, one of which &#039;&#039;must&#039;&#039; be the Tactical Command section. This is for your fancy custom elites and where you get your special weapons (Plasma, Melta, combi-weapons, etc.) as Veletaris and Lasrifle Sections have little to no choice in weapon upgrades. You can also take Power/Charnabal weapons, but this is not recommended as you could have taken Storm Axe Veletaris for that instead, whereas as aforementioned this is your only source of special weapons. Unlike Veletaris/Rifle Sections, your sections come 5-10 here. [[Awesome|The whole Tercio gets Refractor Fields for 5++]] and has 2W on everyone except for the officers, who are somehow even tougher. &lt;br /&gt;
**The officers strangely cannot wield Power/Charnabal weapons with upgraded pistols, as the option for upgraded pistols only appears after you replace his Lasrifle with Laspistol/CCW, which is mutually exclusive with the option to swap Lasrifle with Blast Pistol and Power/Charnabal weapons. If you want a pistol stronger than a Blast Pistol, the only melee weapon upgrade that can be paired with it is the Power Fist.&lt;br /&gt;
**&#039;&#039;&#039;1 Solar Auxilia Tactical Command Section:&#039;&#039;&#039; The big banner squad, and while said banner is by no means mandatory, refusing to take it should be paramount to admitting defeat. The squad consists of a Solar Auxilia Captain with 3A 3W [[What|(yes, he has more wounds than a Space Marine Centurion)]] and his four friends who have &#039;&#039;Stubborn&#039;&#039;. They all come with Refractor Fields, Void armour, Melta Bombs and Lasrifles, but they can be upgraded to take a series of much better weapons like Volkite Chargers, Power Weapons paired with Blast Pistols, Combi-weapons and a couple of special weapons. The Captain can take Heavy Void armour, and be further upgraded to a Marshal (same thing except WS5 A4). The four companions can take between them a Command Vox, a Augury Scanner and an Auxilia or Cohorts Vexilla (the only unit in the army), and the squad can add five more companions more for a squad of ten and some ablative wounds. In particular, the Cohorts Vexilla confers &#039;&#039;Line&#039;&#039; on the unit and lets everyone in 6&amp;quot; of the Vexilla have Ld9 for Morale/Pinning checks. That last part won&#039;t come up often due to Command Vox/Vox Interlock, but &#039;&#039;Line&#039;&#039; is always nice.&lt;br /&gt;
**&#039;&#039;&#039;0-2 Solar Auxilia Companion Section:&#039;&#039;&#039; A squad of five Companions from the Command section, but as their own squad and a WS5 Ld8 3A sergeant. They can be upped to a squad of 10 and they&#039;re pretty good since they are essentially Veletaris+. Have the same weapon options as the Command Section, so equip them accordingly. Strangely has a blanket option for combi-weapons at 5pts as opposed to different pricing for Magna and Minor combi-weapons, so you can RAW take Magna combi-weapons for that price. That said, it&#039;s still a bad option compared to taking an actual special weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davinite Lodge Priest&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; What a surprise, an actually new unit to just lump into Legacies! A Traitor-exclusive &#039;&#039;Support Squad&#039;&#039; HQ from the place where Horus nearly died and got corrupted, they cannot become the Warlord and their combat power is lacking, but they can be useful as a support psyker. Their single power allows them to restore a wound on a model, though it&#039;s useless for resurrecting dead troopers. This does, however, make them decent for supporting Ogryns and allied Veterans and Terminators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expeditionary Navigator&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A second &#039;&#039;Support Squad&#039;&#039; HQ that&#039;s a Psyker, with their power being the Lidless Stare - an S2 template with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Force&#039;&#039; so you have a chance to actually harm guardsmen and MEQ. This is their only combat value, as they&#039;re unarmed in melee aside from their meager laspistol.&lt;br /&gt;
**Their more valuable use is the 12&amp;quot; bubble they project, forcing the enemy to roll 3d6 for scattering. While it won&#039;t actually stop them from arriving, it can help throw them further off the board and maybe even kill some if they scatter into terrain.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Veletaris Tercio:&#039;&#039;&#039; The elite stormtrooper analogues, all given BS/WS4 and reinforced void armour, including the &#039;&#039;Heavy&#039;&#039; sub-type to help resist templates and blasts. Section sergeants can all take heavy void armor, giving them a 3+ save. The entire Tercio besides the Vanguard Section gets Volkite Chargers as part of their standard loadout, which gives them a good means on handling MEQs. They also lack the &#039;&#039;Close-Order&#039;&#039; sub-type, making them less of a juicy target to burn alive with templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Command Section:&#039;&#039;&#039; Your classic command squad can replace all their guns for power weapons, but anyone with half a brain can recognize that this would be an extremely stupid idea as it gives up one of your greatest advantages in being a Tercio unless you brought that Vanguard Section to pin them down or you&#039;re building a melee Tercio. Veletaris have marine-tier WS4 I4, but 1A and no pistol, so think carefully about equipping this unit for melee. For ranged damage output, just take another Storm Section, who at the same price get 5 more dudes and can go up to 20.&lt;br /&gt;
**&#039;&#039;&#039;0-3 Solar Auxilia Veletaris Storm Section:&#039;&#039;&#039; The volkite gunlines, and you get quite a few of them at 8 points per model. You can replace their guns with Storm Axes so you aren&#039;t stuck with mere CCWs. Storm Axes are +2S AP2 &#039;&#039;Unwieldy&#039;&#039; [[Awesome|(so you&#039;re at WS4 S5 AP2 like Power Axe MEQs)]]; they&#039;re &#039;&#039;Two-handed&#039;&#039;, but you have no pistol/CCW so you don&#039;t care. Each Veletarii only has one attack, but they compensate with [[wat|Murderous Strike (6+)]], giving them a fighting chance against 2-wound TEQs and most characters. The main problem, of course, is whether it&#039;s bright to build a melee squad in this list to begin with, which depends on the Cohort Doctrine you have.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Vanguard Section:&#039;&#039;&#039; Rather than Volkite, these guys get to carry Rotor Cannons to pin anything you want your other forces to mow down. Of course, if you&#039;re dealing with hordes such as the Imperial Army or daemons, then you&#039;d be better suited by grabbing Heavy Flamers for an entire block of templates. Mixing and matching is a decent idea; &#039;&#039;Pinning&#039;&#039; tests on the same leadership as long as you cause at least 1 wound and you&#039;re therefore not incentivized to max out on Rotor Cannons, while the prohibition on friendly fire can make using 20 Heavy Flamers difficult. If you&#039;re spamming Rotor Cannons purely for firepower, just take a few Lasrifle Sections.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Medicae Section:&#039;&#039;&#039; Cheap as chips at 15 point a pop, but only &#039;&#039;Feel No Pain (6+)&#039;&#039;, because whoever wrote the rules hates you. But hey, you can take pistols (at reasonable prices for once) and actual close combat weapons like Charnabal/Power and Power Fists now! If you&#039;re taking any, be sure to give these to your Command Tercio squads; everyone who knows about Solar Auxilia will try to snipe the Command Vox operators, and you want additional protection for him. Having another layer of protection against &#039;&#039;Gets Hot!&#039;&#039; on any plasma weapons is just the cherry on the cake.&lt;br /&gt;
**Barring the Power Fist, the melee weapons are arguably worth it considering you can pair it with the pistol for a total of 3 attacks base. Yes, taking a melee upgrade and a pistol upgrade doubles the cost of the model, but double of basically nothing is still basically nothing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Surgeon-Primus Aevos Jovan:&#039;&#039;&#039; Has &#039;&#039;Bitter Duty&#039;&#039; which means that he doesn&#039;t get to join anyone anymore, which is perhaps for the best as he&#039;s &#039;&#039;Bulky(5)&#039;&#039; thanks to his auto-gurney. How does he stay protected then? He has a low-priority-target aura that prevents him from being targeted from further than 12&amp;quot; away, unless he shoots first. Within 12&amp;quot;, he gives -1Ld to everyone (friend or foe) because he&#039;s Victor Frankenstein in the 31st Millennium. &lt;br /&gt;
**Instead of conferring &#039;&#039;Feel No Pain&#039;&#039;, he now straight up makes your guys come back to life. Once a turn, you can roll a D6 for any friendly Infantry model that dies within 12&amp;quot; of him in Movement/Shooting Phases. On a 1 it comes back with 1 wound and dies at the end of your next turn while having +1S/T until then. On 2-5, it just comes back with 1 wound. On a 6 however, it comes back with [[Awesome|ALL WOUNDS]]. Legate Marshal got blasted by a Volcano Cannon? Just respawn him, no biggie. You can also take up to 3 Orderlies, which you can [[Grimdark|sacrifice to the Auto-Gurney]] to increase or decrease your roll by 1, in case you want to make sure your Legate Marshal/Ogryn/(insert important model) comes back. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charonite Ogryn Section:&#039;&#039;&#039; They cost 40 pts per Ogryn, have S/T5, &#039;&#039;Rage (2), Hammer of Wrath (2), Feel No Pain (5+)&#039;&#039; and 4 attacks at S7 AP3 weapon with Rending (6+), what&#039;s not to like? Well, a lot, actually. First of all, at WS4 they aren&#039;t effective against dedicated Marine melee squads. Second, thanks to &#039;&#039;Bitter Duty&#039;&#039; your characters won&#039;t be joining them. Third, while they have a safety net of &#039;&#039;Death Frenzy&#039;&#039; (basically, if you fail a Morale check, remove one model and count that check as passed while getting +1 attack per model for the next turn for your trouble), their Ld of 6 will do jack shit against any other shenanigans with Ld. Oh, and the signature &#039;&#039;Instant Death&#039;&#039; on their claws was moved to the [[fail|1 attack Veletarii with Storm Axes]]. Their best use seems to be running them in front of the rest of the army as a speedbump; Marines with Sx2 weapons won&#039;t be able to ID these guys and have to chew through all three wounds on each Ogryn, buying some time for the rest of your army. They still come with no DT, but can be transported by Dracosans now.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Infantry Tercio:&#039;&#039;&#039; The bread and butter of your army, with most of your universal &#039;&#039;Line&#039;&#039; units. No longer includes Veletaris or Flamer sections (moved to Elites), nor Aegis Lines. No longer locked into sizes of 20, it makes your army marginally less expensive to collect as you may use leftover voidsmen from one unit to bulk up the numbers of another. However, the &#039;&#039;Close-Order&#039;&#039; sub-type makes these guys the most prone to being wiped out by pieplates and templates. You&#039;ve lost Flamer Sections, so it&#039;s full on Lasrifle spam. &lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Line Command Section:&#039;&#039;&#039; As the force leading your tercios, you&#039;ll be needing these guys behind the rest of your guns. A Command Vox will hardly do you wrong in keeping order in the squad as you&#039;re otherwise stuck relying on that mere Ld7 for everything.&lt;br /&gt;
**&#039;&#039;&#039;1-3 Solar Auxilia Rifle Section:&#039;&#039;&#039; The most budget force you can ever get. 60 points for a squad of 10, and each additional model is only 5 points. Each soldier carries a lasrifle, which actually have variable settings, with a lasgun-tier Volley that shoots twice each time and the heavy-power Blast Charger so you have the chance to wound marines with a single S6 shot. The Lasrifle is Heavy, but &#039;&#039;Close-order&#039;&#039; lets you move half your movement score and still shoot. If you&#039;re worried about melee and aren&#039;t facing against marines with Power Mauls that can paste them within seconds, then you might be okay with bayonets.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Dracosan Armoured Transport:&#039;&#039;&#039; Ol&#039; reliable Malcador chassis. Still the best looking vehicle in the range, still more expensive than most of the squads it carries, still not &#039;&#039;Superheavy&#039;&#039; or an &#039;&#039;Assault vehicle&#039;&#039;, still unavailable to Ogryns who need it the most. That being said, the new variety of squads of the squads have given the Dracosan a much needed flexibility in its use. With a transport capacity of 22, it can comfortably move around a deathstar unit, plus Marshal and medic. Has the choice of purchasing a Demolisher cannon for 50 points, at the expense of reducing it&#039;s transport capacity &#039;&#039;to&#039;&#039; 10 and not &#039;&#039;by&#039;&#039; 10, leaving it in a rather awkward spot for transporting smaller units. In addition, the Dracosan may also equip Flare Shields to make sure it gets its passengers into battle, as well as Hunter-Killers and pintle-mounted weapons.&lt;br /&gt;
*&#039;&#039;&#039;Aurox Transport:&#039;&#039;&#039; Your Rhino equivalent. Cheap as chips at only 30pts, maybe 40 after upgrades. Can only carry 10 models but since your basic lasrifle voidsman can move and shoot it is an appealing prospect for transport. Not much so for protection since its armor is paper-thin, but since Auxilia won&#039;t ever be carrying elite terminators or artificer-armoured units, it&#039;s not that big of a deal. These lil&#039; buggers aren&#039;t cheap in ca$h however, so whatever money you think you are saving by splitting your 20-man squads into MSU will soon evaporate if you&#039;re planning to mechanize.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Arvus Transport:&#039;&#039;&#039; A flying bus. No upgrade options at all. Leave it in the box.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Primaris-Lightning:&#039;&#039;&#039; Comes at 150 points, costs more than the Thunderbolt (it does have +4&amp;quot; M, but lacks the extra autocannons) for the sole reason of being able to take Kraken Penetrators you know and love - 36&amp;quot; S8 AP1 &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;One Use&#039;&#039;. However, since this edition is not Vehicle-friendly, their value has greatly diminished, and they lack &#039;&#039;Brutal&#039;&#039; to deal with Dreadnoughts. There are also Sunfury missiles, but they are hilariously bad.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Thunderbolt:&#039;&#039;&#039; Comes at 120 points, and has more weapons and special rules than the Lightning. Can automatically come on from Reserves as an Advanced Reaction if the enemy calls in Flyers from Reserve and take a shot at them. While the rules technically only allow Flyers to get &#039;&#039;Skyfire&#039;&#039; in their own Shooting Phase, you can buy Skystrike Missiles with baked-in &#039;&#039;Skyfire&#039;&#039; to circumvent that. This is one of your most reliable (not to mention only) means of anti-air, so take a couple of these; with how depleted the Fast Attack section is, it&#039;s not as if you had anything better to take.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Carnodon Strike Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Lightweight assault tanks, something that the Liber left out. They&#039;re fairly cheap at 70 points a tank, but they&#039;re fairly flimsy with 3 HP and AV 12/11/10. The free Volkite Culverins (45&amp;quot; Heavy 5 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) are generally superior to the stock TL Multi-laser (as lack of &#039;&#039;Twin-linked&#039;&#039; is compensated by sheer volume of fire), while you can also take stronger turret weapons in TL Autocannon/Lascannon. Their sponsons come with all the typical and reliable armaments, with the addition of free Volkite Calivers (30&amp;quot; Heavy 3 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) if you&#039;re really keen on burning something alive. Being Fast Attack is an improvement because it no longer competes with much more powerful Russes, but it now instead competes with the Thunderbolt, which is one of your only forms of anti-air. Think carefully. &lt;br /&gt;
**The issue with the Carnodons is that you have to give all of them the same turrets and sponsons, which can be very annoying if you need one to fill out a specialized role. Your only solace is the fact that pintle weapons aren&#039;t constrained by those same rules, but between the heavy stubber, autocannon and heavy flamer, their only purpose is crowd control.&lt;br /&gt;
**Taking 2 lascannon sponsons is strangely costed the same as taking TL Lascannon turrets (Autocannon sponsons cost twice compared to TL Autocannon turret), making it the superior choice in terms of firepower as you get the same 75% chance of hitting at least once, while having 25% chance of making 2 hits. If you want to mix and match between Battle and Defensive weapons, take the Lascannon sponsons and keep the turret with Multi-laser/Volkite Culverin rather than taking a Lascannon turret.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Termite Assault Drill&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; And it&#039;s back here too now. Not much different than its versions in the Legions or Mechanicum. That said, 12 spaces doesn&#039;t really do much for you, especially considering that they can&#039;t become DTs for your Tercios in any way. Maybe it can work for a Command Squad, but nothing further.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Armoured Tercio:&#039;&#039;&#039; Your Leman Russes. Many Cohort Doctrines restrict you to one Armoured Tercio per detachment, but since you can cram up to 10 tanks in here it&#039;s not that big of an issue.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Moved from HQ to command of their own Tercio, and riding a single basic Leman Russ with battlecannon, but one which can take tasty upgrades (Flare Shield for 20pts and Cognis-Signum for 25pts) and must be assigned to a Strike or Assault Squadron before the game begins. Like the standard Russ, it also has the &#039;&#039;Outflank&#039;&#039; special rule by default. That being said, it&#039;s +50 points over the already poor Battle Cannon Leman Russ, while buying a cognis-signum means you&#039;ve just spent 225 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points that could simply have gone to more tanks, is this really worth it?&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Strike Squadron:&#039;&#039;&#039; 150 points give you a 14/13/10 vehicle with four HP and &#039;&#039;Outflank&#039;&#039; that moves 12&amp;quot;. It comes with either a battlecannon, Gravis Lascannon, &#039;&#039;&#039;two&#039;&#039;&#039; Gravis Autocannons (&#039;&#039;Twin-linked&#039;&#039; 3-shot Autocannon), or a Vanquisher Battlecannon with co-axial autocannon for a measly +5pts. The squadron can include a pair of additional tanks with a discount of 15 points each. The Battlecannon should be replaced at first opportunity and the Gravis Lascannon is objectively inferior to the Vanquisher, but the Vanquisher and the Autocannon both have their own merits.&lt;br /&gt;
***Yes, RAW Solar Auxilia Russes have 4 Autocannons in their turrets. It might be a typo or just an attempt to account for the Exterminator Autocannon having a higher rate of fire, either way you&#039;ll need those to put up a fight against Legiones Astartes.  &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Assault Squadron:&#039;&#039;&#039; 200pts for the same Leman Russ minus &#039;&#039;Outflank&#039;&#039;, with either a demolisher cannon (underrated but still mean), Executioner Plasma Cannon (5&amp;quot; Plasma Cannon) or Volkite Macro-Saker (8 shot Volkite Culverin), again at -15pt discount if you take more tanks in the squadron. Does not have Outflank, but is &#039;&#039;Reinforced&#039;&#039;. Weapon choices aren&#039;t rocket science; Demolisher for anti-vehicle/Automata, Executioner for anti-TEQ, Macro-Saker for anti-light infantry. In particular, the Executioner is one of the few weapons that can semi-reliably remove large groups of MEQ short of taking a Stormhammer, so take a couple against Legion opponents and kill any Marine squads that are particularly threatening to your infantry, while its &#039;&#039;Rending (4+)&#039;&#039; (as opposed to the standard Plasma &#039;&#039;Breaching (4+)&#039;&#039;) means it can fight vehicles in a pinch.&lt;br /&gt;
***The Macro-Saker is S6 and therefore a Defensive weapon, regardless of being turret mounted. Can be useful if you want something more substantial than pintle and hull mounts for anti-infantry and to add some punch to Reactions. On the merits of the weapon alone, it&#039;s inferior to the (much cheaper) Autocannon Russ.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Artillery Tercio:&#039;&#039;&#039; The heavy weapons teams of the Solar Auxilia, now in Tercio format. These consists as usual of three units, of which at least one rapier or tarantula unit is mandatory.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Artillery Command Section:&#039;&#039;&#039; Command Squad like the one in the troop slot Tercio, with option to take a Cognis-signum. Honestly nothing too impressive. You&#039;re better off taking more rapiers.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Tarantula Sentry Battery:&#039;&#039;&#039; Actually can shoot with all its guns after the latest Errata, gaining &#039;&#039;Firing Protocols (2)&#039;&#039; and &#039;&#039;Fearless&#039;&#039;!  Still bad though, because  &#039;&#039;Sentry Protocols&#039;&#039; forces them to shoot at the nearest thing they can see, even if that thing can laugh off their fire with ease or if doing so would be wasteful (especially if you took the Hyperios Missile Launcher, which has &#039;&#039;Skyfire&#039;&#039; and thus must snap fire at anything else). Probably usable for cheap Lascannons. &lt;br /&gt;
***The Command Section&#039;s Cognis-Signum increases its firepower by 50% (BS2 to BS3), while everything else increases by 33% (BS3 to BS4) and the Rapier increases by 25% (BS4 to BS5). Still probably better to take Rapier Laser Destroyers instead of Lascannons so you can choose your targets, but who knows? You might end up fighting a Legion/Mechanicum list where there&#039;s literally no bad target for Lascannons.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Rapier Battery:&#039;&#039;&#039; Comes with Gravis Multi-laser (2 &#039;&#039;Twin-linked&#039;&#039; Multi-lasers) to cut holes through Imperial Militia, but can swap for a free Gravis Heavy Bolter Battery (2 &#039;&#039;Twin-linked&#039;&#039; Heavy Bolters) for even more fire that can cut through enemy Auxilia, a tank-busting Laser Destroyer (36&amp;quot; S9 AP1 Ordnance 2 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039;)or a Quad Launcher (with frag only, but these can be upgraded with Incendiary, Shatter or Splinter for specific roles).&lt;br /&gt;
***Your choice in Quad Launcher rounds really does depend on what you want to do with it, considering that each round type costs you. The base Frag Rounds you start with come with a S5 AP5 large blast with &#039;&#039;Shred&#039;&#039; to handle most things. The Shatter Rounds are the only rounds that aren&#039;t blast and the only ones with any anti-armor use with S8 AP4 with &#039;&#039;Sunder&#039;&#039;. Both the Splinter and Incendiary Rounds can Pin enemies, with Incendiary Rounds getting &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Shred&#039;&#039; to flush out cover campers (though AP5 means basically everyone will just take armor saves) and Splinter Rounds compensate for their dismal S2 with &#039;&#039;Rending (6+)&#039;&#039; and with &#039;&#039;Shell Shock (1)&#039;&#039; to help guarantee Pinning.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Malcador Heavy Tank Squadron:&#039;&#039;&#039; Up to three tanks at 225 points each give you a 13/13/12 chassis with 14&amp;quot; movement. For 10pts it can trade its battlecannon for a Gravis Lascannon or [[Awesome|Vanquisher battlecannon]]. That said, the Vanquisher is better provided on Leman Russes because they get a co-axial weapon. The heavy bolters on the front and sides can be exchanged for Autocannon/Multi-laser/Heavy Flamer, or upgraded to a Lascannon for 10 and 25 points respectively. If you want heavy duty anti-vehicle, the front Heavy Bolter can be exchanged for a Demolisher cannon for 50 points. It can also take a Flare Shield and dozer blade, in case you&#039;re building a plan around these things. &lt;br /&gt;
**A Vanquisher/Lascannon Malcador with Demolisher Cannon and Flare Shield (for effective frontal AV14) is 285 points. You could instead have taken a Strike Russ AND a Demolisher Russ for 355 points, which are collectively far tougher than the Malcador (heck, one Russ already has 4HP and it has the same Front AV14 Side AV13 as the Malcador), have turrets, can get cheaper in squadrons and in the case of the Vanquisher Russ is more accurate. The Russ is simply a more cost-effective way to get firepower on the table, so the benefits of the Malcador boil down to 14&amp;quot; movement, &#039;&#039;Independent Fire Control&#039;&#039; and sidestepping restrictions against taking Armoured Tercios.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Battery:&#039;&#039;&#039; Your basilisks or medusae. 200 points per vehicle is ridiculously expensive for an AP4 gun, even with 240&amp;quot; range, S9 and &#039;&#039;Large Blast&#039;&#039;, &#039;&#039;Shred&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Can be exchanged for Medusa Mortar that trades 204&amp;quot; of range and &#039;&#039;Shred&#039;&#039; for &#039;&#039;Rending (6+)&#039;&#039;. Thanks, but no thanks. If you really want high strength AP4, take some Leman Russes; better yet, take the Fortification artillery choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Valdor Tank Hunter:&#039;&#039;&#039; Its Neutron Beam Laser is a very powerful anti-tank weapon (Ordnance 2 S10 AP1 &#039;&#039;Concussive (3) Shock Pulse Gets Hot!&#039;&#039;), therefore having the same anti-vehicle firepower as the Vanquisher Cannon while having &#039;&#039;Shock Pulse&#039;&#039; to silence anything it doesn&#039;t kill. However, you only get 1 per slot as opposed to 9 Leman Russ Vanquishers/Destroyer Tank Hunters, and the lack of &#039;&#039;Brutal&#039;&#039; limits its power against Dreadnoughts/Automata. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Cyclops Demolition Vehicle:&#039;&#039;&#039; You will laugh in the face of your enemies! 1-3 cyclops, each of which come with an operator (who acts independently after deployment, so hide them!). Can also be carried in an Aurox, Arvus or Dracosan - you must pick one for each Cyclops. Now just attacks in close combat with a &#039;&#039;single&#039;&#039; autohit that also removes the Cyclops itself. The problem is while previously the little suicide robot blew up at I10, now it does at I1. S10 AP1 &#039;&#039;Instant Death&#039;&#039;, &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;Brutal (2)&#039;&#039; means you&#039;d want to target high value targets, but WS1, T5, 2 Wounds and 3+ pretty much guarantees anything bar Vehicles is quite capable of beating the little guy to death before he does anything, unless you&#039;re already in combat using another unit that can take the hits instead. In short - bad unit has somehow been made worse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Support Tercio&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A collection of Leman Russ-based vehicles, except with centreline mounts/no main gun at all. Counts as an Armoured Tercio for the purposes of Cohort Doctrines, so don&#039;t think about using this to circumvent restrictions against Armoured Tercios. Being without a turret means they&#039;re smaller targets and can more easily claim Cover, but it won&#039;t help too much because almost everything you can claim will be 6+.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Same Russ as in Armoured Tercio. Equip as you see fit.&lt;br /&gt;
***[[RAW]], [[Fail|as the Armoured Command Section must be assigned to a Strike or Assault Squadron, it can&#039;t be taken in this unit]]. [[Forge World|Welcome to Legacies, everyone]].&lt;br /&gt;
**1-3 from the following:&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Thunderer Siege Tank Squadron:&#039;&#039;&#039; The Space Marine Vindicator, except on a Leman Russ chassis. Being the &#039;&#039;Slow&#039;&#039; subtype will unfortunately mean that you&#039;ll be needing to keep the Thunderer protected until it can fire away. Competes directly with the Demolisher Russ at the same cost per vehicle, with the comparison mostly coming down to &#039;&#039;Slow&#039;&#039; making the Thunderer harder to kill with Penetrating Hits while preventing it from firing on the move (Demolisher Cannon being &#039;&#039;Ordnance&#039;&#039;), as well as the Thunderer having fewer secondary weapons and a narrower firing arc due to the Demolisher being a centreline mount as opposed to a turret. As such, the Demolisher Russ is generally the superior choice.&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Destroyer Tank Hunter Squadron:&#039;&#039;&#039; The Laser Destroyer Vindicator to the Thunderer&#039;s Demolisher Vindicator, and a direct competitor to the Vanquisher Russ. Its Proteus Laser Destroyer is iffy; 2 shots of S9 AP1 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039; is great and &#039;&#039;Gets Hot!&#039;&#039; isn&#039;t too bad due to &#039;&#039;Twin-linked&#039;&#039;, but the loss of &#039;&#039;Sunder/Brutal&#039;&#039; compared to the Vanquisher means you lose the armour penetration reroll against vehicles and a lot of your anti-Dreadnought/Automata ability. As a result, the 45pts you pay for this over the Vanquisher Russ is mainly for the extra durability from &#039;&#039;Slow/Reinforced&#039;&#039;. Moreover, the normal Laser Destroyer the Rapier has is far superior simply because it has &#039;&#039;Ordnance&#039;&#039; and can much more reliably Penetrate and blow vehicles up with AP1. Think very carefully. &lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Trojan Support Vehicle:&#039;&#039;&#039; The Trojan is not here to fight, not with that mere heavy bolter. Its bigger goal is to fix other tanks, as it has the &#039;&#039;Field Repair (5+)&#039;&#039; rule to let it fix up any other tanks without needing an allied detachment for models with &#039;&#039;Battlesmith (X)&#039;&#039;. The issue is that you&#039;ll be needing other tanks to protect it while doing the patch jobs or hope that nobody pays enough attention to consider trashing it. It&#039;s cheaper than Techmarines from your &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; Legions, but is 100pts for 1/3 chance per turn to repair worth it to begin with?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Minotaur Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; If you thought the Armoured Battery was bad, this is even worse. 280 points and all you get for it over the Armoured Battery is AV 13/12/13 and &#039;&#039;Twin-linked&#039;&#039;, though being open-topped means that all melee attacks are targeting that AV12. Even if you needed artillery, there&#039;s not much reason to take this over the one in the Liber, let alone over a Russ or a Fortification.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Malcador Infernus&#039;&#039;&#039;: No longer a bomb! Also no longer AP3, so no reason to take this instead of the below. Seriously, your entire Troops and Elites slots are built for murdering light infantry. Don&#039;t waste your Lord of War slot on doing that again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Stormhammer&#039;&#039;&#039;: Fantastic at 500 points. The Stormhammer Cannon has the old Battle Cannon statline of S8 AP3 and a 7&amp;quot; blast; ordinarily not spectacular, but an absolute world-beater by 2.0 standards because it can ID entire squads of MEQs through their armour. It has upgrades but they are inconsequential since at such a perfectly rounded value, this tank is the perfect way to reduce or expand the size of your army to match that of of your opponent&#039;s. Like all Solar Auxilia kits, its quite expensive. But chances are that this unit might give returns sooner than later both on and off the table. Take this at every opportunity; the main cannon is absolutely disgusting against Space Marine armies, and it&#039;s bristling with smaller weapons as only a superheavy can. Its BS3 isn&#039;t even that much of a concern; scattering doesn&#039;t matter too much with a 7&amp;quot; blast, and if you&#039;re close enough you can eliminate even that by using your co-axial weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baneblade and derivatives&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; They&#039;re such dogshit it&#039;s not even funny. They have all lost AV14 at the front and they are all 100-300 points more expensive and you pay the same for them as Legiones Astartes despite being BS3. On top of that almost every weapon they use has been neutered into near-uselessness or to the point it is nowhere near strong enough to be carried by a Super-heavy tank. While they have 12HP, so does the Stormhammer, which is a far superior vehicle that is far cheaper.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Baneblade&amp;quot;&amp;gt;&lt;br /&gt;
Oh Baneblade, what have they done to you. This tank has gone from being the reliable all-rounder to having a primary gun that is outclassed by tanks you can find in the Heavy Support section. For 750 points you get a Baneblade Chassis (duh), whose main Armament is an Ordnance 1, S8, [[Fail|AP4, 5&amp;quot; Blast]] with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. The Baneblade cannon has been reduced to something that has the same effect as a 200 point Medusa Artillery tank (and even that is overpriced). It&#039;s still covered with guns, but the main gun was always the primary reason you brought a Baneblade and it&#039;s just not worth it, especially when the Stormhammer is 250 points cheaper and has a 7&amp;quot; blast S9 AP3 gun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Banehammer&amp;quot;&amp;gt;&lt;br /&gt;
The same cost as the Baneblade and just as disappointing. Its Tremor Cannon is now AP4 but gained &#039;&#039;Shell Shock (2)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;, so it&#039;s not killing many marines but you will Pin them. The real killer here is the fact that the GIANT ROLLING BUNKER NOW HAS A TRANSPORT CAPACITY OF 10!. Just 10. When it used to be 25... Jesus Christ man.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormlord&amp;quot;&amp;gt;&lt;br /&gt;
Almost worth it. It&#039;s too expensive, but at least the gun is still decent-ish. It comes with a Vulcan Heavy Bolter which is Heavy 15, AP3 with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Shell Shock (1)&#039;&#039;, but it has lost its ability to shoot twice if it stays still. Its transport capacity was also fucked, but at least it will fuck up a squad of Tactical Marines. You know, the bare minimum 750pts should do, not to mention something the 500pt Stormhammer can arguably do better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Shadowsword&amp;quot;&amp;gt;&lt;br /&gt;
Coming equipped with a Volcano Cannon, the Shadowsword looks like it could be worth it if it wasn&#039;t for the fact that it costs 850 points. For the same points, you could instead have taken 5 Vanquisher Russes or 4 Destroyer Tank Hunters, which are collectively far harder to kill and can cause much more damage against your intended targets of Knights/Titans/Superheavies. If you&#039;re afraid the smaller vehicles cannot kill the Titan in one go, take a Valdor to shut it up instead. Bottom line, you have better ways of getting anti-vehicle with 850 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormsword&amp;quot;&amp;gt;&lt;br /&gt;
A Stormsword that seems to have been scavenged from [[Epic]], given that it&#039;s equipped a Hull Mounted Hellhammer Cannon. It&#039;s 850 points, and while its stolen Hellhammer cannon is actually pretty good as it shoots Large Blast AP3 shells with &#039;&#039;Brutal (3)&#039;&#039;, &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Sunder&#039;&#039;, it is just not worth its ridiculous price cost; just take more Demolisher Cannons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormblade&amp;quot;&amp;gt;&lt;br /&gt;
Is actually equipped with the correct gun and it&#039;s overall it&#039;s probably the best Baneblade variant available (that isn&#039;t saying much, but still). The Plasma Blast gun is a S9 Massive Blast, AP3, &#039;&#039;Breaching (4+)&#039;&#039; Ordnance weapon and can be pretty decent at clearing out large MEQ and TEQ squads. That said, the Stormhammer has the same gun except S8 and no &#039;&#039;Breaching&#039;&#039; at 250 points cheaper, while you can kill Terminators with Executioner Russes instead. No, they cannot ID TEQs due to being S7, but that doesn&#039;t matter when you can take 4 Russes for the price of the Stormblade and simply swamp the TEQs in wounds. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Macharius Heavy Tank Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A tank that was named after [[Lord Solar Macharius]] from M41, but here it represents one of the ancient Super-heavy tanks that was in service during the Great Crusade and it simply retained the name so you know which model is supposed to represent it (the tank pattern itself was probably used during the Crusade and the STC was then lost, only to be rediscovered later in M41, so it&#039;s all good). It&#039;s far more reasonably priced at 300pts than the 650pts Space Marines pay for them, but it&#039;s still not quite worth it.&lt;br /&gt;
**Its choices to replace the trash-tier battlecannon are actually decent, but the problem is that they both compete with the extremely cost-efficient Strike Russ. The Macharius Vanquisher is &#039;&#039;Twin-linked&#039;&#039;... but the Vanquisher Russ has a coaxial weapon, making it basically the same thing. Likewise, the Rotary Bolt Cannon is more or less an Autocannon Russ. As you pay half the price for a Russ, this implies you can take twice the firepower by taking Russes. &lt;br /&gt;
**The Macharius being a Lord of War also means it exists in direct competition with the Stormhammer, which as above is an absolutely excellent choice. Take the Stormhammer, and take Russes to do whatever you intended for the Macharius to do. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Crassus Armoured Assault Transport&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 400 points nets you a 13/12/12 super heavy transport with that moves 10” and has 8 HP and 35 transport capacity. It mounts 4 heavy bolters which can be exchanged for heavy flamers for free or upgraded to Autocannons or Lascannons. Its only access point is on the rear of the vehicle, which limits its versatility somewhat. Despite its name, it&#039;s [[FAIL|not an Assault Vehicle]], though with its only access point in the rear disembarking units probably can&#039;t charge anyway.&lt;br /&gt;
**You have Dracosan DTs for a reason. You really do not need this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Praetor Armoured Assault Launcher&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For the low, low price of &#039;&#039;&#039;six hundred and fifty points,&#039;&#039;&#039; more than the mega-powerful Stormhammer, you get a super-heavy with M10, BS4, 13/12/12 and 8 HP, packing two heavy bolters and a Praetor Launcher, a 72&amp;quot; Ordnance 1 S7 AP4 Massive Blast with &#039;&#039;Pinning/Rending (6+)&#039;&#039;. This means you&#039;re spending a LoW slot to do what you could have done by taking the cheaper (and still far overpriced) Armoured Battery, or the actually reasonably priced Artillery Battery below. Do not do it. &lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Artillery Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Five gunners with the standard statline except for 3+, stuck with an immobile Earthshaker or Medusa Mortar, starting at 120pts and going up to 5 at 100 points per extra platform and another 5 gunners. Though this makes the squad practically unable to do anything else, you&#039;re paying a much lower price for them, and your squad can ignore &#039;&#039;Pinning&#039;&#039; so long as there are as many gunners as there are cannons on top of being &#039;&#039;Stubborn&#039;&#039;. At almost half the price of the Armoured Battery, the stock Earthshaker is almost worth it as anti-vehicle; that is, of course, assuming you didn&#039;t already have truckloads of it from your other slots.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Legiones Astartes===&lt;br /&gt;
The Legion list has some very good melee and/or fast-moving units to cover for your gunline, like Deep Striking Land Speeders to shut enemy artillery up. However, don&#039;t bother taking them for short-ranged firepower, as you already have bucketloads of that in HQ Tercios and Veletaris. This also means your compulsory Troops are likely to be Despoiler/Assault Squads; you simply don&#039;t need Tacticals/Breachers when you have Lasrifle Sections and Veletaris that do the same thing for much cheaper. &lt;br /&gt;
*Dreadnoughts are a very good choice, as they&#039;re capable of either AA or melee, both of which the Auxilia list sorely lacks. It helps that you can take lots of them; the Allied FOC has 2 Elites slots, from each of which you can take 3 Dreadnoughts.&lt;br /&gt;
*While you already have tons of tanks, consider taking some Neutron Blaster Sabres/Predators and/or Sicaran Venators. &#039;&#039;Shock Pulse&#039;&#039; is very useful to shut up Blast weapons on enemy vehicles, particularly if you&#039;re running Ultramar Pattern and all of your Lasrifle Auxilia are in base contact with each other. You yourself can only bring up to 3 &#039;&#039;Shock Pulse&#039;&#039; weapons (1 Valdor per Heavy Support slot), so getting more can be useful.&lt;br /&gt;
*The Legion list has a few choices for &#039;&#039;Sniper&#039;&#039; or otherwise &#039;&#039;Precision Shot&#039;&#039; which the Auxilia do not otherwise have, short of taking a Vindicare. Spamming Scout squads is a particularly interesting proposition, as they&#039;re cheaper than Recons and you don&#039;t truly need &#039;&#039;Line&#039;&#039; on your allied Troops when the average Auxilia list has 6 Lasrifle Sections running around. &lt;br /&gt;
*Of the 18 Legions, you get [[Ultramarines]], [[Sons of Horus]], [[Word Bearers]], [[Salamanders]] and [[Alpha Legion]] as &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;. If you&#039;re fine with not taking Cohort Doctrines, you can skip the Legate Marshal and instead take an allied Chaplain/Praetor as your source of Ld10 for the purposes of abusing Command Vox/Vox Interlock. The Chaplain in particular can be useful for Penal Pattern Cohorts, as &#039;&#039;Hatred&#039;&#039; finally allows your WS4 units to hit enemies consistently and put your &#039;&#039;Furious Charge&#039;&#039; to good use.&lt;br /&gt;
**Taking a Legion Centurion is currently your only way of taking Psykers as Traitor Solar Auxilia (Loyalists can take Tylos Rubio too), as the Legions are as of writing the only faction with any usable Psykers, the Navigator and Davinite Priest from the Legacies docs notwithstanding. For details, look at the Psychic 101 page. &lt;br /&gt;
&lt;br /&gt;
===Mechanicum===&lt;br /&gt;
&lt;br /&gt;
The Mechanicum are a very easy consideration by the mere fact that they can repair your tanks. With how many of them you can field with your tercios (and especially with the Armoured Fist pattern cohorts), such a matter is going to shoot very high on your priorities list, so an Archmagos Dominus or Magos Prime with some Techpriest Auxilia will always be welcome.&lt;br /&gt;
*Automata are very durable weapons platforms, almost on level with the dreadnoughts. The issue is that you&#039;ll be needing someone with a Cortex Controller to keep them at their best. If you&#039;re in an Iron pattern cohort, this won&#039;t be so much of an issue since you can buy them on some of your troops as well.&lt;br /&gt;
*Thallax are excellent for mobile firepower, being &#039;&#039;Relentless&#039;&#039; and having jump packs. Being one of the few &#039;&#039;Line Infantry&#039;&#039; squads of the army, they can very easily help you with scoring, whether in an Iron pattern cohort or in an allied detachment. The lightning guns they come with give you something that can actually harm things harder than a marine and strapping chain bayonets make them more than able to put up a fight - more than you can say about your tercios.&lt;br /&gt;
&lt;br /&gt;
===Agents of the Emperor===&lt;br /&gt;
&lt;br /&gt;
====Legio Custodes====&lt;br /&gt;
&lt;br /&gt;
YES. Solar Auxilia have lots of bodies and armoured units, while lacking melee cover. Custodes are literal supermen that don&#039;t have enough bodies and firepower. Even Custodes Troops have AP2 AT INITIATIVE, perfect for counter-charging any enterprising enemy units who try to shut your gunline up by engaging them in melee. Alternatively, take some Deep Striking units (jetbikes, Venatari or just take a Coronus DT) and target dangerous ranged units that you have to shut up before they wipe out half of your infantry. However, Custodes units are EXPENSIVE; you&#039;ll be spending at the very minimum 350 points (200pt compulsory HQ, 150pt compulsory troops) and that&#039;s 4 MODELS.  &lt;br /&gt;
*If you&#039;re afraid of your opponent shooting the Custodes before coming in with the melee units on your Auxilia, take Sentinel Guard for the improved Invulnerable save; you may lose the Guardian Spear&#039;s strength bonus, but they&#039;re still S5 and you keep the AP2 at initiative on the Sentinel Warblades, so they&#039;re still very killy. Moreover, as they&#039;re technically infantry, you can use Aevos Jovan to respawn them if you lose any of them to enemy shooting. If you&#039;re still worried, take a Dreadnought or two. &lt;br /&gt;
*The Custodes list is if anything even shorter on AA than the Solar Auxilia list, so think carefully about where you&#039;re going to get it; generally, this means Thunderbolts and/or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Sisters of Silence====&lt;br /&gt;
Don&#039;t expect much aside from some skirmishers from the Sisters. The &#039;&#039;Anathema&#039;&#039; sub-type blocks them from being anywhere near the Auxilia on pain of -1Ld to an army that already has faulty Leadership (and -2Ld for any units they join), preventing you from putting melee units just behind your Auxilia to countercharge enemy units. In any case, you could have gotten better melee units if you took Marine/Custodes allies. Their list of short-ranged weapons isn&#039;t very impressive either, considering the sheer firepower Auxilia already pack. Think carefully, unless you know you&#039;re playing someone with lots of Psykers/Daemons.&lt;br /&gt;
*Sanctioner Cadres have &#039;&#039;Sniper&#039;&#039; weapons, which Solar Auxilia have no access to. Worth considering if you want to kill some ICs (or just particular infantry/cavalry models) from very far away. &lt;br /&gt;
*Prosecutor Cadres can all &#039;&#039;Infiltrate&#039;&#039; or &#039;&#039;Scout&#039;&#039; and they can take Assault Needlers (read: &#039;&#039;Pinning&#039;&#039;) and Snare Guns in large numbers, allowing them to deploy in No Man&#039;s Land and [[Troll|make life extremely difficult]] for enemy units trying to advance. Meanwhile, you can rain down on Pinned/slowed units with your 30&amp;quot; Lasrifles and various heavy ordnance. If that&#039;s not enough, you can take more Needlers/Snare weapons from other slots. Still, you can spend all these points on Sisters of Silence with their fancy weapons to slow the enemy, or you can just take more Auxilia units and blast the enemy off the table. &lt;br /&gt;
*The Sisters list has NO AA WHATSOEVER. Make sure you have enough from somewhere else, whether by taking your own Flyers or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Divisio Assassinorum====&lt;br /&gt;
Not to be overlooked among the additions of Liber Imperium is the option for Imperial Assassins. All of the Assassins, despite being Loyalist units, are all considered Distrusted Allies and thus cannot benefit from anything else your army gives, meaning that all of their value is based on what they do on their own.&lt;br /&gt;
&lt;br /&gt;
Each model has &#039;&#039;Infiltrate&#039;&#039; and &#039;&#039;Scout&#039;&#039; as well as &#039;&#039;Support Squad&#039;&#039; to block them out of being mandatory HQs, but the &#039;&#039;Assassin&#039;&#039; sub-type does the rest of them, banning them from being Warlords, joining squads, or entering any HQs, all in exchange to ignoring any penalties for movement and auto-passing dangerous terrain checks. Also helping their impressive M7 is the &#039;&#039;Light&#039;&#039; sub-type boosting their running. Their lone protection is the Panoply of the Assassin, surprisingly durable spandex that gives them a 4+/4++ save. They are all 125 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Adamus]]:&#039;&#039;&#039; The eldest of the assassin clades and they&#039;re kitted to kill. &#039;&#039;Fleet (2)&#039;&#039; makes them even zippier than other assassins, where they can make it into their home territory of challenges. When in a challenge, they can copy the WS and I of their enemies, forcing everyone to eat their S+1 AP3 Nemesii Blades with &#039;&#039;Rending (5+)&#039;&#039; and at risk of eating the deceptive Decapitation Strike, which might be a singular S2 AP1 attack but also has &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Murderous Strike (2+)&#039;&#039;. Also of note is their Needlespine Blaster, a super combi-pistol, the bolt part being a Pistol 3 bolt pistol while the needle bit is &#039;&#039;Poisoned (2+)&#039;&#039; with &#039;&#039;Pinning&#039;&#039; to lock someone down.&lt;br /&gt;
**His killing ability is limited simply by dint of base WS5 and being able to copy an opponent&#039;s WS, meaning he hits enemy ICs at 4+ with no reroll. As Decapitation Strike gives him 1 attack, he right off the bat has 1/2 chance per round of combat of not doing anything at all, while he&#039;s worse as a source of AP3 melee than the Eversor. As you&#039;re Loyalist if you can take him anyway, you can also take [[Nathaniel Garro]] instead, who is a much better duellist for 45 more points. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Callidus]]:&#039;&#039;&#039; What you get is a true-bred assassin, with Polymorphine forbidding ALL attacks against them until they shoot first, meaning nothing can stop you from sliding one up to the opposing Praetor&#039;s backside and also forcing enemies to re-roll to seize the initiative. With WS5 and I6, they can beat many characters short of the Emperor&#039;s Children, but their Phase Sword is...swingy. See, it&#039;s statted as a S3 AP1 weapon with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Phase Shift&#039;&#039;, which makes a 6+ to wound negate any saves and damage mitigation rolls. The lack of any &#039;&#039;Instant Death&#039;&#039; means that they need to kill or else get smashed by a Power Fist. Their Neuro Shredder shares a similar plan, being an S1 Template pistol with &#039;&#039;Rending (5+)&#039;&#039; and also ignores all saves on a 6+ to wound. Same problem as the Adamus; she&#039;s not good enough as a duellist (wounding on T4 and above on 5+ with no reroll is really bad) to kill ICs, and you can take Garro instead. That said, the enemy not being able to do anything to her until she strikes first means she can tie up dangerous ranged units in melee. With how susceptible &#039;&#039;Close-order&#039;&#039; makes your infantry to Blast/Templates, this can be very important.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Culexus]]:&#039;&#039;&#039; As if you didn&#039;t know, this guy has the &#039;&#039;Anathema&#039;&#039; sub-type more familiar to the SoS, rendering them immune to all things psychic and creeping out those nearby. If that&#039;s not enough, you also get &#039;&#039;Adamantium Will (3+)&#039;&#039; to block out anything nearby and the Etherium forces all attacks into being snap shots and thus making them more survivable. The Animus Speculum provides you with an S4 AP4 template with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Psy-Shock&#039;&#039; to force psykers and daemons into suffering Perils. If anyone&#039;s brave enough to try fighting in melee, not only do they have to contend with &#039;&#039;Fear (2)&#039;&#039;, but they must also learn that the Coolexus has a fucking AP2 &amp;quot;weapon&amp;quot; with &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Reaping Blow (1)&#039;&#039;. That said, his WS4 severely limits his killing power in melee, while the Animus Speculum is only useful against specific armies.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Eversor]]:&#039;&#039;&#039; Welcome to [[RIP AND TEAR]]. While having A3 is just meh, you have &#039;&#039;Counter-attack (1)&#039;&#039; and the option each turn to trigger the [[Drugs#Frenzon|Frenzon]] and gain another three attacks at the expense of any 1s to hit dealing a wound to the Eversor themselves. The Neuro-gauntlet is no slouch either, being an AP3 weapon with &#039;&#039;Shred, Fleshbane&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;, and their Executioner Pistol gives an option between either a bolt pistol or a needle pistol. He&#039;s not terribly good at actually assassinating ICs due to his poor ability to get AP2, but you can use him against Legion lists to ambush ranged squads, counter-charge Assault squads attacking your gunline, etc.  Also consider using him against Automata, as &#039;&#039;Shred&#039;&#039; negates &#039;&#039;Automata&#039;&#039; and results in &#039;&#039;Fleshbane&#039;&#039; working normally, so you can do a lot of damage. Just don&#039;t use him against Terminators, and think about how to get him into melee; T4 4+/4++ 3W isn&#039;t much for a lone character.&lt;br /&gt;
**Unique among the assassins is the Eversor&#039;s self-destruct ability due to being so loaded with drugs. When they die, all models within d6&amp;quot; suffer an S4 AP3 &#039;&#039;Fleshbane&#039;&#039; hit that counts as a flamer. As the only infantry model in the entire list with a 2+ is your Legate Marshal, make sure whatever melee units you may have (except maybe Charonites) are outside the blast radius when he dies, as they &#039;&#039;&#039;will&#039;&#039;&#039; take wounds. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vanus]]:&#039;&#039;&#039; Less an assassin than a living bubble of statistical fuckery, they only have protection with a pair of laspistols and a pair of decidedly neat dataspikes with S+2 AP3 with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Haywire&#039;&#039;. If you&#039;re stuck in a fight, you&#039;ve only got a single-use means to gain &#039;&#039;Hit &amp;amp; Run&#039;&#039; for a round before you end up stuck watching your nerdy assassin die. &lt;br /&gt;
**Now we get to the many things they can do &#039;&#039;without&#039;&#039; fighting. For starters, they have an 18&amp;quot; bubble that shots off any uses of &#039;&#039;Infiltrate&#039;&#039; and lets them spam the Interceptor reaction as if you had an augury scanner. You can make a Leadership check instead of shooting, with a pass allowing you to resolve Interceptor using a Defensive weapon on any vehicle (friend or foe) within 12&amp;quot; of the Vanus. In addition, they can make a Leadership check to hack an enemy Automata unit within 12&amp;quot;, forcing them to suffer d3 unsaved wounds. This action does have risks though, as aside from being so close to a murder-engine like a Castellax, a failed test instead inflicts an unsaved wound on the assassin.&lt;br /&gt;
**Denying &#039;&#039;Infiltrate&#039;&#039; and messing with enemy Deep Strikes using Vox Disruptor Array is particularly useful for Lasrifle Section spam, as it forces your opponent to deploy normally and slog through 30&amp;quot; of Lasrifle fire, in addition to whatever Rapier/Leman Russ fire you can pack. Use your own &#039;&#039;Infiltrate&#039;&#039; to deploy in No Man&#039;s Land and block off as much space to enemy Infiltrators as possible, then flee back behind friendly lines by Running and &#039;&#039;&#039;Tactical Displacement&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Venenum]]:&#039;&#039;&#039; As befits the resident poisoner, this assassin is immune to Rad-phage in its many forms and can only be wounded by &#039;&#039;Poison&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks on a 5+. At range, their Toxin Ejector provides a S5 AP4 template with &#039;&#039;Poison (3+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039; to take care of pretty much anything they go up against while the Venom Globes they happily cribbed from the Alpha Legion (or maybe it&#039;s the other way around? Who&#039;ll know?) gives them a charge deterrent. When in a fight, their Hookfang gives them an AP3 weapon with &#039;&#039;Poison (3+)&#039;&#039; that also forces anyone hurt by it to roll a d6 on every turn afterwards, suffering an unsaved wound on a 5+. Even if you don&#039;t kill them with this attack, they still count as destroyed for the sake of VPs unless they have &#039;&#039;Eternal Warrior&#039;&#039;, so you can easily use this bastard as a cheap shot at a chance to kill the warlord and you&#039;re not fighting a Primarch.&lt;br /&gt;
**The Toxin Ejector is a glorified Heavy Flamer, which is very widely available in the army, while the lack of AP2 melee is a severe drawback for actual assassination when any self-respecting IC will have a 2+. This Assassin, like many of his brethren, share the problem that they&#039;re not actually good enough to kill ICs, while they&#039;re inferior as a weapon of mass destruction to the Eversor. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vindicare]]:&#039;&#039;&#039; The resident snipers lost out on their variant ammo, but what you have is still a masterful sniper with BS8 that negates any penalties whether it&#039;s to their BS or their range. Even Exodus needs to be careful because this guy not only ignores the Alpha Legion trait, but he also has an absurd &#039;&#039;&amp;lt;u&amp;gt;100&amp;quot; range&amp;lt;/u&amp;gt;&#039;&#039; on his Exitus rifle, an S7 AP2 shot with &#039;&#039;Murderous Strike (5+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;. Also present is his Exitus pistol, a lesser S6 AP4 gun with &#039;&#039;Breaching (6+)&#039;&#039;, but still just as capable of popping any enemy you see. However, the rifle being 1 shot makes it very unreliable against &#039;&#039;Feel No Pain&#039;&#039; and Invulnerable saves, which combined with the lack of consistent ID makes it an unreliable tool for killing Marine/Mechanicum ICs. &lt;br /&gt;
**As the Solar Auxilia list has no snipers, this is your cheapest way of making sure a particular model dies because you can avoid taking a whole allied detachment. He&#039;s good against other Auxilia to kill Command Voxes/Vox Interlocks and deny Leadership shenanigans, as S7 AP2 forces them to rely on whatever Invulnerable save they have. Alternatively, shoot Cohorts Vexillas to deny &#039;&#039;Line&#039;&#039;. He&#039;s also useful as an AA gunner on Fortification emplacements, as the list is otherwise sorely lacking in AA choices. If the enemy Flyers aren&#039;t here yet, you can use the AA gun on ground targets at full BS if you don&#039;t mind losing &#039;&#039;Sniper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Knights Errant==&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18073</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18073"/>
		<updated>2023-01-13T11:25:05Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Heavy Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SA-recruitment-poster.jpg‎|400px|thumb|right|Enlist today!]]&lt;br /&gt;
&lt;br /&gt;
{{topquote|What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!|[[Lord Solar Macharius]] (his time was later, but the sentiment was true back during the 31st Millennium)}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|In war the greatest single deciding factor is will; without the will to do so, no sacrifice is made, no initiative seized, no objective taken and no enemy vanquished - all the guns in creation are useless without the will to pull the trigger.|[[Goge Vandire]], Sermons to the Frateris Templar, Vol XIII}}&lt;br /&gt;
&lt;br /&gt;
This is the current tactics page for the [[Solar Auxilia]] in HH 2.0. The 1.0 tactics can be found [[Warhammer 40,000/Tactics/Solar Auxilia (30k)|here]]&lt;br /&gt;
&lt;br /&gt;
For the generals on how to play the game and the basics on list building (as well as other tactica rules), you may want the General tactics page. You may also find the Horus Heresy general thread as &amp;quot;/HHG/&amp;quot; on [[/tg/]].&lt;br /&gt;
&lt;br /&gt;
==Why play the Solar Auxilia==&lt;br /&gt;
Because in a time of [[Space Marines|angels]] and [[Primarch|demigods]], it takes true grit to be a mere man and to stand among them, let alone fight them. Solar Auxilia are the elite humans of the [[Horus Heresy]], but that doesn&#039;t mean much when you&#039;re going up against genetically engineered post-humans wrapped in armour. They&#039;ll be relying on massed firepower, tanks and respectable 4+ armour saves to carry them to victory, while gritting their teeth and bearing the punishment that they can&#039;t brush off. It truly can be a hard time to be a mortal among demigods.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might&#039;ve seen their models and decided that a steampunk-fantasy 50&#039;s sci-fi cosmonaut aesthetic is your jam. And with the drip on those voidsmen, how could you not?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Amazing looking models&lt;br /&gt;
*Stormtrooper tier soldiers with Imperial guard numbers.&lt;br /&gt;
*A wholly original army just for 30k, making it pretty unique.&lt;br /&gt;
*Models with one of the coolest aesthetics GW/FW have ever produced.&lt;br /&gt;
*One of the best shooting armies in the game.&lt;br /&gt;
*The new Cohorts doctrines give Solar Auxilia some very nice diversification in their playstyles and army building.&lt;br /&gt;
*Did we mention the models?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Lost the hand holding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and blast weapons will evaporate units which each shot since they&#039;re all AP4 now. Thanks to &#039;&#039;Close-order&#039;&#039; subtype, you have a unit coherency of 1&amp;quot;, which means your dudes will die in droves the moment your enemy pulls out a pie plate. This won&#039;t be a problem for your Marine playing opponents and their 3+ armour saves.&lt;br /&gt;
*This is not the Tank edition and most of your armour is far more limited in their usefulness and which guns are effective.&lt;br /&gt;
*Most of your stuff is more expensive now compared to 1E, and that&#039;s on top of core game mechanics favouring Marines. Point-per-point, you will lose to Astartes.&lt;br /&gt;
*Dreadnoughts are one of the most effective things in this edition, and you have none. Your options of taking them out are also limited.&lt;br /&gt;
*This army is expensive to build. Forget selling your own organs, you&#039;ll have to build a drug empire and spend your nights hunting people and harvesting all of their organs. Their fluff of highly standardized equipment makes every alternative a bad proxy.&lt;br /&gt;
&lt;br /&gt;
==Core Warlord traits==&lt;br /&gt;
Solar Auxilia do not get unique warlord traits, so you better pick the generic one that grants you the extra reaction in the phase of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; +1 to combat resolution within 12&amp;quot;. Extra Assault Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; Grants &#039;&#039;pinning&#039;&#039; to the shooting attacks of his unit, provided they cause at least one unsaved wound. Extra Shooting Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Ever-vigilant:&#039;&#039;&#039; Warlord&#039;s unit uses his Initiative+1 instead of the lowest Initiative in the unit when running. Extra Movement Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Legate:&#039;&#039;&#039; Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS (taking it to 5).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close-Order Sub-Type:&#039;&#039;&#039; One of the key ways the army functions. The entire squad now has a unit coherency range of 1&amp;quot;, cannot run or sweep, but they can move up to half their movement speed and still be able to shoot any heavy weapons as if they stood still.&lt;br /&gt;
**It&#039;s most notably found on your Troop and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris so keep that in mind; they still can&#039;t Run because they&#039;re &#039;&#039;Heavy&#039;&#039;, but they can spread out to avoid Blasts/Templates and &#039;&#039;&#039;can&#039;&#039;&#039; Sweep after winning combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tercio &amp;amp; being in formation:&#039;&#039;&#039; &#039;&#039;Tercio&#039;&#039; is the other key way the army functions, basically allowing you to group multiple units in a single FOC slot. When units belonging to the same tercio/slot are within 3&amp;quot; of each other, they are considered &amp;quot;in formation&amp;quot;. Being in formation gives your troopers benefits such as being able to react in the same way during a reaction that requires shooting or movement, and other things depending on your Cohort Doctrine.&lt;br /&gt;
**The Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board), this gives you the WALL OF GUNS as an overwatch weapon.&lt;br /&gt;
&lt;br /&gt;
===Cohort Doctrines===&lt;br /&gt;
Honestly, the best bit of the older Militia rules applied to the Auxilia, to the point it deserves a section of its own. There are eight options to pick from, which are unlocked either by a model with the Combat Doctrines special rules, or a model without upgraded to have it via a specific Combat Doctrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The regiments that most resemble those of the early Great Crusade, such as the 1st to 10th &amp;quot;Saturnyne Rams&amp;quot;, and the cohorts based upon them. These favour an older, more elite style of warfare, [[Stormtrooper|very focused on aerial insertions and boarding actions]]. This is the elite option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Veletaris Tercios may be taken a Troop choices. The boys are fucking back!&lt;br /&gt;
**Due to the disappearance of the Flamer section from the Auxilia Infantry Tercio, using this Doctrine and taking Heavy Flamers on your Veletaris Vanguard is now the only way to get massed Flamers from Troops.&lt;br /&gt;
*All unit in a Veletaris Tercio can take Arvus Transports as dedicated transports.&lt;br /&gt;
**Provides an interesting alternate deployment method for your Veletaris; namely, Deep Striking in their flying transport. That said, it&#039;s extremely frail and will die to any sort of &#039;&#039;&#039;Interceptor&#039;&#039;&#039; fire, so think carefully.&lt;br /&gt;
*All Auxilia Veletaris Tercios taken as Troop choices gain &#039;&#039;Line&#039;&#039;, enabling you to skip Infantry Tercios altogether and build a crack close-quarters infantry core. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than one Armoured Tercio and only one Artillery Tercio.&lt;br /&gt;
**Neither of these stops you bringing some allies with tanks and artillery however, assuming the 9 tanks of the basic Tercio aren&#039;t enough. Likewise, the Artillery Tercio allows up to 9 Rapiers, so this should not be a problem. Moreover, you can always take non-Tercio units, as your Heavy Support slots aren&#039;t actually restricted. Wanted more Leman Russes? Here, take a squadron of Malcadors instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ultramar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
A new formation meant to tackle the evolution of battle in the late Crusade, pioneered by none of other than [[Roboute Guilliman]], proving himself [[spiritual liege|once again the master of all of the myriad disciplines of war]]. These are cohorts like the 255th Calth High Guard and the 204th Manachean cohort. The massed infantry option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Rifle Tercios can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; units]]. Considering you had 6 Troop slots, could take 3 units in each to begin with and had no special weapons units, this is not truly necessary.&lt;br /&gt;
*Lasrifle sections and Line Command sections gain +1 to hit while shooting when their bases are all in contact with each other.&lt;br /&gt;
**A mirror to the old Close Formation Fighting of 1.0, except holding hands buffs your shooting instead of your melee now. This can be difficult to use; it&#039;s kind of the whole point of taking the Doctrine, but using it is basically inviting your opponent to unload all of his blasts/templates on you. Since there&#039;s otherwise no FOC limitations, consider taking some Valdors to shut enemy artillery up with &#039;&#039;Shock Pulse&#039;&#039; so that your infantry can form up in peace. &lt;br /&gt;
**Alternatively, you&#039;re not required to [[Warhammer Fantasy|actually form up in a square]]; take a leaf from the Napoleonic British by forming thin lines so you can still be extremely annoying to hit with Blast/Template weapons, while most of the unit will probably still be in range because Lasrifles has 30&amp;quot; range in a game where everyone else&#039;s basic infantry has 24&amp;quot; or less. Be prepared to use Aurox-mounted Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Lasrifle sections and Line Command sections cannot take any dedicated transports. This can be problematic for the purposes of taking objectives, as &#039;&#039;Close-order&#039;&#039; prevents Running and you have reduced initiative for movement Reactions. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reborn Cohorts&amp;quot;&amp;gt; &lt;br /&gt;
Recently disbanded regiments whose veterans, upon hearing of the Heresy, decided to come out of retirement to kick some ass. While a bit more grizzled, those years have clearly taken their toll on the soldiers. The most famous example is Agathon&#039;s 1522nd cohort, better known as &amp;quot;The Lord Marshal&#039;s Own&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units in the detachment gain +1Ld and the &#039;&#039;Stubborn&#039;&#039; rule.&lt;br /&gt;
*If a unit has not moved, it may re-roll to-hit rolls of 1 when shooting.&lt;br /&gt;
**Rerolling 1s is not as good as +1 to hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The 10 Plasma/Melta weapons your HQ sections get? Reroll 1s. Gravis Lascannon Leman Russ? Reroll 1s. Valdor? Reroll 1s. Your Lasrifle sections and your Heavy Support choices all have good range, so standing still should not be a problem. You&#039;re also assumed as being stationary for the purposes of shooting during Reactions, so you get improved &#039;&#039;&#039;Return Fire&#039;&#039;&#039; and &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, which you&#039;re already very good at because your infantry come in Tercios. Rerolling 1s to-hit also makes &#039;&#039;Gets Hot!&#039;&#039; a very minute concern, so Plasma weapons/Valdors basically don&#039;t blow themselves up anymore. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than a single Armoured Tercio and only one Artillery Tercio. See the Solar Pattern tab for comments. &lt;br /&gt;
*Infantry units are considered to have Initiative 1 for the purposes of making reactions, running and sweeping advances. They also reduce their Initiative by 1 when determining the order of attack during the assault phase.&lt;br /&gt;
**Not as bad as it sounds, as -1I does absolutely nothing to hinder your shooting and shooting reactions, which is where you did your damage. Melee Veletaris units also had &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advance and movement reactions, while Lasrifle sections were I3 and hit after MEQs anyway. Will affect any melee Command Tercio sections you take, but why are you building them for melee when you can get rerolls on your ranged special weapons?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Regiments that recruit from savage worlds or barbaric cultures, resulting in fearsome but overly aggressive troopers akin to the 142th Cthonian Headhunters or 905th Ash Scorpions from [[Flame Falcons|Lethe]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Any unit made of purely infantry models may purchase &#039;&#039;Fear (1)&#039;&#039; for +25pts. This is regardless of size, so bulk up those squad size numbers.&lt;br /&gt;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being in formation. This encourages you to cram as many models a possible into each Tercio. Also mitigates the impact of being forced to charge; even if you fail and get charged instead, you still get your +1A. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You must charge as soon as you are given the chance. So much for the famed Saturnyne Ordos discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent charging. &#039;&#039;Close-order&#039;&#039; allows charging after firing Heavy/Rapid Fire weapons, so your infantry can effectively always charge and therefore must charge. Better get them melee weapon upgrades.&lt;br /&gt;
*Loyalist armies can&#039;t handle the tribal drip (read; skulls on ropes and tribal tattoos on the armour) and treat feral cohorts as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039; regardless of what the Allies Matrix says. No word on Custodes/Sisters of Silence, who as Agents of the Emperor are &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with all Loyalist armies and do not appear on the Matrix at all. Also this being Loyalist only makes [[Ultramarines|more]] [[Night Lords|sense]] for allies with some Legions than [[Space Wolves|some]] [[Emperor&#039;s Children|others]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoured Fist Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Achtung Panzer!&amp;quot; This cohort is built around tanks and multiple Solar Auxilia armies were fielded like this during the Heresy, as the tanks helped level the playing field when facing off against the Astartes Legions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios may be taken as non-compulsory troops, but each can only be made up of a single squadron of Leman Russ Strike tanks. &lt;br /&gt;
*A single Leman Russ Command tank must be selected as the Warlord (locking out any HQ choice that outranks him). The Command tank gains the Armoured Legate Warlord trait (+1 BS, 5++) and &#039;&#039;Cohort Doctrines&#039;&#039;, allowing you to skip taking a Legate Marshal.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units must begin the game embarked in transports or in Reserves. You need your Lasrifle sections to take objectives, but they&#039;re far too slow to reach objectives while footslogging in from Reserves and Dracosans are too expensive to give every squad, so expect to field squads with 10 guys in an Aurox. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Penal Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia was meant to be the elite of the [[Imperial Army]], but that didn&#039;t stop governors and Excertus officers from cutting corners in both budget and recruitment. This resulted in less cohesive cohorts, who nevertheless managed to give exemplary service on many occasions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Models in Rifle Sections gain &#039;&#039;Feel No Pain (6+)&#039;&#039; and they along with all models with Tercio gain &#039;&#039;Furious Charge (1)&#039;&#039;. Puts you up to Space Marine strength on the charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae on your grunts. However, you&#039;re still T3 and will suffer ID from everything from Power Maul onwards, so watch out. &lt;br /&gt;
*Any models can replace their lasrifles and volkite chargers with a variety of S3 AP- weapons for free: autorifle/lasgun (24&amp;quot; Rapid Fire), lascarbine (18&amp;quot; Assault 2 AP6), shotguns (12&amp;quot; Assault 2 &#039;&#039;Concussive (1)&#039;&#039;) or stubcarbines (12&amp;quot; Assault 3). In addition, one Auxilia in any lasrifle section may take instead a Heavy Stubber for plus 5 points per model. The stubcarbine actually does more damage when in range than the Lasrifle, the shotgun can level the playing field for Rifle sections against MEQs in melee, and there are reasons below as to why you&#039;d replace the Lasrifle with nominally inferior weapons in the lasgun/lascarbine. &lt;br /&gt;
**Dropping Volkites is almost always as stupid as it sounds, as a ranged weapon, the Charger outperforms everything on the list damage-wise by a country mile. The only case it may work is dropping them for a mix of Shotguns and Storm Axes to dump Concussive on an enemy unit before the charge. Think carefully about this, however, regular Rifle Sections can take Shotguns as well so it might be way smarter to have one of them support a pure Storm Axe section.&lt;br /&gt;
**Bayonets only come on Lasrifles, so you cannot combine your &#039;&#039;Furious Charge (1)&#039;&#039; with bayonets for S5 if you&#039;ve taken replacement weapons. It makes zero sense for autoguns/lasguns to not get them, but it is what it is. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All your units lose the &#039;&#039;Close-Order&#039;&#039; sub-type. Enjoy the extra coherency range and say goodbye to your heavy guns.&lt;br /&gt;
**Your infantry are basically back to being [[Imperial Guard]]. Losing &#039;&#039;Close-order&#039;&#039; means you cannot move and fire Heavy weapons (AKA Lasrifles), so get your mobility back by taking Rapid Fire/Assault weapons. However, if you&#039;ve taken a Heavy Stubber, you can&#039;t move and shoot anyway, so keep the Lasrifles in that case.&lt;br /&gt;
**Not actually a Con for your HQ Tercios, as they didn&#039;t use Heavy weapons anyway and don&#039;t want to charge. Regaining the ability to Run can actually be very helpful for full squads of Plasma/Melta that need to get into range.&lt;br /&gt;
*You can only take one Auxilia Veletaris Tercio. Not much of a drawback, as one Tercio is 3 units. If you still don&#039;t have enough short ranged firepower/melee, take Tactical Command Tercios.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Siege Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia that clearly spent too much time around the [[Iron Warriors]], and gained an affinity for siegecraft and being a bucket load of heavy artillery to rain hell upon their opponent. After all, &amp;quot;A battery of field artillery is worth a thousand Lasrifles.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Armoured Tercios and Artillery Tercios can be taken as both Heavy Support and Elite choices. Can actually be useful, as the Solar Auxilia Elites section isn&#039;t very good barring Veletaris (which come in Tercios anyway), while allowing you to spam the big guns you need to take out Dreadnoughts and the like.&lt;br /&gt;
*You can re-roll the scatter direction die when firing Blast and Barrage weapons.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You MUST purchase dedicated transports for every unit. You don&#039;t need to start the game in said transports, but that sorta defeats the purpose of having to pay for them. You want to rain hell as you advance? Mechanize. Like Armoured Fist, this means taking small infantry units or taking Dracosans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Because Forge World loves to cram battle-automata wherever they can, and we&#039;re not here to complain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Castellax and Thallax Maniples can be taken as Elites.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you keep the bots under control. Additionally, the Legate Marshal gains &#039;&#039;Master of Automata&#039;&#039; to keep with the bots.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You can only take one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. Not a big downside considering how much you can cram into a single Tercio of any type.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear of the Solar Auxilia==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The standard close combat weapons of the &amp;lt;s&amp;gt;41st&amp;lt;/s&amp;gt; 31st millennium and a little bit different from how you remember them. Most Chain Weapons still lack any decent AP, but they now have &#039;&#039;Shred&#039;&#039;, meaning anyone equipped with these get to re-roll their wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The standard S-User, AP- chain weapon, but now it has &#039;&#039;Shred&#039;&#039;. Only available to Companions in the Command Tercio, and at [[wat|5 points each]] they&#039;re absolutely not worth it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charnabal Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Duelling weapons that rely on speed and precision over brute strength. A few more of these have been added in 2.0, but they all follow the same general theme of relying on &#039;&#039;Breaching&#039;&#039; instead of normal AP, but gaining initiative in challenges. A surprising number of Solar Auxilia units can take these weapons, with varying degrees of usefulness.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Sabre:&#039;&#039;&#039; The standard Charnabal weapon, with S-User, &#039;&#039;Breaching (5+)&#039;&#039; and &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;. The option that will inflict the least wounds due to having no strength bonus, but strangely the one that will inflict the most AP2 wounds due to having a better version of &#039;&#039;Breaching&#039;&#039; than the Tabar and having more attacks than the Glaive. Because your men are Strength 3, you will only wound MEQs on a 5+ anyway, making it practically an AP2 weapon at base. However, this also means it scales terribly with bonus strength (Biomancy, &#039;&#039;Furious Charge&#039;&#039;) and cannot threaten &amp;gt;T5 targets. For Dreadnought/Automata combat, look at the Power Weapons list.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Tabar:&#039;&#039;&#039; Yeah, I didn&#039;t know what a Tabar is either (it&#039;s a Persian battle axe of yore), and the Charnabal version isn&#039;t too much to write home about. It is a little bit worse than the Sabre as it has the same &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;, and only has &#039;&#039;Breaching (6+)&#039;&#039; in exchange for S+2, which is kind of meh when compared to some Power Weapons. Going up o Strength 5 could help you wound tougher enemies, but those wounds will most likely just bounce off their armour due to the inferior &#039;&#039;Breaching&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Glaive:&#039;&#039;&#039; &#039;&#039;Duellist&#039;s Edge (2)&#039;&#039;, &#039;&#039;Breaching (5+)&#039;&#039;, S+1, &#039;&#039;Two-handed&#039;&#039;. Hitting before most MEQs is nice, but is it worth giving up chances to trigger &#039;&#039;Breaching&#039;&#039; by losing your +1 attack from having 2 weapons?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The high AP combat weapons that are slower than Charnabal Weapons, but offer more killing power.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; The standard AP3 power weapon, but now it comes with &#039;&#039;Rending (6+)&#039;&#039; so you can actually cut through Artificer armour. It&#039;s not reliable, but a buff is a buff. Generally not worth it for the Solar Auxilia, as the Charnabal Sabre outperforms it against most MEQs and TEQs. It is better against Dreadnoughts and Automata, but why would you ever try to fight those in melee?&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; The same old S+1 AP2 &#039;&#039;Unwieldy&#039;&#039; weapon. Your strength 3 wasn&#039;t going to ID any MEQs anyway, so this could be a budget alternative to the Power Fist. Your low strength also makes the Axe inferior to the Sword when fighting everything above T4 (same wounding and AP, but Sword is not &#039;&#039;Unwieldy&#039;&#039;), so take the Sword if you expect to fight Dreadnoughts and the like. That said, it is worth considering if you have strength buffs from allied Biomancy Psykers and/or &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine, meaning you can for once wound more than Charnabal Sabre/Power Sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; Got a very nice buff as it is still S+2, but now it is also AP3 so it can actually kill marines rather than bouncing off their armour. Also decent against Automata, as you wound them reliably. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Also received a very helpful buff in the new edition. They are now S+1, AP3 standard and include the &#039;&#039;Reach (1)&#039;&#039; special rule, making it more consistent and actually useful after a charge. This allows your HQ sections to a. get to S4 and wound MEQs on a 4+ and b. hit before MEQs, which is very nice indeed.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2, AP2 and &#039;&#039;Unwieldy&#039;&#039;, the Power Fist is unable to ID MEQs due to your reduced strength, but it does allow your men to wound MEQs on a 2+ and gives you a better chance against Dreadnoughts and Automata. Has &#039;&#039;Specialist Weapon&#039;&#039; unlike everything else on the list; as none of your models can take 2 &#039;&#039;Specialist Weapons&#039;&#039;, this means you cannot get extra attacks. &lt;br /&gt;
**You can get back to S8 and ID MEQs by adding Biomancy (read: allied Librarian) and &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine to your original S6 attack. The HQ officers who can take this are all at least A3 and can go to WS5, so they&#039;re actually able to make good use of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Melee Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The weapons that don&#039;t fit into the other categories.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; A 1 point upgrade to give your men +1S to all melee attacks, but it has &#039;&#039;Two-handed&#039;&#039;, meaning you don&#039;t get extra attacks for having a second close combat weapon/pistol. You don&#039;t care about that because literally every model in the list that can get CCW/pistol is required to give up their Lasrifle for it, meaning everyone that could get bayonets will not have 2 melee weapons anyway. Gives your rifle sections the ability to wound marines on a 4+ or better if you take the right Combat Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Charonite Claws:&#039;&#039;&#039; The weapon of choice for your Ogryns. S7 AP3 &#039;&#039;Two-Handed&#039;&#039; and [[fail|Rending (6+)]]. A step down from the old rules, but still your best bet for fighting Automata in melee. Unfortunately, &#039;&#039;Furious Charge&#039;&#039; doesn&#039;t work on it as a fixed strength weapon.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; A completely different weapon from 1.0. Instead of being a 5&amp;quot; S10 AP2 pie plate of doom capable of destroying everything under it, it&#039;s now S12 AP3 3&amp;quot; &#039;&#039;Sunder Brutal (3) Rending (6+)&#039;&#039;. It won&#039;t do anything against Dreadnoughts due to being AP3, but it&#039;s an excellent anti-Automata weapon, as it wounds easily, causes lots of wounds and ignores armour. Also useful in a pinch as anti-vehicle, as S12 &#039;&#039;Sunder&#039;&#039; will more or less guarantee penetration.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Cannon:&#039;&#039;&#039; 240&amp;quot; S9 Ordnance 1 is decent enough against vehicles, but being AP4 instead of AP3 makes it basically worthless against MEQs and &#039;&#039;Shred/Pinning&#039;&#039; simply doesn&#039;t do enough to compensate for it regardless of 5&amp;quot; blast. Can be useful against non-Space Marine armies, but is that really a selling point in the Space Marine civil war game?&lt;br /&gt;
*&#039;&#039;&#039;Medusa Mortar:&#039;&#039;&#039; The old TEQ killing king has seen a very unfortunate nerf. It&#039;s the same as above, except with 36&amp;quot; and &#039;&#039;Rending (6+)&#039;&#039; instead of &#039;&#039;Shred&#039;&#039;. Much too expensive as self-propelled artillery in Heavy Support, while too short-ranged to be stationary artillery in Fortifications. Pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; Widely available as sponson/hull mounts on tanks. Has gained &#039;&#039;Rending (6+)&#039;&#039; for improved performance in general, but remember that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; a Defensive Weapon because it&#039;s S7, so it must fire on whatever the main cannon is shooting unless you have other special rules. This generally isn&#039;t a problem because the autocannon can do literally anything serviceably, but you can get actual Defensive weapons if you want emergency anti-infantry, while you should have taken a Lascannon if you wanted heavy duty anti-vehicle. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A literal modern day HMG. Widely available as a pintle mount on all of your vehicles, as you don&#039;t get combi-bolters. 3 shots of S4 AP6 really isn&#039;t much, but it&#039;s only 5 points so you&#039;ll make your points back if you kill just 1 guy. Also a Defensive weapon due to being &amp;lt;S7, so it can act as point defence and fire independently of your main guns. Not bad to be honest.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Nerfed into the ground because people were complaining about low AP pie plates making massed infantry unplayable. Instead of the previous MEQ-murdering S8 AP3 5&amp;quot; blast, now a S8 AP4 3&amp;quot; blast. The blast is too small to be useful against infantry, while against everything else it is far outperformed by its brother...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon:&#039;&#039;&#039; Lost &#039;&#039;Armourbane&#039;&#039;, but is now 2-shot and has &#039;&#039;Brutal (2)&#039;&#039;. An excellent anti-Dreadnought weapon, as you can wound reliably, cause multiple hits and then cause multiple wounds. Also gained &#039;&#039;Sunder&#039;&#039;, so still very good against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter&#039;&#039;&#039;: The Space Marine standard 24&amp;quot; S4 AP5 Rapid Fire weapon. Everyone who can take one can also take a Minor combi-weapon, which is objectively superior. Take those instead.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Usually available as hull mounts on tanks. As far as a stock weapon goes, 36&amp;quot; Heavy 4 S5 AP4 really isn&#039;t bad, and is arguably better than the Multi-laser you usually get instead in this army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combi-Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Half a Bolter, half another gun. There are two categories of Combi-Weapons, with Magna only getting one shot with their alternate gun, and Minor getting to fire multiple times. It&#039;s definitely worth mentioning that Combi-Weapons can fire BOTH primary and secondary weapons without requiring the &#039;&#039;Firing Protocols (X)&#039;&#039; rule. Squads armed with them are able to throw out a surprising volume of firepower. All of the models that can take this are BS4, so you&#039;re as likely to get what you paid for as you would on Space Marines. &lt;br /&gt;
*&#039;&#039;&#039;Minor Combi-Weapons:&#039;&#039;&#039;: Flamers, Volkite Chargers, and Grenade Launchers. Grenade Launchers seem to be the standout pick, but the Strength of these weapons has dropped to 5 on the Krak profile, and resolving lots of weak Blast (3&amp;quot;) shots in a turn with the Frag profile means they&#039;re a pain to play. Of course, the combi-Flamer reigns supreme against hordes. &lt;br /&gt;
**The Grenade Launcher is always inferior to the Volkite Charger in terms of damage. 1 shot at S5 AP4 is worse than 2 shots of S5 AP5 &#039;&#039;Deflagrate&#039;&#039; against any opponent, while the potential to make lots of hits using the frag grenade is also the same anti-light infantry specialisation as the Volkite Charger. The Frag&#039;s &#039;&#039;Pinning&#039;&#039; and either option&#039;s 24&amp;quot; can be useful, but taking the combi-Volkite is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Magna Combi-Weapons:&#039;&#039;&#039;: Meltaguns and Plasma Guns. Not generally a good idea, as everyone who can take these can also take the full version of the secondary weapon at the same/slightly higher price. If you want special weapons, take the actual special weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Template weapons, meaning they don&#039;t test on BS and instead auto-hit everyone under the teardrop. &lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Very nice at 2 points for the same S3 as the Laspistol, except with a lot more hits. However, has the same problem as all of the pistol upgrades in that it replaces the stock longarm the unit gets. &lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; A moment of respect for the vanished Flamer Section here. Instead, Flamers are now only available to HQ Tercio Sections. Do not take them as standalone weapons under any circumstance, as a combi-version is available at the same price. Otherwise a decent weapon, as S4 AP5 template can cause a lot of wounds and force failed saves.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; S5 AP4, and is therefore extremely deadly against anything weaker than an MEQ and can cause enough hits to force failed saves even against them. That said, it&#039;s mostly available as a sponson/pintle mount on your vehicles, most of which do not want to be in flamer range to begin with. Also an alternate choice for Veletaris Vanguard Sections instead of their Rotor Cannons, in case you prefer actually killing people instead of Pinning them. Is a Defensive weapon on vehicles due to being &amp;lt;S7, so it can torch nearby infantry while the main gun shoots something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Same old S3 AP- Pistol. Don&#039;t expect to see this a lot, as only your sergeants get it and they will almost always get to choose their unit&#039;s normal gun instead, or can take better pistols like...&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; The Hellpistols of the 31st Millennium. Actually very powerful weapons at S6 AP4 Pistol 2 (stronger than a Volkite Charger!), but only available to HQ sections (where it competes directly with special weapons) and unit sergeants, where its 9&amp;quot; range can be troublesome when the rest of the squad has 15&amp;quot; or 30&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lasrifle:&#039;&#039;&#039; The mainstays of the Solar Auxilia. Unlike last edition, these have all the attachments stock and thus have two different settings to use. Volley is your classic lasgun-like with 30&amp;quot; Heavy 2 S3 AP6. Blast Charger gives you the high-power punch with 18&amp;quot; Heavy 1 S6 AP4.&lt;br /&gt;
**The Blast Charger should be used at every opportunity. It inflicts ID on T3 models (denying &#039;&#039;Feel No Pain&#039;&#039;), offsets being 1-shot by having more than twice the probability to wound T4/5 targets compared to the standard shot, and can actually wound T6 and above. There are very few circumstances where Volley Fire will do more damage.&lt;br /&gt;
**That range will be a necessity, as the &#039;&#039;Close-Order&#039;&#039; sub-type severely hampers the mobility of the men carrying them. That said, &#039;&#039;Close-order&#039;&#039; also lets you at least move somewhat while firing the Lasrifle.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; &amp;quot;What if I tied 3 Blast Charger rifles together?&amp;quot; You get this. 3 shots of S6 AP6, available by the bucketload on your vehicles. You don&#039;t get Heavy Bolters anymore, so it will have to be this for anti-light infantry. Is a Defensive Weapon on vehicles due to being &amp;lt;S7, so don&#039;t be too worried if the main gun is an anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; &amp;quot;What if my Multi-laser fired one big shot instead?&amp;quot; Good old 48&amp;quot; S9 AP2, except it has gained &#039;&#039;Sunder&#039;&#039; for improved penetration rolls. Also an instrument for killing the much-improved Terminators and Dreadnoughts in this edition, as you need the S9 to ID 2W TEQs now and Dreadnoughts are now pseudo-Monstrous Creatures with 2+/5++.&lt;br /&gt;
*&#039;&#039;&#039;Gravis lascannon:&#039;&#039;&#039; 2 of the above, so you get 2 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Your only source of Melta weapons in the list except for the Legate Marshal, available to your HQ Tercio Sections. The customary Assault 1 S8 AP1 &#039;&#039;Armourbane (Melta)&#039;&#039; weapon capable of melting TEQ and vehicle alike, but its 12&amp;quot; range can be very limiting. The squads which have this all have &#039;&#039;Close-order&#039;&#039;, preventing you from running into range, while it being an Assault weapon receives no benefit from the unit subtype. If you&#039;re taking a full squad of these, get a transport. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Needle Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; Yet another pistol upgrade for your characters, with all of the problems it implies by dint of not being a standard ranged weapon. It&#039;s a different flavour to the Blast Pistol in that they&#039;re both 2-shot weapons that wound easily, but this one uses &#039;&#039;Poison&#039;&#039; instead of high strength. You&#039;re not likely to get &#039;&#039;Pinning&#039;&#039; either; you&#039;ll likely cause a wound, but you don&#039;t get any leadership debuffs to the test. However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics, as you can cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, potentially cancelling a charge and leaving the enemy Pinned in the middle of your gunline. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Generally weapons with S7 AP4 &#039;&#039;Breaching (4+) Gets Hot!&#039;&#039;. Your models generally have 4+ saves, which means they do NOT get their armour save against &#039;&#039;Gets Hot!&#039;&#039; this edition. However, all infantry models who can get one of these (except for Lasrifle Section sergeants and Medicae) have an Invulnerable save, can upgrade their armour, or both, so it&#039;s not that bad. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Actually reasonably priced at 5 points, but it has the same problem as the Blast Pistol; if you have one in the first place, you&#039;ve given up your rifle, which is just a bad idea in principle. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire available to your HQ Tercio Sections and is a decent choice for killing MEQs. However, TEQs having 2W now means you&#039;ll need a lot more shots to take them out. Faces stiff competition from the Meltagun, which while being 1-shot can ID TEQs and ignore their armour. That said, neither weapon can  ID Custodes/Dreadnoughts/Automata anyway, while the Plasma Gun could already ID T3 models, so the Plasma Gun&#039;s 12&amp;quot; extra range and extra shot within 12&amp;quot; can give it the advantage against non-Marine opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volkite Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
*&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; The weapon that makes your Veletaris Tercios so fearsome at short range. Assault 2 S5 AP5 &#039;&#039;Deflagrate&#039;&#039; is already nice, but it becomes absolutely disgusting when it comes in squads of 20 and squads come in Tercios of 3. Space Marine Legions wish they could take so much firepower in one slot. Also available on your HQ Tercio Sections, but they have even better choices, so look elsewhere. 15&amp;quot; can be limiting when everyone who can take them is &#039;&#039;Heavy&#039;&#039; or &#039;&#039;Close-order&#039;&#039;, and thus cannot Run into range; your units are cheap and large enough to make a few casualties acceptable, but think about transports, Deep Striking and the like.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Comes with Krak (S5 AP4) and Frag (S3 AP6 &#039;&#039;Pinning&#039;&#039;) munitions and only available on your HQ Tercio Sections. Never take this as a standalone weapon, as the said Sections can take a combi-version of it at the same price and they have better options in any case.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Space Carapace armour that gives a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Void Armour:&#039;&#039;&#039; Void armour that also has the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Void Armour:&#039;&#039;&#039; Power armour, as it gives the wearer as 3+ save and the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Vexilla:&#039;&#039;&#039; The basic one. +1 to combat resolution and stop your voidsmen from running off the table.&lt;br /&gt;
*&#039;&#039;&#039;Command Vox:&#039;&#039;&#039; The master vox. Any unit with one can share their Leadership with any other unit that has a Vox Interlock or another one of these, allowing them to use the officer&#039;s decent leadership. Works from Reserve, so feel free to hide your Legate Marshal in a Line Command Section in Reserve to broadcast his Ld10 to your entire army.&lt;br /&gt;
**&#039;&#039;&#039;Vox Interlock:&#039;&#039;&#039; 1-way radio, allowing units to use the Leadership of anyone with a Command Vox. Useless without a Command Vox, so don&#039;t take 9 of these without actually having a squad with a Command Vox.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Legate Marshal:&#039;&#039;&#039; 85 points, 0-1 restriction, Infantry (Heavy, Character) - the old &amp;lt;s&amp;gt;Lord Marshal&amp;lt;/s&amp;gt; LORD MARSHAL upgrade gets their own entry. Comes with Laspistol, Close combat weapon, Heavy Void Armour (for a 3+ save), Refractor Field, and frag and krak grenades. Can upgrade their pistol to a Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol or Archaeotech Pistol. They may also upgrade their CCW to a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist or Paragon Blade. Any one weapon may be made master-crafted for 10 points. They may swap their armour with Artificer (you may remove the Heavy Sub-Type if you do), they may take an Iron Halo, as well as a Cyber-Familiar and Melta Bombs (those are &#039;&#039;&#039;20&#039;&#039;&#039; points. 20!). So you can give them a 2+ save and 3++ invuln, and with the way snipers work now you absolutely should. &#039;&#039;Battle-hardened (1)&#039;&#039; 2+/3++ 4W makes him basically impossible to kill without S8 AP2, but WS5 S3 means he won&#039;t be killing Praetors anytime soon. Also has &#039;&#039;Stubborn&#039;&#039; and COMBAT DOCTRINES.&lt;br /&gt;
**COMBAT DOCTRINES unlock special bonuses for your army - these are your Rites of War, but are much more characterful, telling us the origins of your Auxilia army - so you will be seeing a Legate Marshal in nearly every list. &lt;br /&gt;
**Always put this guy in a unit with a Command Vox. This lets everyone in the army with a Vox Interlock use his Ld10 for Morale checks and Pinning, which you&#039;ll need because your basic Auxilia trooper is Ld6 and their sergeants are Ld7-8.&lt;br /&gt;
**The Thunder Hammer is strangely costed at the same as the Power Fist for him, and thus only 5 points more than a regular Power Weapon. For that price, you&#039;re a legitimate threat to Legion Centurions and the like despite your inability to ID, as you still wound on 2+ and you can force failed Invulnerable saves with &#039;&#039;Brutal (2)&#039;&#039;. As he&#039;s literally the only model in the list that doesn&#039;t go splat to a Marine Power Maul, your opponent might just leave the S8 AP2 weapons at home, leaving you at an advantage. Moreover, you can conceivably stack strength buffs on him to get back to S8, which considering his insane saves makes him basically a Space Marine Praetor in close combat. The Paragon Blade is more iffy; as discussed on the Legion Tactica, Terminators being 2W makes the Paragon Blade a lot harder to justify against them and 1W 2+ save models are rare nowadays.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Tactical Command Tercio:&#039;&#039;&#039; The most elite Tercio in the list, composed of 1-3 units, one of which &#039;&#039;must&#039;&#039; be the Tactical Command section. This is for your fancy custom elites and where you get your special weapons (Plasma, Melta, combi-weapons, etc.) as Veletaris and Lasrifle Sections have little to no choice in weapon upgrades. You can also take Power/Charnabal weapons, but this is not recommended as you could have taken Storm Axe Veletaris for that instead, whereas as aforementioned this is your only source of special weapons. Unlike Veletaris/Rifle Sections, your sections come 5-10 here. [[Awesome|The whole Tercio gets Refractor Fields for 5++]] and has 2W on everyone except for the officers, who are somehow even tougher. &lt;br /&gt;
**The officers strangely cannot wield Power/Charnabal weapons with upgraded pistols, as the option for upgraded pistols only appears after you replace his Lasrifle with Laspistol/CCW, which is mutually exclusive with the option to swap Lasrifle with Blast Pistol and Power/Charnabal weapons. If you want a pistol stronger than a Blast Pistol, the only melee weapon upgrade that can be paired with it is the Power Fist.&lt;br /&gt;
**&#039;&#039;&#039;1 Solar Auxilia Tactical Command Section:&#039;&#039;&#039; The big banner squad, and while said banner is by no means mandatory, refusing to take it should be paramount to admitting defeat. The squad consists of a Solar Auxilia Captain with 3A 3W [[What|(yes, he has more wounds than a Space Marine Centurion)]] and his four friends who have &#039;&#039;Stubborn&#039;&#039;. They all come with Refractor Fields, Void armour, Melta Bombs and Lasrifles, but they can be upgraded to take a series of much better weapons like Volkite Chargers, Power Weapons paired with Blast Pistols, Combi-weapons and a couple of special weapons. The Captain can take Heavy Void armour, and be further upgraded to a Marshal (same thing except WS5 A4). The four companions can take between them a Command Vox, a Augury Scanner and an Auxilia or Cohorts Vexilla (the only unit in the army), and the squad can add five more companions more for a squad of ten and some ablative wounds. In particular, the Cohorts Vexilla confers &#039;&#039;Line&#039;&#039; on the unit and lets everyone in 6&amp;quot; of the Vexilla have Ld9 for Morale/Pinning checks. That last part won&#039;t come up often due to Command Vox/Vox Interlock, but &#039;&#039;Line&#039;&#039; is always nice.&lt;br /&gt;
**&#039;&#039;&#039;0-2 Solar Auxilia Companion Section:&#039;&#039;&#039; A squad of five Companions from the Command section, but as their own squad and a WS5 Ld8 3A sergeant. They can be upped to a squad of 10 and they&#039;re pretty good since they are essentially Veletaris+. Have the same weapon options as the Command Section, so equip them accordingly. Strangely has a blanket option for combi-weapons at 5pts as opposed to different pricing for Magna and Minor combi-weapons, so you can RAW take Magna combi-weapons for that price. That said, it&#039;s still a bad option compared to taking an actual special weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davinite Lodge Priest&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; What a surprise, an actually new unit to just lump into Legacies! A Traitor-exclusive &#039;&#039;Support Squad&#039;&#039; HQ from the place where Horus nearly died and got corrupted, they cannot become the Warlord and their combat power is lacking, but they can be useful as a support psyker. Their single power allows them to restore a wound on a model, though it&#039;s useless for resurrecting dead troopers. This does, however, make them decent for supporting Ogryns and allied Veterans and Terminators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expeditionary Navigator&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A second &#039;&#039;Support Squad&#039;&#039; HQ that&#039;s a Psyker, with their power being the Lidless Stare - an S2 template with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Force&#039;&#039; so you have a chance to actually harm guardsmen and MEQ. This is their only combat value, as they&#039;re unarmed in melee aside from their meager laspistol.&lt;br /&gt;
**Their more valuable use is the 12&amp;quot; bubble they project, forcing the enemy to roll 3d6 for scattering. While it won&#039;t actually stop them from arriving, it can help throw them further off the board and maybe even kill some if they scatter into terrain.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Veletaris Tercio:&#039;&#039;&#039; The elite stormtrooper analogues, all given BS/WS4 and reinforced void armour, including the &#039;&#039;Heavy&#039;&#039; sub-type to help resist templates and blasts. Section sergeants can all take heavy void armor, giving them a 3+ save. The entire Tercio besides the Vanguard Section gets Volkite Chargers as part of their standard loadout, which gives them a good means on handling MEQs. They also lack the &#039;&#039;Close-Order&#039;&#039; sub-type, making them less of a juicy target to burn alive with templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Command Section:&#039;&#039;&#039; Your classic command squad can replace all their guns for power weapons, but anyone with half a brain can recognize that this would be an extremely stupid idea as it gives up one of your greatest advantages in being a Tercio unless you brought that Vanguard Section to pin them down or you&#039;re building a melee Tercio. Veletaris have marine-tier WS4 I4, but 1A and no pistol, so think carefully about equipping this unit for melee. For ranged damage output, just take another Storm Section, who at the same price get 5 more dudes and can go up to 20.&lt;br /&gt;
**&#039;&#039;&#039;0-3 Solar Auxilia Veletaris Storm Section:&#039;&#039;&#039; The volkite gunlines, and you get quite a few of them at 8 points per model. You can replace their guns with Storm Axes so you aren&#039;t stuck with mere CCWs. Storm Axes are +2S AP2 &#039;&#039;Unwieldy&#039;&#039; [[Awesome|(so you&#039;re at WS4 S5 AP2 like Power Axe MEQs)]]; they&#039;re &#039;&#039;Two-handed&#039;&#039;, but you have no pistol/CCW so you don&#039;t care. Each Veletarii only has one attack, but they compensate with [[wat|Murderous Strike (6+)]], giving them a fighting chance against 2-wound TEQs and most characters. The main problem, of course, is whether it&#039;s bright to build a melee squad in this list to begin with, which depends on the Cohort Doctrine you have.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Vanguard Section:&#039;&#039;&#039; Rather than Volkite, these guys get to carry Rotor Cannons to pin anything you want your other forces to mow down. Of course, if you&#039;re dealing with hordes such as the Imperial Army or daemons, then you&#039;d be better suited by grabbing Heavy Flamers for an entire block of templates. Mixing and matching is a decent idea; &#039;&#039;Pinning&#039;&#039; tests on the same leadership as long as you cause at least 1 wound and you&#039;re therefore not incentivized to max out on Rotor Cannons, while the prohibition on friendly fire can make using 20 Heavy Flamers difficult. If you&#039;re spamming Rotor Cannons purely for firepower, just take a few Lasrifle Sections.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Medicae Section:&#039;&#039;&#039; Cheap as chips at 15 point a pop, but only &#039;&#039;Feel No Pain (6+)&#039;&#039;, because whoever wrote the rules hates you. But hey, you can take pistols (at reasonable prices for once) and actual close combat weapons like Charnabal/Power and Power Fists now! If you&#039;re taking any, be sure to give these to your Command Tercio squads; everyone who knows about Solar Auxilia will try to snipe the Command Vox operators, and you want additional protection for him. Having another layer of protection against &#039;&#039;Gets Hot!&#039;&#039; on any plasma weapons is just the cherry on the cake.&lt;br /&gt;
**Barring the Power Fist, the melee weapons are arguably worth it considering you can pair it with the pistol for a total of 3 attacks base. Yes, taking a melee upgrade and a pistol upgrade doubles the cost of the model, but double of basically nothing is still basically nothing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Surgeon-Primus Aevos Jovan:&#039;&#039;&#039; Has &#039;&#039;Bitter Duty&#039;&#039; which means that he doesn&#039;t get to join anyone anymore, which is perhaps for the best as he&#039;s &#039;&#039;Bulky(5)&#039;&#039; thanks to his auto-gurney. How does he stay protected then? He has a low-priority-target aura that prevents him from being targeted from further than 12&amp;quot; away, unless he shoots first. Within 12&amp;quot;, he gives -1Ld to everyone (friend or foe) because he&#039;s Victor Frankenstein in the 31st Millennium. &lt;br /&gt;
**Instead of conferring &#039;&#039;Feel No Pain&#039;&#039;, he now straight up makes your guys come back to life. Once a turn, you can roll a D6 for any friendly Infantry model that dies within 12&amp;quot; of him in Movement/Shooting Phases. On a 1 it comes back with 1 wound and dies at the end of your next turn while having +1S/T until then. On 2-5, it just comes back with 1 wound. On a 6 however, it comes back with [[Awesome|ALL WOUNDS]]. Legate Marshal got blasted by a Volcano Cannon? Just respawn him, no biggie. You can also take up to 3 Orderlies, which you can [[Grimdark|sacrifice to the Auto-Gurney]] to increase or decrease your roll by 1, in case you want to make sure your Legate Marshal/Ogryn/(insert important model) comes back. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charonite Ogryn Section:&#039;&#039;&#039; They cost 40 pts per Ogryn, have S/T5, &#039;&#039;Rage (2), Hammer of Wrath (2), Feel No Pain (5+)&#039;&#039; and 4 attacks at S7 AP3 weapon with Rending (6+), what&#039;s not to like? Well, a lot, actually. First of all, at WS4 they aren&#039;t effective against dedicated Marine melee squads. Second, thanks to &#039;&#039;Bitter Duty&#039;&#039; your characters won&#039;t be joining them. Third, while they have a safety net of &#039;&#039;Death Frenzy&#039;&#039; (basically, if you fail a Morale check, remove one model and count that check as passed while getting +1 attack per model for the next turn for your trouble), their Ld of 6 will do jack shit against any other shenanigans with Ld. Oh, and the signature &#039;&#039;Instant Death&#039;&#039; on their claws was moved to the [[fail|1 attack Veletarii with Storm Axes]]. Their best use seems to be running them in front of the rest of the army as a speedbump; Marines with Sx2 weapons won&#039;t be able to ID these guys and have to chew through all three wounds on each Ogryn, buying some time for the rest of your army. They still come with no DT, but can be transported by Dracosans now.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Infantry Tercio:&#039;&#039;&#039; The bread and butter of your army, with most of your universal &#039;&#039;Line&#039;&#039; units. No longer includes Veletaris or Flamer sections (moved to Elites), nor Aegis Lines. No longer locked into sizes of 20, it makes your army marginally less expensive to collect as you may use leftover voidsmen from one unit to bulk up the numbers of another. However, the &#039;&#039;Close-Order&#039;&#039; sub-type makes these guys the most prone to being wiped out by pieplates and templates. You&#039;ve lost Flamer Sections, so it&#039;s full on Lasrifle spam. &lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Line Command Section:&#039;&#039;&#039; As the force leading your tercios, you&#039;ll be needing these guys behind the rest of your guns. A Command Vox will hardly do you wrong in keeping order in the squad as you&#039;re otherwise stuck relying on that mere Ld7 for everything.&lt;br /&gt;
**&#039;&#039;&#039;1-3 Solar Auxilia Rifle Section:&#039;&#039;&#039; The most budget force you can ever get. 60 points for a squad of 10, and each additional model is only 5 points. Each soldier carries a lasrifle, which actually have variable settings, with a lasgun-tier Volley that shoots twice each time and the heavy-power Blast Charger so you have the chance to wound marines with a single S6 shot. The Lasrifle is Heavy, but &#039;&#039;Close-order&#039;&#039; lets you move half your movement score and still shoot. If you&#039;re worried about melee and aren&#039;t facing against marines with Power Mauls that can paste them within seconds, then you might be okay with bayonets.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Dracosan Armoured Transport:&#039;&#039;&#039; Ol&#039; reliable Malcador chassis. Still the best looking vehicle in the range, still more expensive than most of the squads it carries, still not &#039;&#039;Superheavy&#039;&#039; or an &#039;&#039;Assault vehicle&#039;&#039;, still unavailable to Ogryns who need it the most. That being said, the new variety of squads of the squads have given the Dracosan a much needed flexibility in its use. With a transport capacity of 22, it can comfortably move around a deathstar unit, plus Marshal and medic. Has the choice of purchasing a Demolisher cannon for 50 points, at the expense of reducing it&#039;s transport capacity &#039;&#039;to&#039;&#039; 10 and not &#039;&#039;by&#039;&#039; 10, leaving it in a rather awkward spot for transporting smaller units. In addition, the Dracosan may also equip Flare Shields to make sure it gets its passengers into battle, as well as Hunter-Killers and pintle-mounted weapons.&lt;br /&gt;
*&#039;&#039;&#039;Aurox Transport:&#039;&#039;&#039; Your Rhino equivalent. Cheap as chips at only 30pts, maybe 40 after upgrades. Can only carry 10 models but since your basic lasrifle voidsman can move and shoot it is an appealing prospect for transport. Not much so for protection since its armor is paper-thin, but since Auxilia won&#039;t ever be carrying elite terminators or artificer-armoured units, it&#039;s not that big of a deal. These lil&#039; buggers aren&#039;t cheap in ca$h however, so whatever money you think you are saving by splitting your 20-man squads into MSU will soon evaporate if you&#039;re planning to mechanize.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Arvus Transport:&#039;&#039;&#039; A flying bus. No upgrade options at all. Leave it in the box.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Primaris-Lightning:&#039;&#039;&#039; Comes at 150 points, costs more than the Thunderbolt (it does have +4&amp;quot; M, but lacks the extra autocannons) for the sole reason of being able to take Kraken Penetrators you know and love - 36&amp;quot; S8 AP1 &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;One Use&#039;&#039;. However, since this edition is not Vehicle-friendly, their value has greatly diminished, and they lack &#039;&#039;Brutal&#039;&#039; to deal with Dreadnoughts. There are also Sunfury missiles, but they are hilariously bad.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Thunderbolt:&#039;&#039;&#039; Comes at 120 points, and has more weapons and special rules than the Lightning. Can automatically come on from Reserves as an Advanced Reaction if the enemy calls in Flyers from Reserve and take a shot at them. While the rules technically only allow Flyers to get &#039;&#039;Skyfire&#039;&#039; in their own Shooting Phase, you can buy Skystrike Missiles with baked-in &#039;&#039;Skyfire&#039;&#039; to circumvent that. This is one of your most reliable (not to mention only) means of anti-air, so take a couple of these; with how depleted the Fast Attack section is, it&#039;s not as if you had anything better to take.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Carnodon Strike Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Lightweight assault tanks, something that the Liber left out. They&#039;re fairly cheap at 70 points a tank, but they&#039;re fairly flimsy with 3 HP and AV 12/11/10. The free Volkite Culverins (45&amp;quot; Heavy 5 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) are generally superior to the stock TL Multi-laser (as lack of &#039;&#039;Twin-linked&#039;&#039; is compensated by sheer volume of fire), while you can also take stronger turret weapons in TL Autocannon/Lascannon. Their sponsons come with all the typical and reliable armaments, with the addition of free Volkite Calivers (30&amp;quot; Heavy 3 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) if you&#039;re really keen on burning something alive. Being Fast Attack is an improvement because it no longer competes with much more powerful Russes, but it now instead competes with the Thunderbolt, which is one of your only forms of anti-air. Think carefully. &lt;br /&gt;
**The issue with the Carnodons is that you have to give all of them the same turrets and sponsons, which can be very annoying if you need one to fill out a specialized role. Your only solace is the fact that pintle weapons aren&#039;t constrained by those same rules, but between the heavy stubber, autocannon and heavy flamer, their only purpose is crowd control.&lt;br /&gt;
**Taking 2 lascannon sponsons is strangely costed the same as taking TL Lascannon turrets (Autocannon sponsons cost twice compared to TL Autocannon turret), making it the superior choice in terms of firepower as you get the same 75% chance of hitting at least once, while having 25% chance of making 2 hits. If you want to mix and match between Battle and Defensive weapons, take the Lascannon sponsons and keep the turret with Multi-laser/Volkite Culverin rather than taking a Lascannon turret.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Termite Assault Drill&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; And it&#039;s back here too now. Not much different than its versions in the Legions or Mechanicum. That said, 12 spaces doesn&#039;t really do much for you, especially considering that they can&#039;t become DTs for your Tercios in any way. Maybe it can work for a Command Squad, but nothing further.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Armoured Tercio:&#039;&#039;&#039; Your Leman Russes. Many Cohort Doctrines restrict you to one Armoured Tercio per detachment, but since you can cram up to 10 tanks in here it&#039;s not that big of an issue.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Moved from HQ to command of their own Tercio, and riding a single basic Leman Russ with battlecannon, but one which can take tasty upgrades (Flare Shield for 20pts and Cognis-Signum for 25pts) and must be assigned to a Strike or Assault Squadron before the game begins. Like the standard Russ, it also has the &#039;&#039;Outflank&#039;&#039; special rule by default. That being said, it&#039;s +50 points over the already poor Battle Cannon Leman Russ, while buying a cognis-signum means you&#039;ve just spent 225 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points that could simply have gone to more tanks, is this really worth it?&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Strike Squadron:&#039;&#039;&#039; 150 points give you a 14/13/10 vehicle with four HP and &#039;&#039;Outflank&#039;&#039; that moves 12&amp;quot;. It comes with either a battlecannon, Gravis Lascannon, &#039;&#039;&#039;two&#039;&#039;&#039; Gravis Autocannons (&#039;&#039;Twin-linked&#039;&#039; 3-shot Autocannon), or a Vanquisher Battlecannon with co-axial autocannon for a measly +5pts. The squadron can include a pair of additional tanks with a discount of 15 points each. The Battlecannon should be replaced at first opportunity and the Gravis Lascannon is objectively inferior to the Vanquisher, but the Vanquisher and the Autocannon both have their own merits.&lt;br /&gt;
***Yes, RAW Solar Auxilia Russes have 4 Autocannons in their turrets. It might be a typo or just an attempt to account for the Exterminator Autocannon having a higher rate of fire, either way you&#039;ll need those to put up a fight against Legiones Astartes.  &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Assault Squadron:&#039;&#039;&#039; 200pts for the same Leman Russ minus &#039;&#039;Outflank&#039;&#039;, with either a demolisher cannon (underrated but still mean), Executioner Plasma Cannon (5&amp;quot; Plasma Cannon) or Volkite Macro-Saker (8 shot Volkite Culverin), again at -15pt discount if you take more tanks in the squadron. Does not have Outflank, but is &#039;&#039;Reinforced&#039;&#039;. Weapon choices aren&#039;t rocket science; Demolisher for anti-vehicle/Automata, Executioner for anti-TEQ, Macro-Saker for anti-light infantry. In particular, the Executioner is one of the few weapons that can semi-reliably remove large groups of MEQ short of taking a Stormhammer, so take a couple against Legion opponents and kill any Marine squads that are particularly threatening to your infantry, while its &#039;&#039;Rending (4+)&#039;&#039; (as opposed to the standard Plasma &#039;&#039;Breaching (4+)&#039;&#039;) means it can fight vehicles in a pinch.&lt;br /&gt;
***The Macro-Saker is S6 and therefore a Defensive weapon, regardless of being turret mounted. Can be useful if you want something more substantial than pintle and hull mounts for anti-infantry and to add some punch to Reactions. On the merits of the weapon alone, it&#039;s inferior to the (much cheaper) Autocannon Russ.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Artillery Tercio:&#039;&#039;&#039; The heavy weapons teams of the Solar Auxilia, now in Tercio format. These consists as usual of three units, of which at least one rapier or tarantula unit is mandatory.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Artillery Command Section:&#039;&#039;&#039; Command Squad like the one in the troop slot Tercio, with option to take a Cognis-signum. Honestly nothing too impressive. You&#039;re better off taking more rapiers.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Tarantula Sentry Battery:&#039;&#039;&#039; Actually can shoot with all its guns after the latest Errata, gaining &#039;&#039;Firing Protocols (2)&#039;&#039; and &#039;&#039;Fearless&#039;&#039;!  Still bad though, because  &#039;&#039;Sentry Protocols&#039;&#039; forces them to shoot at the nearest thing they can see, even if that thing can laugh off their fire with ease or if doing so would be wasteful (especially if you took the Hyperios Missile Launcher, which has &#039;&#039;Skyfire&#039;&#039; and thus must snap fire at anything else). Probably usable for cheap Lascannons. &lt;br /&gt;
***The Command Section&#039;s Cognis-Signum increases its firepower by 50% (BS2 to BS3), while everything else increases by 33% (BS3 to BS4) and the Rapier increases by 25% (BS4 to BS5). Still probably better to take Rapier Laser Destroyers instead of Lascannons so you can choose your targets, but who knows? You might end up fighting a Legion/Mechanicum list where there&#039;s literally no bad target for Lascannons.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Rapier Battery:&#039;&#039;&#039; Comes with Gravis Multi-laser (2 &#039;&#039;Twin-linked&#039;&#039; Multi-lasers) to cut holes through Imperial Militia, but can swap for a free Gravis Heavy Bolter Battery (2 &#039;&#039;Twin-linked&#039;&#039; Heavy Bolters) for even more fire that can cut through enemy Auxilia, a tank-busting Laser Destroyer (36&amp;quot; S9 AP1 Ordnance 2 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039;)or a Quad Launcher (with frag only, but these can be upgraded with Incendiary, Shatter or Splinter for specific roles).&lt;br /&gt;
***Your choice in Quad Launcher rounds really does depend on what you want to do with it, considering that each round type costs you. The base Frag Rounds you start with come with a S5 AP5 large blast with &#039;&#039;Shred&#039;&#039; to handle most things. The Shatter Rounds are the only rounds that aren&#039;t blast and the only ones with any anti-armor use with S8 AP4 with &#039;&#039;Sunder&#039;&#039;. Both the Splinter and Incendiary Rounds can Pin enemies, with Incendiary Rounds getting &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Shred&#039;&#039; to flush out cover campers (though AP5 means basically everyone will just take armor saves) and Splinter Rounds compensate for their dismal S2 with &#039;&#039;Rending (6+)&#039;&#039; and with &#039;&#039;Shell Shock (1)&#039;&#039; to help guarantee Pinning.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Malcador Heavy Tank Squadron:&#039;&#039;&#039; Up to three tanks at 225 points each give you a 13/13/12 chassis with 14&amp;quot; movement. For 10pts it can trade its battlecannon for a Gravis Lascannon or [[Awesome|Vanquisher battlecannon]]. That said, the Vanquisher is better provided on Leman Russes because they get a co-axial weapon. The heavy bolters on the front and sides can be exchanged for Autocannon/Multi-laser/Heavy Flamer, or upgraded to a Lascannon for 10 and 25 points respectively. If you want heavy duty anti-vehicle, the front Heavy Bolter can be exchanged for a Demolisher cannon for 50 points. It can also take a Flare Shield and dozer blade, in case you&#039;re building a plan around these things. &lt;br /&gt;
**A Vanquisher/Lascannon Malcador with Demolisher Cannon and Flare Shield (for effective frontal AV14) is 285 points. You could instead have taken a Strike Russ AND a Demolisher Russ for 355 points, which are collectively far tougher than the Malcador (heck, one Russ already has 4HP and it has the same Front AV14 Side AV13 as the Malcador), have turrets, can get cheaper in squadrons and in the case of the Vanquisher Russ is more accurate. The Russ is simply a more cost-effective way to get firepower on the table, so the benefits of the Malcador boil down to 14&amp;quot; movement, &#039;&#039;Independent Fire Control&#039;&#039; and sidestepping restrictions against taking Armoured Tercios.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Battery:&#039;&#039;&#039; Your basilisks or medusae. 200 points per vehicle is ridiculously expensive for an AP4 gun, even with 240&amp;quot; range, S9 and &#039;&#039;Large Blast&#039;&#039;, &#039;&#039;Shred&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Can be exchanged for Medusa Mortar that trades 204&amp;quot; of range and &#039;&#039;Shred&#039;&#039; for &#039;&#039;Rending (6+)&#039;&#039;. Thanks, but no thanks. If you really want high strength AP4, take some Leman Russes; better yet, take the Fortification artillery choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Valdor Tank Hunter:&#039;&#039;&#039; Its Neutron Beam Laser is a very powerful anti-tank weapon (Ordnance 2 S10 AP1 &#039;&#039;Concussive (3) Shock Pulse Gets Hot!&#039;&#039;), therefore having the same anti-vehicle firepower as the Vanquisher Cannon while having &#039;&#039;Shock Pulse&#039;&#039; to silence anything it doesn&#039;t kill. However, you only get 1 per slot as opposed to 9 Leman Russ Vanquishers/Destroyer Tank Hunters, and the lack of &#039;&#039;Brutal&#039;&#039; limits its power against Dreadnoughts/Automata. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Cyclops Demolition Vehicle:&#039;&#039;&#039; You will laugh in the face of your enemies! 1-3 cyclops, each of which come with an operator (who acts independently after deployment, so hide them!). Can also be carried in an Aurox, Arvus or Dracosan - you must pick one for each Cyclops. Now just attacks in close combat with a &#039;&#039;single&#039;&#039; autohit that also removes the Cyclops itself. The problem is while previously the little suicide robot blew up at I10, now it does at I1. S10 AP1 &#039;&#039;Instant Death&#039;&#039;, &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;Brutal (2)&#039;&#039; means you&#039;d want to target high value targets, but WS1, T5, 2 Wounds and 3+ pretty much guarantees anything bar Vehicles is quite capable of beating the little guy to death before he does anything, unless you&#039;re already in combat using another unit that can take the hits instead. In short - bad unit has somehow been made worse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Support Tercio&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A collection of Leman Russ-based vehicles, except with centreline mounts/no main gun at all. Counts as an Armoured Tercio for the purposes of Cohort Doctrines, so don&#039;t think about using this to circumvent restrictions against Armoured Tercios. Being without a turret means they&#039;re smaller targets and can more easily claim Cover, but it won&#039;t help too much because almost everything you can claim will be 6+.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Same Russ as in Armoured Tercio. Equip as you see fit.&lt;br /&gt;
***[[RAW]], [[Fail|as the Armoured Command Section must be assigned to a Strike or Assault Squadron, it can&#039;t be taken in this unit]]. [[Forge World|Welcome to Legacies, everyone]].&lt;br /&gt;
**1-3 from the following:&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Thunderer Siege Tank Squadron:&#039;&#039;&#039; The Space Marine Vindicator, except on a Leman Russ chassis. Being the &#039;&#039;Slow&#039;&#039; subtype will unfortunately mean that you&#039;ll be needing to keep the Thunderer protected until it can fire away. Competes directly with the Demolisher Russ at the same cost per vehicle, with the comparison mostly coming down to &#039;&#039;Slow&#039;&#039; making the Thunderer harder to kill with Penetrating Hits while preventing it from firing on the move (Demolisher Cannon being &#039;&#039;Ordnance&#039;&#039;), as well as the Thunderer having fewer secondary weapons and a narrower firing arc due to the Demolisher being a centreline mount as opposed to a turret. As such, the Demolisher Russ is generally the superior choice.&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Destroyer Tank Hunter Squadron:&#039;&#039;&#039; The Laser Destroyer Vindicator to the Thunderer&#039;s Demolisher Vindicator, and a direct competitor to the Vanquisher Russ. Its Proteus Laser Destroyer is iffy; 2 shots of S9 AP1 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039; is great and &#039;&#039;Gets Hot!&#039;&#039; isn&#039;t too bad due to &#039;&#039;Twin-linked&#039;&#039;, but the loss of &#039;&#039;Sunder/Brutal&#039;&#039; compared to the Vanquisher means you lose the armour penetration reroll against vehicles and a lot of your anti-Dreadnought/Automata ability. As a result, the 45pts you pay for this over the Vanquisher Russ is mainly for the extra durability from &#039;&#039;Slow/Reinforced&#039;&#039;. Moreover, the normal Laser Destroyer the Rapier has is far superior simply because it has &#039;&#039;Ordnance&#039;&#039; and can much more reliably Penetrate and blow vehicles up with AP1. Think very carefully. &lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Trojan Support Vehicle:&#039;&#039;&#039; The Trojan is not here to fight, not with that mere heavy bolter. Its bigger goal is to fix other tanks, as it has the &#039;&#039;Field Repair (5+)&#039;&#039; rule to let it fix up any other tanks without needing an allied detachment for models with &#039;&#039;Battlesmith (X)&#039;&#039;. The issue is that you&#039;ll be needing other tanks to protect it while doing the patch jobs or hope that nobody pays enough attention to consider trashing it. It&#039;s cheaper than Techmarines from your &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; Legions, but is 100pts for 1/3 chance per turn to repair worth it to begin with?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Minotaur Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; If you thought the Armoured Battery was bad, this is even worse. 280 points and all you get for it over the Armoured Battery is AV 13/12/13 and &#039;&#039;Twin-linked&#039;&#039;, though being open-topped means that all melee attacks are targeting that AV12. Even if you needed artillery, there&#039;s not much reason to take this over the one in the Liber, let alone over a Russ or a Fortification.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Malcador Infernus&#039;&#039;&#039;: No longer a bomb! Also no longer AP3, so no reason to take this instead of the below. Seriously, your entire Troops and Elites slots are built for murdering light infantry. Don&#039;t waste your Lord of War slot on doing that again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Stormhammer&#039;&#039;&#039;: Fantastic at 500 points. The Stormhammer Cannon has the old Battle Cannon statline of S8 AP3 and a 7&amp;quot; blast; ordinarily not spectacular, but an absolute world-beater by 2.0 standards because it can ID entire squads of MEQs through their armour. It has upgrades but they are inconsequential since at such a perfectly rounded value, this tank is the perfect way to reduce or expand the size of your army to match that of of your opponent&#039;s. Like all Solar Auxilia kits, its quite expensive. But chances are that this unit might give returns sooner than later both on and off the table. Take this at every opportunity; the main cannon is absolutely disgusting against Space Marine armies, and it&#039;s bristling with smaller weapons as only a superheavy can. Its BS3 isn&#039;t even that much of a concern; scattering doesn&#039;t matter too much with a 7&amp;quot; blast, and if you&#039;re close enough you can eliminate even that by using your co-axial weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baneblade and derivatives&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; They&#039;re such dogshit it&#039;s not even funny. They have all lost AV14 at the front and they are all 100-300 points more expensive and you pay the same for them as Legiones Astartes despite being BS3. On top of that almost every weapon they use has been neutered into near-uselessness or to the point it is nowhere near strong enough to be carried by a Super-heavy tank. While they have 12HP, so does the Stormhammer, which is a far superior vehicle that is far cheaper.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Baneblade&amp;quot;&amp;gt;&lt;br /&gt;
Oh Baneblade, what have they done to you. This tank has gone from being the reliable all-rounder to having a primary gun that is outclassed by tanks you can find in the Heavy Support section. For 750 points you get a Baneblade Chassis (duh), whose main Armament is an Ordnance 1, S8, [[Fail|AP4, 5&amp;quot; Blast]] with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. The Baneblade cannon has been reduced to something that has the same effect as a 200 point Medusa Artillery tank (and even that is overpriced). It&#039;s still covered with guns, but the main gun was always the primary reason you brought a Baneblade and it&#039;s just not worth it, especially when the Stormhammer is 250 points cheaper and has a 7&amp;quot; blast S9 AP3 gun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Banehammer&amp;quot;&amp;gt;&lt;br /&gt;
The same cost as the Baneblade and just as disappointing. Its Tremor Cannon is now AP4 but gained &#039;&#039;Shell Shock (2)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;, so it&#039;s not killing many marines but you will Pin them. The real killer here is the fact that the GIANT ROLLING BUNKER NOW HAS A TRANSPORT CAPACITY OF 10!. Just 10. When it used to be 25... Jesus Christ man.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormlord&amp;quot;&amp;gt;&lt;br /&gt;
Almost worth it. It&#039;s too expensive, but at least the gun is still decent-ish. It comes with a Vulcan Heavy Bolter which is Heavy 15, AP3 with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Shell Shock (1)&#039;&#039;, but it has lost its ability to shoot twice if it stays still. Its transport capacity was also fucked, but at least it will fuck up a squad of Tactical Marines. You know, the bare minimum 750pts should do, not to mention something the 500pt Stormhammer can arguably do better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Shadowsword&amp;quot;&amp;gt;&lt;br /&gt;
Coming equipped with a Volcano Cannon, the Shadowsword looks like it could be worth it if it wasn&#039;t for the fact that it costs 850 points. For the same points, you could instead have taken 5 Vanquisher Russes or 4 Destroyer Tank Hunters, which are collectively far harder to kill and can cause much more damage against your intended targets of Knights/Titans/Superheavies. If you&#039;re afraid the smaller vehicles cannot kill the Titan in one go, take a Valdor to shut it up instead. Bottom line, you have better ways of getting anti-vehicle with 850 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormsword&amp;quot;&amp;gt;&lt;br /&gt;
A Stormsword that seems to have been scavenged from [[Epic]], given that it&#039;s equipped a Hull Mounted Hellhammer Cannon. It&#039;s 850 points, and while its stolen Hellhammer cannon is actually pretty good as it shoots Large Blast AP3 shells with &#039;&#039;Brutal (3)&#039;&#039;, &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Sunder&#039;&#039;, it is just not worth its ridiculous price cost; just take more Demolisher Cannons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormblade&amp;quot;&amp;gt;&lt;br /&gt;
Is actually equipped with the correct gun and it&#039;s overall it&#039;s probably the best Baneblade variant available (that isn&#039;t saying much, but still). The Plasma Blast gun is a S9 Massive Blast, AP3, &#039;&#039;Breaching (4+)&#039;&#039; Ordnance weapon and can be pretty decent at clearing out large MEQ and TEQ squads. That said, the Stormhammer has the same gun except S8 and no &#039;&#039;Breaching&#039;&#039; at 250 points cheaper, while you can kill Terminators with Executioner Russes instead. No, they cannot ID TEQs due to being S7, but that doesn&#039;t matter when you can take 4 Russes for the price of the Stormblade and simply swamp the TEQs in wounds. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Macharius Heavy Tank Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A tank that was named after [[Lord Solar Macharius]] from M41, but here it represents one of the ancient Super-heavy tanks that was in service during the Great Crusade and it simply retained the name so you know which model is supposed to represent it (the tank pattern itself was probably used during the Crusade and the STC was then lost, only to be rediscovered later in M41, so it&#039;s all good). It&#039;s far more reasonably priced at 300pts than the 650pts Space Marines pay for them, but it&#039;s still not quite worth it.&lt;br /&gt;
**Its choices to replace the trash-tier battlecannon are actually decent, but the problem is that they both compete with the extremely cost-efficient Strike Russ. The Macharius Vanquisher is &#039;&#039;Twin-linked&#039;&#039;... but the Vanquisher Russ has a coaxial weapon, making it basically the same thing. Likewise, the Rotary Bolt Cannon is more or less an Autocannon Russ. As you pay half the price for a Russ, this implies you can take twice the firepower by taking Russes. &lt;br /&gt;
**The Macharius being a Lord of War also means it exists in direct competition with the Stormhammer, which as above is an absolutely excellent choice. Take the Stormhammer, and take Russes to do whatever you intended for the Macharius to do. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Crassus Armoured Assault Transport&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 400 points nets you a 13/12/12 super heavy transport with that moves 10” and has 8 HP and 35 transport capacity. It mounts 4 heavy bolters which can be exchanged for heavy flamers for free or upgraded to Autocannons or Lascannons. Its only access point is on the rear of the vehicle, which limits its versatility somewhat. Despite its name, it&#039;s [[FAIL|not an Assault Vehicle]], though with its only access point in the rear disembarking units probably can&#039;t charge anyway.&lt;br /&gt;
**You have Dracosan DTs for a reason. You really do not need this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Praetor Armoured Assault Launcher&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For the low, low price of &#039;&#039;&#039;six hundred and fifty points,&#039;&#039;&#039; more than the mega-powerful Stormhammer, you get a super-heavy with M10, BS4, 13/12/12 and 8 HP, packing two heavy bolters and a Praetor Launcher, a 72&amp;quot; Ordnance 1 S7 AP4 Massive Blast with &#039;&#039;Pinning/Rending (6+)&#039;&#039;. This means you&#039;re spending a LoW slot to do what you could have done by taking the cheaper (and still far overpriced) Armoured Battery, or the actually reasonably priced Artillery Battery below. Do not do it. &lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Artillery Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Five gunners with the standard statline except for 3+, stuck with an immobile Earthshaker or Medusa Mortar, starting at 120pts and going up to 5 at 100 points per extra platform and another 5 gunners. Though this makes the squad practically unable to do anything else, you&#039;re paying a much lower price for them, and your squad can ignore &#039;&#039;Pinning&#039;&#039; so long as there are as many gunners as there are cannons on top of being &#039;&#039;Stubborn&#039;&#039;. At almost half the price of the Armoured Battery, the stock Earthshaker is almost worth it as anti-vehicle; that is, of course, assuming you didn&#039;t already have truckloads of it from your other slots.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Legiones Astartes===&lt;br /&gt;
The Legion list has some very good melee and/or fast-moving units to cover for your gunline, like Deep Striking Land Speeders to shut enemy artillery up. However, don&#039;t bother taking them for short-ranged firepower, as you already have bucketloads of that in HQ Tercios and Veletaris. This also means your compulsory Troops are likely to be Despoiler/Assault Squads; you simply don&#039;t need Tacticals/Breachers when you have Lasrifle Sections and Veletaris that do the same thing for much cheaper. &lt;br /&gt;
*Dreadnoughts are a very good choice, as they&#039;re capable of either AA or melee, both of which the Auxilia list sorely lacks. It helps that you can take lots of them; the Allied FOC has 2 Elites slots, from each of which you can take 3 Dreadnoughts.&lt;br /&gt;
*While you already have tons of tanks, consider taking some Neutron Blaster Sabres/Predators and/or Sicaran Venators. &#039;&#039;Shock Pulse&#039;&#039; is very useful to shut up Blast weapons on enemy vehicles, particularly if you&#039;re running Ultramar Pattern and all of your Lasrifle Auxilia are in base contact with each other. You yourself can only bring up to 3 &#039;&#039;Shock Pulse&#039;&#039; weapons (1 Valdor per Heavy Support slot), so getting more can be useful.&lt;br /&gt;
*The Legion list has a few choices for &#039;&#039;Sniper&#039;&#039; or otherwise &#039;&#039;Precision Shot&#039;&#039; which the Auxilia do not otherwise have, short of taking a Vindicare. Spamming Scout squads is a particularly interesting proposition, as they&#039;re cheaper than Recons and you don&#039;t truly need &#039;&#039;Line&#039;&#039; on your allied Troops when the average Auxilia list has 6 Lasrifle Sections running around. &lt;br /&gt;
*Of the 18 Legions, you get [[Ultramarines]], [[Sons of Horus]], [[Word Bearers]], [[Salamanders]] and [[Alpha Legion]] as &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;. If you&#039;re fine with not taking Cohort Doctrines, you can skip the Legate Marshal and instead take an allied Chaplain/Praetor as your source of Ld10 for the purposes of abusing Command Vox/Vox Interlock. The Chaplain in particular can be useful for Penal Pattern Cohorts, as &#039;&#039;Hatred&#039;&#039; finally allows your WS4 units to hit enemies consistently and put your &#039;&#039;Furious Charge&#039;&#039; to good use.&lt;br /&gt;
**Taking a Legion Centurion is currently your only way of taking Psykers as Traitor Solar Auxilia (Loyalists can take Tylos Rubio too), as the Legions are as of writing the only faction with any usable Psykers, the Navigator and Davinite Priest from the Legacies docs notwithstanding. For details, look at the Psychic 101 page. &lt;br /&gt;
&lt;br /&gt;
===Mechanicum===&lt;br /&gt;
&lt;br /&gt;
The Mechanicum are a very easy consideration by the mere fact that they can repair your tanks. With how many of them you can field with your tercios (and especially with the Armoured Fist pattern cohorts), such a matter is going to shoot very high on your priorities list, so an Archmagos Dominus or Magos Prime with some Techpriest Auxilia will always be welcome.&lt;br /&gt;
*Automata are very durable weapons platforms, almost on level with the dreadnoughts. The issue is that you&#039;ll be needing someone with a Cortex Controller to keep them at their best. If you&#039;re in an Iron pattern cohort, this won&#039;t be so much of an issue since you can buy them on some of your troops as well.&lt;br /&gt;
*Thallax are excellent for mobile firepower, being &#039;&#039;Relentless&#039;&#039; and having jump packs. Being one of the few &#039;&#039;Line Infantry&#039;&#039; squads of the army, they can very easily help you with scoring, whether in an Iron pattern cohort or in an allied detachment. The lightning guns they come with give you something that can actually harm things harder than a marine and strapping chain bayonets make them more than able to put up a fight - more than you can say about your tercios.&lt;br /&gt;
&lt;br /&gt;
===Agents of the Emperor===&lt;br /&gt;
&lt;br /&gt;
====Legio Custodes====&lt;br /&gt;
&lt;br /&gt;
YES. Solar Auxilia have lots of bodies and armoured units, while lacking melee cover. Custodes are literal supermen that don&#039;t have enough bodies and firepower. Even Custodes Troops have AP2 AT INITIATIVE, perfect for counter-charging any enterprising enemy units who try to shut your gunline up by engaging them in melee. Alternatively, take some Deep Striking units (jetbikes, Venatari or just take a Coronus DT) and target dangerous ranged units that you have to shut up before they wipe out half of your infantry. However, Custodes units are EXPENSIVE; you&#039;ll be spending at the very minimum 350 points (200pt compulsory HQ, 150pt compulsory troops) and that&#039;s 4 MODELS.  &lt;br /&gt;
*If you&#039;re afraid of your opponent shooting the Custodes before coming in with the melee units on your Auxilia, take Sentinel Guard for the improved Invulnerable save; you may lose the Guardian Spear&#039;s strength bonus, but they&#039;re still S5 and you keep the AP2 at initiative on the Sentinel Warblades, so they&#039;re still very killy. Moreover, as they&#039;re technically infantry, you can use Aevos Jovan to respawn them if you lose any of them to enemy shooting. If you&#039;re still worried, take a Dreadnought or two. &lt;br /&gt;
*The Custodes list is if anything even shorter on AA than the Solar Auxilia list, so think carefully about where you&#039;re going to get it; generally, this means Thunderbolts and/or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Sisters of Silence====&lt;br /&gt;
Don&#039;t expect much aside from some skirmishers from the Sisters. The &#039;&#039;Anathema&#039;&#039; sub-type blocks them from being anywhere near the Auxilia on pain of -1Ld to an army that already has faulty Leadership (and -2Ld for any units they join), preventing you from putting melee units just behind your Auxilia to countercharge enemy units. In any case, you could have gotten better melee units if you took Marine/Custodes allies. Their list of short-ranged weapons isn&#039;t very impressive either, considering the sheer firepower Auxilia already pack. Think carefully, unless you know you&#039;re playing someone with lots of Psykers/Daemons.&lt;br /&gt;
*Sanctioner Cadres have &#039;&#039;Sniper&#039;&#039; weapons, which Solar Auxilia have no access to. Worth considering if you want to kill some ICs (or just particular infantry/cavalry models) from very far away. &lt;br /&gt;
*Prosecutor Cadres can all &#039;&#039;Infiltrate&#039;&#039; or &#039;&#039;Scout&#039;&#039; and they can take Assault Needlers (read: &#039;&#039;Pinning&#039;&#039;) and Snare Guns in large numbers, allowing them to deploy in No Man&#039;s Land and [[Troll|make life extremely difficult]] for enemy units trying to advance. Meanwhile, you can rain down on Pinned/slowed units with your 30&amp;quot; Lasrifles and various heavy ordnance. If that&#039;s not enough, you can take more Needlers/Snare weapons from other slots. Still, you can spend all these points on Sisters of Silence with their fancy weapons to slow the enemy, or you can just take more Auxilia units and blast the enemy off the table. &lt;br /&gt;
*The Sisters list has NO AA WHATSOEVER. Make sure you have enough from somewhere else, whether by taking your own Flyers or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Divisio Assassinorum====&lt;br /&gt;
Not to be overlooked among the additions of Liber Imperium is the option for Imperial Assassins. All of the Assassins, despite being Loyalist units, are all considered Distrusted Allies and thus cannot benefit from anything else your army gives, meaning that all of their value is based on what they do on their own.&lt;br /&gt;
&lt;br /&gt;
Each model has &#039;&#039;Infiltrate&#039;&#039; and &#039;&#039;Scout&#039;&#039; as well as &#039;&#039;Support Squad&#039;&#039; to block them out of being mandatory HQs, but the &#039;&#039;Assassin&#039;&#039; sub-type does the rest of them, banning them from being Warlords, joining squads, or entering any HQs, all in exchange to ignoring any penalties for movement and auto-passing dangerous terrain checks. Also helping their impressive M7 is the &#039;&#039;Light&#039;&#039; sub-type boosting their running. Their lone protection is the Panoply of the Assassin, surprisingly durable spandex that gives them a 4+/4++ save. They are all 125 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Adamus]]:&#039;&#039;&#039; The eldest of the assassin clades and they&#039;re kitted to kill. &#039;&#039;Fleet (2)&#039;&#039; makes them even zippier than other assassins, where they can make it into their home territory of challenges. When in a challenge, they can copy the WS and I of their enemies, forcing everyone to eat their S+1 AP3 Nemesii Blades with &#039;&#039;Rending (5+)&#039;&#039; and at risk of eating the deceptive Decapitation Strike, which might be a singular S2 AP1 attack but also has &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Murderous Strike (2+)&#039;&#039;. Also of note is their Needlespine Blaster, a super combi-pistol, the bolt part being a Pistol 3 bolt pistol while the needle bit is &#039;&#039;Poisoned (2+)&#039;&#039; with &#039;&#039;Pinning&#039;&#039; to lock someone down.&lt;br /&gt;
**His killing ability is limited simply by dint of base WS5 and being able to copy an opponent&#039;s WS, meaning he hits enemy ICs at 4+ with no reroll. As Decapitation Strike gives him 1 attack, he right off the bat has 1/2 chance per round of combat of not doing anything at all, while he&#039;s worse as a source of AP3 melee than the Eversor. As you&#039;re Loyalist if you can take him anyway, you can also take [[Nathaniel Garro]] instead, who is a much better duellist for 45 more points. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Callidus]]:&#039;&#039;&#039; What you get is a true-bred assassin, with Polymorphine forbidding ALL attacks against them until they shoot first, meaning nothing can stop you from sliding one up to the opposing Praetor&#039;s backside and also forcing enemies to re-roll to seize the initiative. With WS5 and I6, they can beat many characters short of the Emperor&#039;s Children, but their Phase Sword is...swingy. See, it&#039;s statted as a S3 AP1 weapon with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Phase Shift&#039;&#039;, which makes a 6+ to wound negate any saves and damage mitigation rolls. The lack of any &#039;&#039;Instant Death&#039;&#039; means that they need to kill or else get smashed by a Power Fist. Their Neuro Shredder shares a similar plan, being an S1 Template pistol with &#039;&#039;Rending (5+)&#039;&#039; and also ignores all saves on a 6+ to wound. Same problem as the Adamus; she&#039;s not good enough as a duellist (wounding on T4 and above on 5+ with no reroll is really bad) to kill ICs, and you can take Garro instead. That said, the enemy not being able to do anything to her until she strikes first means she can tie up dangerous ranged units in melee. With how susceptible &#039;&#039;Close-order&#039;&#039; makes your infantry to Blast/Templates, this can be very important.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Culexus]]:&#039;&#039;&#039; As if you didn&#039;t know, this guy has the &#039;&#039;Anathema&#039;&#039; sub-type more familiar to the SoS, rendering them immune to all things psychic and creeping out those nearby. If that&#039;s not enough, you also get &#039;&#039;Adamantium Will (3+)&#039;&#039; to block out anything nearby and the Etherium forces all attacks into being snap shots and thus making them more survivable. The Animus Speculum provides you with an S4 AP4 template with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Psy-Shock&#039;&#039; to force psykers and daemons into suffering Perils. If anyone&#039;s brave enough to try fighting in melee, not only do they have to contend with &#039;&#039;Fear (2)&#039;&#039;, but they must also learn that the Coolexus has a fucking AP2 &amp;quot;weapon&amp;quot; with &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Reaping Blow (1)&#039;&#039;. That said, his WS4 severely limits his killing power in melee, while the Animus Speculum is only useful against specific armies.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Eversor]]:&#039;&#039;&#039; Welcome to [[RIP AND TEAR]]. While having A3 is just meh, you have &#039;&#039;Counter-attack (1)&#039;&#039; and the option each turn to trigger the [[Drugs#Frenzon|Frenzon]] and gain another three attacks at the expense of any 1s to hit dealing a wound to the Eversor themselves. The Neuro-gauntlet is no slouch either, being an AP3 weapon with &#039;&#039;Shred, Fleshbane&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;, and their Executioner Pistol gives an option between either a bolt pistol or a needle pistol. He&#039;s not terribly good at actually assassinating ICs due to his poor ability to get AP2, but you can use him against Legion lists to ambush ranged squads, counter-charge Assault squads attacking your gunline, etc.  Also consider using him against Automata, as &#039;&#039;Shred&#039;&#039; negates &#039;&#039;Automata&#039;&#039; and results in &#039;&#039;Fleshbane&#039;&#039; working normally, so you can do a lot of damage. Just don&#039;t use him against Terminators, and think about how to get him into melee; T4 4+/4++ 3W isn&#039;t much for a lone character.&lt;br /&gt;
**Unique among the assassins is the Eversor&#039;s self-destruct ability due to being so loaded with drugs. When they die, all models within d6&amp;quot; suffer an S4 AP3 &#039;&#039;Fleshbane&#039;&#039; hit that counts as a flamer. As the only infantry model in the entire list with a 2+ is your Legate Marshal, make sure whatever melee units you may have (except maybe Charonites) are outside the blast radius when he dies, as they &#039;&#039;&#039;will&#039;&#039;&#039; take wounds. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vanus]]:&#039;&#039;&#039; Less an assassin than a living bubble of statistical fuckery, they only have protection with a pair of laspistols and a pair of decidedly neat dataspikes with S+2 AP3 with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Haywire&#039;&#039;. If you&#039;re stuck in a fight, you&#039;ve only got a single-use means to gain &#039;&#039;Hit &amp;amp; Run&#039;&#039; for a round before you end up stuck watching your nerdy assassin die. &lt;br /&gt;
**Now we get to the many things they can do &#039;&#039;without&#039;&#039; fighting. For starters, they have an 18&amp;quot; bubble that shots off any uses of &#039;&#039;Infiltrate&#039;&#039; and lets them spam the Interceptor reaction as if you had an augury scanner. You can make a Leadership check instead of shooting, with a pass allowing you to resolve Interceptor using a Defensive weapon on any vehicle (friend or foe) within 12&amp;quot; of the Vanus. In addition, they can make a Leadership check to hack an enemy Automata unit within 12&amp;quot;, forcing them to suffer d3 unsaved wounds. This action does have risks though, as aside from being so close to a murder-engine like a Castellax, a failed test instead inflicts an unsaved wound on the assassin.&lt;br /&gt;
**Denying &#039;&#039;Infiltrate&#039;&#039; and messing with enemy Deep Strikes using Vox Disruptor Array is particularly useful for Lasrifle Section spam, as it forces your opponent to deploy normally and slog through 30&amp;quot; of Lasrifle fire, in addition to whatever Rapier/Leman Russ fire you can pack. Use your own &#039;&#039;Infiltrate&#039;&#039; to deploy in No Man&#039;s Land and block off as much space to enemy Infiltrators as possible, then flee back behind friendly lines by Running and &#039;&#039;&#039;Tactical Displacement&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Venenum]]:&#039;&#039;&#039; As befits the resident poisoner, this assassin is immune to Rad-phage in its many forms and can only be wounded by &#039;&#039;Poison&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks on a 5+. At range, their Toxin Ejector provides a S5 AP4 template with &#039;&#039;Poison (3+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039; to take care of pretty much anything they go up against while the Venom Globes they happily cribbed from the Alpha Legion (or maybe it&#039;s the other way around? Who&#039;ll know?) gives them a charge deterrent. When in a fight, their Hookfang gives them an AP3 weapon with &#039;&#039;Poison (3+)&#039;&#039; that also forces anyone hurt by it to roll a d6 on every turn afterwards, suffering an unsaved wound on a 5+. Even if you don&#039;t kill them with this attack, they still count as destroyed for the sake of VPs unless they have &#039;&#039;Eternal Warrior&#039;&#039;, so you can easily use this bastard as a cheap shot at a chance to kill the warlord and you&#039;re not fighting a Primarch.&lt;br /&gt;
**The Toxin Ejector is a glorified Heavy Flamer, which is very widely available in the army, while the lack of AP2 melee is a severe drawback for actual assassination when any self-respecting IC will have a 2+. This Assassin, like many of his brethren, share the problem that they&#039;re not actually good enough to kill ICs, while they&#039;re inferior as a weapon of mass destruction to the Eversor. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vindicare]]:&#039;&#039;&#039; The resident snipers lost out on their variant ammo, but what you have is still a masterful sniper with BS8 that negates any penalties whether it&#039;s to their BS or their range. Even Exodus needs to be careful because this guy not only ignores the Alpha Legion trait, but he also has an absurd &#039;&#039;&amp;lt;u&amp;gt;100&amp;quot; range&amp;lt;/u&amp;gt;&#039;&#039; on his Exitus rifle, an S7 AP2 shot with &#039;&#039;Murderous Strike (5+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;. Also present is his Exitus pistol, a lesser S6 AP4 gun with &#039;&#039;Breaching (6+)&#039;&#039;, but still just as capable of popping any enemy you see. However, the rifle being 1 shot makes it very unreliable against &#039;&#039;Feel No Pain&#039;&#039; and Invulnerable saves, which combined with the lack of consistent ID makes it an unreliable tool for killing Marine/Mechanicum ICs. &lt;br /&gt;
**As the Solar Auxilia list has no snipers, this is your cheapest way of making sure a particular model dies because you can avoid taking a whole allied detachment. He&#039;s good against other Auxilia to kill Command Voxes/Vox Interlocks and deny Leadership shenanigans, as S7 AP2 forces them to rely on whatever Invulnerable save they have. Alternatively, shoot Cohorts Vexillas to deny &#039;&#039;Line&#039;&#039;. He&#039;s also useful as an AA gunner on Fortification emplacements, as the list is otherwise sorely lacking in AA choices. If the enemy Flyers aren&#039;t here yet, you can use the AA gun on ground targets at full BS if you don&#039;t mind losing &#039;&#039;Sniper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Knights Errant==&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bersaglieri_Platoon&amp;diff=85834</id>
		<title>Bersaglieri Platoon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bersaglieri_Platoon&amp;diff=85834"/>
		<updated>2023-01-13T07:17:58Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Bersaglieri Platoon is a unit in Flames of War and a specialist portion of the Italian military that traces its roots back almost 200 years. They are some of the toughest motherfuckers in the Italian army, earning the praise of US Rangers at the time and having the finest drip of any army in the entire war. The Waffen SS wish they could larp to be as effective as these guys were.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The Bersaglieri were first founded in 1836 by the Sardinians as a poor man&#039;s cavalry, providing manuever troops that would move ahead of the line regiments. These troops were trained to have superior marksmanship, discipline, esprit de corps, and physical standards. Bersaglieri are a proud Italian military tradition that served in the Unification Wars ([[Imperium of Man|no, not those ones]]), as expeditionary troops in the Crimean war, and World War One. The feathers that the troops wore then and today once served a practical purpose of camoflage and shade for the marksman to more easily acquire targets. The Bersaglieri evolved in concept to become mechanized warfare and mobile warfare troops. Especially in World War I, where they served as bicycle troops. In the cold war and into the modern day they have evolved into mechanized troops.&lt;br /&gt;
&lt;br /&gt;
Prior to World War II, the Generals of the Italian army resisted demands to lower physical standards for recruits. Clearly this decision payed off, as the Bersaglieri are utterly insane. The Bersaglieri often distinguished themselves in bitter defensive and rearguard actions, regularly earning the respect of the Germans who generally saw the rest of their allies to be substandard, with special note being at Battleaxe and Kasserine Pass. They also got to wear those dashing plumes on their heads like the absolute legends they were. &lt;br /&gt;
&lt;br /&gt;
Bersaglieri rifle platoons were organized in groups of 35 men; 1 Lieutenant, an orderly, with each squad having a Sergeant, 2 corporals and 8 privates. The officers would have SMGs, and the enlisted would have Carcanos. 2 Bredas would be available for anyone unlucky enough to be assigned them. The Sergeant and corporals used M38 Smgs and the the Privates would use Carcanos &lt;br /&gt;
&lt;br /&gt;
Bersaglieri MG platoons were organized into groups of 32 men; 1 Lieutenant, and orderly, with each squad having a Sergeant, 2 corporal machine gunners, 2 Private machine gunners, 2 Private loaders, and 3 Private Ammo Bearers, mostly built around the Breda M37 HMG. Everyone in the platoon would have Beretta pistols, save the orderly who had a rifle.&lt;br /&gt;
&lt;br /&gt;
*The Carcano is by far one of the worst rifles of the war, chambered in an old round that was kinda outdated by WWI. While not nearly as offensively terrible as made out to be, it certainly isn&#039;t very good.&lt;br /&gt;
*The Breda was fucking shit. Simple as.&lt;br /&gt;
*The M37 was horrible, being fed by a 20 bullet feed strip. The Japanese may have been suicide charging automatic weapons, but at least they knew how to build a decent belt fed machine gun.&lt;br /&gt;
*The M38 was a fantastic Submachinegun that was used by Romania, Germany, Argentina, and often taken as war loot. It had a trigger for firing tracing shots and a second one for firing auto, similar to the MG34.&lt;br /&gt;
&lt;br /&gt;
...And in spite of these limiting factors, the Bersaglieri still were kicking ass and taking names. It really goes to show that if you give someone a shit weapon but teach them how to use it well, you have a veritable army of gigachads. [[Stormtrooper|Huh, that sounds familiar...]] &lt;br /&gt;
{{Italian Forces in Flames of War}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nazi&amp;diff=352447</id>
		<title>Nazi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nazi&amp;diff=352447"/>
		<updated>2023-01-12T06:37:57Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: 1. Citation Needed. 2. Why does it matter that the horrific regime the Imperium is has gender equality?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flamewar}}&lt;br /&gt;
{{Fail}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
{{sick|Fucking Nazis.}}&lt;br /&gt;
{{Topquote|I have in this War a burning private grudge—which would probably make me a better soldier at 49 than I was at 22: against that ruddy little ignoramus Adolf Hitler (for the odd thing about demonic inspiration and impetus is that it in no way enhances the purely intellectual stature: it chiefly affects the mere will). Ruining, perverting, misapplying, and making for ever accursed, that noble northern spirit, a supreme contribution to Europe, which I have ever loved, and tried to present in its true light.|[[J.R.R. Tolkien]], being a boss}}&lt;br /&gt;
{{Topquote|1=[https://www.youtube.com/watch?v=fHFtbSZ3KRE YOU UTTER FOOL! GERMAN SCIENCE IS THE FINEST IN ZE WORLD!!!]|2=[[JoJo&#039;s Bizarre Adventure|Stroheim, an over the top Nazi and the first Guile]]}}&lt;br /&gt;
&lt;br /&gt;
[[File:Nazi.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nazi uniforms.gif|thumb|right|150px|[https://www.youtube.com/watch?v=L21dPTqSjpQ God&#039;&#039;damn&#039;&#039; it, Nazis! Why are you so fashionable, you &#039;&#039;evil fucking bastards&#039;&#039;?!]]]&lt;br /&gt;
&#039;&#039;&#039;Nazi&#039;&#039;&#039; is the commonly used shorthand version of &#039;&#039;Nationalsozialistische Deutsche Arbeiterpartei&#039;&#039; (National Socialist German Workers&#039; Party), a political party which took over Germany &amp;lt;s&amp;gt;for a 1,000 years&amp;lt;/s&amp;gt; from 1933 to 1945.  It also refers to people who belonged to said party, their ideology, and their regime in Germany during said period of time. Led by Adolf Hitler, the Nazi Party emerged from the uncertainty and political upheaval caused by the Red Scare, the end of the German Empire after the Great War, myths, promoted by the army, that the military had been on the cusp of victory before being &amp;quot;stabbed in the back&amp;quot; by the civil government, resentment at unfair conditions imposed by the Treaty of Versailles, economic uncertainties due to the stock market crash of 1929, German ethnic nationalism, a desire to blame things on scapegoats, and a belief in militarism popular among many returning veterans. They were also aided by their invention of modern campaigning and propaganda, wide-spread dissatisfaction with the status quo, the strategic seizure of the political positions that controlled the police force, the intimidation or murder of political opponents and journalists using glorified street thugs, and more dumb luck than anyone has any right to have, let alone a bunch of genocidal [[Racial Holy War|loons]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:German_Bratwurst.gif|right|thumb|Historically Accurate (if you consider checzia polish)]]&lt;br /&gt;
The Nazis&#039; initial success can be attributed to the image of glorious economic recovery, part of which they accomplished by keeping Germany&#039;s economy running during the Great Depression. They presented this to the rest of the world, making many people believe the little mustachioed guy couldn&#039;t be that crazy since he&#039;d made his country recover brilliantly in very little time. And while Germany did indeed recover, the whole thing was helped and held upright by [https://en.wikipedia.org/wiki/Mefo_bills MEFO bills]: basically a Ponzi scheme that allowed the government to loan money on the sly through a front company about metallurgy research (the &#039;&#039;Metallurgische Forschungsgesellschaft&#039;&#039;, or MEFO in short). This allowed them to work at a much higher level of debt flotation than allowed by international regulation, and the idea was to pay back the loans with seized gold and valuables from Jews at first, and then directly from conquered nations after the war, since even [https://en.wikipedia.org/wiki/Government_bond state created debt bonds] are exactly that: debt, credit, which is trust. Eventually the creditor will want something in exchange (or at the very least get his investment back) or the debtor&#039;s credibility will be shattered, stopping the money flow.&lt;br /&gt;
&lt;br /&gt;
To give you a clearer idea of what happened: You are defeated and poor, but are fuming for revenge. To keep you down, your victorious neighbors don&#039;t lend you a dime to produce guns and make sure your already meager income is only spent on debt and basic necessities. So what do you do? You decide to spend money in the form of credit, raise the debt higher and higher (making the rest of the world believe you are rich), and keep the charade until the debt becomes irrelevant (who needs to pay the creditor he will declare war on?). So you make up a credit card called Mefocard (&amp;quot;MEtallurgische FOrschungsgesellschaft&amp;quot; - Metallurgy R&amp;amp;D sounds civilian and peaceful, so the world markets play along), borrow even more wildly to look opulent, and to create weapons on the sly promise that you&#039;ll pay the debt back... Then attempt to kill the lenders and subjugate their families to share the debt you have. It was simply a continent wide, all-or-nothing robbery attempt even wilder than WW1&#039;s trench-fighting Imperial duel.&lt;br /&gt;
&lt;br /&gt;
The Ponzi schemes weren&#039;t limited to national/corporate level shenanigans, but extended to the German people as well. The famous Beetle was developed to be a cheap family car (hence “volkswagen”, or “people’s car”), and a part of selling the German public on the idea of an idyllic, cheap-and-cheerful family life, along with things like state-sponsored vacation villages. An elaborate layaway scheme allowed average German families to give the government a few Reichsmark a day in exchange for the promise of a new Beetle and a seaside vacation package. However, all that money actually went into rebuilding the German military, and war began before any of the promises had to be delivered on. Because the [[Tzeentch|illusion of a better future and hope is always easier]] than just taxing the population directly. And, lastly, the Holocaust itself was also an important pillar of the German economy, especially when the war started in earnest. Jewish (and other undesirables&#039;, particularly Slavic intelligentsia) property and land was being confiscated on a scale never before seen or even conceived of. Not even their dead bodies were safe: glasses were taken apart and reused for scopes or similar, hair was used as fabrics for the textile industry, and gold teeth were taken and melted down by the millions. Massive amounts of gold, hard currency and other valuable things like works of art were stolen from Jewish museums, synagogues, households and bank accounts (hence keeping up the Mefo bill&#039;s token payments to creditors). They even had to pay for their own transit into the death camps, which would almost be hilarious if it wasn&#039;t so unbelievably evil. This ruthless, industrialized way of executing a massive genocide made the Holocaust the standard many people associate the word &amp;quot;genocide&amp;quot; with today - ironically, the Holocaust was in its methods the exception. No other genocide in history built an entire branch of government and industry centered around the mass murder of human beings, not to mention devoting vital manpower and military resources bullets to the project that the overstretched front lines of Germany desperately needed; in essence, the Nazis sabotaged their own war machine, just to kill Jews. &lt;br /&gt;
&lt;br /&gt;
They were also fantastic proponents of lies and propaganda, ranging from race theory (fake archaeology was a particular favorite), to manufactured pretexts for war (the trigger for invading Poland was an obvious false-flag operation- something Japan had used 2 years previously), to simply overstating their successes. For example, the old line that goes &amp;quot;say what you want about them, but the Nazis/Hitler did make the trains run on time&amp;quot;? They didn&#039;t. Train service was as bad or worse under fascist leadership as it had been immediately before their rise to power. But they realized that they only had to &#039;&#039;say&#039;&#039; the trains were running on time, and strongarm anyone inside Germany who dared to publicly disagree. Doubly funny is that it was &#039;&#039;Mussolini&#039;&#039;&#039;s Italy that had trains running on time, and even then, it was because of pre-fascism era personnel improving it. In fact, the entire political/industrial structure of Nazi Germany was a nightmarish tangle of private businesses, government organizations, bureaucrats, and ambitious officials with overlapping portfolios and responsibilities. Hitler frequently gave out contradictory orders and deliberately pitted his subordinates against each other as part of his social Darwinist beliefs; the strongest and best would naturally rise to the top through competition while the others were weeded out, thus improving the whole. In practice, this system was dysfunctional, inefficient, unresponsive, wasteful, and full of more backstabbing bastardry than an average game of [[Diplomacy]]. People became too scared to make decisions without Hitler around, companies and factories wasted precious time and materials on design contracts that were ultimately awarded to other firms, there was an ongoing multi-way fight between the army, Kriegsmarine, Luftwaffe, and Waffen-SS for resources, manpower, and money throughout the war, and people like Himmler and Goering carved out their own private spheres of influence in the middle of it all, further splintering the government.&lt;br /&gt;
&lt;br /&gt;
Needless to say, this situation was the reason why the scenario of not waging war (like in Hearts of Iron or some alternate reality stories) simply wasn&#039;t a realistic option. Despite their multiple annexations of territory, the Nazis couldn&#039;t sustain their charade without the influx of riches, heavy machinery (they stripped Poland, Czechoslovakia, and other conquered territories to the bone, grabbing civilian factories&#039; machinery, bolts, nuts and even the metallic building materials like [[Blood Ravens]] on meth, literally, Nazis loved their amphetamines) and material from other conquered territories to pay the MEFO bills. So they soon mobilized their armies and launched a war of expansion on the rest of the world, starting with Poland. (The question is still open among historians as whether they annexed and plundered enough reserves with Czechoslovakia to keep the charade up &amp;quot;peacefully&amp;quot; long enough to let their Red &amp;quot;ally&amp;quot; make the opening move instead, but that&#039;s a discussion for another place and time.)&lt;br /&gt;
&lt;br /&gt;
Their goal (next to getting gold and industrial materials to pay the enormous gambling debt of an empire) was to impose their militaristic Social Darwinist ideology across Europe, outlaw any dissenting school of thought, enslave all the &amp;quot;sub-human&amp;quot; Slavs (after starving to death more than half of them to make room for German settlers in accordance to Generalplan Ost and assimilating anyone believed to be sufficiently Germanic), and exterminate any &amp;quot;undesirables&amp;quot; (Jews, Roma, homosexuals, etc) on which they blamed all their problems because they felt that they were superhumans without any flaws. Any problem which they suffered had to be the fault of some subversive &amp;quot;other&amp;quot; from outside who tried to cause the Master Race misery according to the Nazi philosophy of believing all ethnicities are a hivemind loyal to themselves and they all collectively fight over resources, therefore &amp;quot;weaker&amp;quot; races resort to social corruption (LGBT, porn, discouraging women from reproducing) of the glorious German master race to get ahead of them. But due to some severe strategic fuck ups from Hitler &amp;lt;s&amp;gt;who often overruled his military leadership&amp;lt;/s&amp;gt; and his generals (the situation is more nuanced than that and would be too long and boring to explain fully; basically there was mutual mistrust and both sides routinely fucked up, but after the war the generals used Hitler as a scapegoat because the history is written by the living), Germany ended up in a three-way war with the Soviet Union (who provided blood), Great Britain (military intelligence, enough naval force projection to strangle all Axis naval trade and pure fucking grit) &amp;amp; the United States (more armaments than you can possibly dream of with an extra helping on top), while their allies such as Romania (the dudes with the European oil fields), Hungary (some light tanks and cavalry) &amp;amp; Italy (...more of a liability than bonus, so...) surrendered during the middle years of the war, Finland was doing their own thing the entire time and barely gave a shit about the Nazis beyond asking for supplies, and resource-starved Japan could do little more than be a distraction. &lt;br /&gt;
&lt;br /&gt;
While Germany may have had some areas of technological/industrial advantage (at least initially, and this is often overstated), by the end of the war they were crippled by a lack of many strategic resources and widespread destruction of production lines and reverted to some crude and/or untested/outlandish solutions like using coal liquefaction as an oil substitute, potato alcohol for V-2 rockets and meth-filled chocolate bars for Eastern Front troopers (when they decided to use the logistic volume for ammo rather than thick clothes which they &#039;&#039;&#039;had&#039;&#039;&#039; but decided to workaround with untested drugs-typical Hitlerite solution-). Their situation was made worse by their late-war obsession with Wunderwaffen (&amp;quot;wonder weapons&amp;quot;), such as &amp;quot;flying wing&amp;quot; aircraft, the world&#039;s first ballistic missiles, multi-charge megacannons and retardedly big tanks, all of which wasted time, materials, and engineering effort that could have instead been used to churn out more regular tanks, artillery pieces, and aircraft, along with a chronic shortage of oil other than a trickle from Romania, which meant that the panzer divisions were routinely grinding to a halt for lack of fuel by the end. Because of all this, there was no hope of repulsing both the Western Allies and the Soviet Union at the same time; thus the Nazi regime finally met its end when the Russians marched into Berlin and Hitler {{*BLAM*}}med himself along with his mad-as-a-hatter common-law wife. While their hate-wagon managed to go far and temporarily overrun most of Europe, it simply had too much war to fight on multiple fronts, a lack of effective strategic planning in the form of Hitler and his cronies, and the fact that most powerful nations of the time opposed them either because they cherished their political freedoms, saw their economies fail, or simply were on the Nazi &amp;quot;to-exterminate&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
So with all that baggage, how the hell did they manage to conquer most of Europe?  &lt;br /&gt;
&lt;br /&gt;
Two words: operational flexibility. Or &amp;quot;knockout artistry&amp;quot;, whichever you prefer. In the early half of the war, the German military operated on a principle they called &amp;quot;mission tactics&amp;quot; (auftragstaktik) or &amp;quot;selbstandigkeit der Unterfuhrer&amp;quot; (independence of the subordinate commander). The field commanders were given clear overall goals (such as: secure this location by such and such time), and then given free rein in HOW they accomplished the goal. Left to their own devices, the German commanders in the field were creative and flexible, using everything they had at their disposal and making high risk, high reward maneuvers. They also entered the war with radios in every tank and the best close air support in the world (at the time). They also had a tactical/strategic philosophy called &amp;quot;Bewegungskrieg&amp;quot; (war of movement) that emphasized mobile operations and front-loaded shock assaults and sought to avoid getting stuck into prolonged fights, since they knew from experience that they couldn&#039;t win a &amp;quot;Stellungskrieg&amp;quot;, a static war of positional fighting like WWI had been. This paid off brilliantly at first, since they blew through Poland, Belgium, France, Denmark, Norway, the Netherlands, the Balkans, Greece, and the British army (twice) without much trouble.&lt;br /&gt;
&lt;br /&gt;
The French and British had stronger tanks, excellent defensive positions, and equivalent numbers, but it didn&#039;t matter. The Allies were expecting a war where both sides show up and shoot at each other, while the Germans had worked out that moving fast, surrounding the enemy, and smashing them from all sides was much easier and less costly than the kind of slow, grinding warfare that had bled them dry in WWI. One French general famously spent several days celebrating his promotion to the role of leading the defense, only to finally arrive at his command center and find the Germans one river away from Paris.&lt;br /&gt;
&lt;br /&gt;
The German army did its best work when their commanders were allowed to make the most out of their situation and assets, and only started to suffer when they were micromanaged and squandered in operations that didn&#039;t play to their advantages in mobility (even Sun Tzu 2,500 years ago advised against armchair micromanagement and to let field commanders make decisions for themselves). Ironically, their primary enemy, the Soviets, experienced the opposite, going from a crippled military hampered by commissars being suspicious of the officers and meddling with everything due to undeserved authority bestowed by Stalin to Stalin learning to take a backseat and being content with focusing on allocating resources for the better military minds make use of as they saw fit, while he collected the lion&#039;s share of the credit like a master politician. This is really only partially true, however. &lt;br /&gt;
&lt;br /&gt;
The problem was that the German generals of the period had inherited the traditional Prussian mindset of &amp;quot;when all else fails, just attack the fuckers&amp;quot; and &amp;quot;proper logistical planning is for pansies and Frenchmen&amp;quot;. Also, for all its celebrated flexibility, &#039;&#039;auftragstaktik&#039;&#039; also meant that there wasn&#039;t much in the way of backup planning, since orders were supposed to be short, simple, and delivered verbally whenever possible, rather than being written down. In turn, this meant that when things inevitably went off the rails, the officers on the scene had to improvise, and not always with good results. For example, Erwin Rommel was basically allowed to do his own thing in Africa because the rest of the German high command was busy trying to stem the bleeding in Russia. While he had some successes early on, he outran his supply lines so often that he had to steal from the British to keep his troops fed and vehicles gassed up. This worked until the Brits got their shit together and kicked his ass at El Alamein. In the aftermath, he had to abandon many of his vehicles for lack of fuel and then made a series of bad decisions that got his army smashed into a bloody mess before being taken prisoner en masse. This same mindset led other German generals to do shit like feed division after division into the urban nightmare that was Stalingrad and beat their heads against the wall in the Caucasus while their overworked and poorly structured logistics pipeline struggled just to keep the troops fed and armed, let alone adequately replace losses in men and vehicles. Hitler and his dumbshittery didn&#039;t help any, to be sure, but the German army had exactly one tool in their box and didn&#039;t stop using it even when it was patently no longer working.&lt;br /&gt;
&lt;br /&gt;
==Neo Nazis==&lt;br /&gt;
Despite everything there are still some people out there which subscribe to the Nazi worldview, or at least something which has a lot of it in it&#039;s DNA. Yes, there is often some differences between these guys and the Nazi Party of old as well as differences between groups but this is only to be expected. There is no overarching body attempting to enforce a party discipline among Neo-Nazi groups and many people apply it to their context with local leaders putting their own spin on things.&lt;br /&gt;
&lt;br /&gt;
Why do people end up here? Well there were some Nazis which did not give up on the cause even after the Third Reich went down and these guys were still an issue in Germany even after Nazism was formally banned (see the Socialist Reich Party in 1949-52, German Reich Party in 50-66 and a few more &amp;quot;no we are totally not Nazis even though Hitler had some good ideas...&amp;quot; far-right german parties). There are also a few people which by their own are pushed towards Nazism, often with similar fears. The McCarthy era Red Scare produced a number of American Neo-Nazis as a byproduct. Even so, most get led into established groups.&lt;br /&gt;
&lt;br /&gt;
One source of recruits for neo-nazis has been edgelords which get off offending society and can&#039;t tell the difference between yelling &amp;quot;Fart Butt!&amp;quot; at a school assembly and &amp;quot;Sieg Heil!&amp;quot; at a Jewish Wedding. In of itself that does not mean one is actually a Nazi, but legit Nazis can hide among these jerks and try to funnel people towards them. Usually they find success with people in that category who are dealing with a lot of emotional issues and have some fears and lead them that way, usually step by step with different levels of radicalization and a spoon feeding of ideology. &lt;br /&gt;
&lt;br /&gt;
To outline one path people have fallen down, it starts with things like &amp;quot;the allies were not pure saints&amp;quot;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; or &amp;quot;those uniforms were cool&amp;quot;. Points which are, in of themselves, not wrong. But in the specific context that are used by can be used to bridge other dodgier talking points (&amp;quot;victor&#039;s history&amp;quot;, &amp;quot;you&#039;re not getting the whole story&amp;quot;) especially those that make the Nazis look better (&amp;quot;Rommel and Manstein was the Great Generals of the War&amp;quot;, &amp;quot;1 Tiger Beats 5 Shermans&amp;quot;) and the Allies look worse (&amp;quot;Russians only won through human waves&amp;quot;, &amp;quot;Dresden Bombings were needlessly cruel&amp;quot;). If they find someone which can accepts these claims, other less savoury points and active white-washing (&amp;quot;The Cruel Treaty of Versailles&amp;quot;) can be added to the mix. Add in some &amp;quot;Jokes&amp;quot; which get more and more hateful, Rinse and repeat. Of course, not everyone will fall for it and even if someone falls for the first round there is a difference between buying into some Wehraboo BS and going full Goebbels. But some get drawn deeper and deeper until they end up unironically believing the whole steaming nazi load. The fact that as people go deeper down the rabbit hole they end up alienating themselves from friends and family more and more aids the process.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;Definitely true, even leaving aside Stalin. See the Bengal Famine of 1943, Japanese Internment and the Tuskegee Syphilis Study for stuff done by the US and Americans. Even so, these pale in comparison to the atrocities committed by the Nazis or those they had planned.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nazi Portrayals in Fiction==&lt;br /&gt;
&lt;br /&gt;
Nazis are portrayed as an over the top wacky military who like leading extermination wars against the Jews (and other people) and build secret bases on the moon, under water, or some other silly place. Their technology is frequently exaggerated with [[Dieselpunk|laser weapons, armored suits, giant robots, walking tanks, and/or Robo-Hitler]]. Some vidya portrayals even goes so far as to put it all together in a big ball of [[LOLWUT]] and add a touch of magical [[Lovecraft]]ian shit because Nazi propaganda had a weird love for the occult.&lt;br /&gt;
&lt;br /&gt;
Varying opinions on the perceived Nazi character allows them to be looked at from varying points of view, developing their character all the more. Take the [[Imperium of Man]], for example, which tends to blend German-fascist iconography with Soviet politics and a Roman-Catholic aesthetic sense. Some will say that the Imperium&#039;s a nuthouse since they&#039;re willing to allow an Inquisitor to turn an entire hive spire into a towering inferno if he so happens to find a single heretic in{{*BLAM*}} {{BLAM|SPEAKING ILL OF THE IMPERIUM IS EXTRA HERESY.}}&lt;br /&gt;
&lt;br /&gt;
Others will say that the Imperium&#039;s just being pragmatic, and such an action is justifiable as the Imperium is constantly beset by merciless foes who will not think twice to bring them down, making their methods for survival cruel but necessary. Which, given the fact that daemons really do exist and can corrupt entire planets in a short amount of time and rape every corrupted soul forever and ever, is pretty justifiable. Even the Imperium&#039;s xenophobia is justifiable given how nearly [[Orks|all]] the [[Necrons|major]] [[Tyranids|races]] pretty much want to wipe everyone else out or [[Dark Eldar|enslave them to be tortured to death as sustenance]].&lt;br /&gt;
&lt;br /&gt;
But that doesn&#039;t change the fact that these reasons are often just used as an excuse to torture and kill anyone who&#039;s even s{{BLAM}}&lt;br /&gt;
&lt;br /&gt;
The idea of Nazi Germany being an advanced, sophisticated war machine has been heavily reevaluated in recent years to the point where it&#039;s now viewed as propagandistic bullshit. Closer examination of the war has shown that while advanced tactics and technology were used, the actual moment by moment commanding (WITH exceptions of course) wasn&#039;t especially fantastic, but relied on one-trick, all or nothing ponies like demoralizing the target country into surrender; it&#039;s one thing to knock out France on the brink of communist civil war or run roughshod over small, unprepared countries like Poland or Denmark and another entirely to conquer a country the size of Russia. Plus the same issue of logistics that ended up as the Wehrmacht&#039;s undoing during the Russian campaign had been happening since day one. The Third Reich had just assumed that once the Russians were beaten back to the Arkhangelsk-Astrakhan line they&#039;d roll over and collapse, emphasis on THINKING, PRESUMING which should spell &amp;quot;Doom&amp;quot; by day one. It just wasn&#039;t readily apparent previously because all their campaigns up to that point were over fast enough that their lack of a well-organized logistical structure and reliance on front-loaded shock-and-awe assaults hadn&#039;t been a huge problem. We&#039;re talking about an army that refused to upgrade their paratroopers with steerable parachutes (which is WAY more important for a paratrooper then you would think)! Plus one can&#039;t ignore the fact most countries successfully invaded were either very minor powers or horribly horribly mismanaged or technologically stunted as far as the military was concerned. The view of the Wehrmacht as a mechanized force has also been dismantled in recent years. The popular image of the German military as a mechanized juggernaut was fostered by those same biographies mentioned above and below and by the cottage industry of writers, wargamers, and filmmakers who took those men at their word. Only about 20% of the German army was mechanized, mostly its elite divisions, and even they had lost most or all of their tanks and transports by the end of the war; by 1945 it wasn&#039;t uncommon for a so-called panzer division to contain few, if any, actual panzers. The majority of the army that invaded the USSR during Operation Barbarossa walked in, and their supplies and artillery pieces were pulled by horses. They didn&#039;t have anything like the insane levels of mechanization found in some of their enemies. Even the USSR, with American aid at first, and panic-driven manufacturing later, started outproducing the Wehrmacht around &#039;43 in terms of supply trucks and troop transports.&lt;br /&gt;
&lt;br /&gt;
This view of Germany as this massive intimidating force was mostly put in place by the biographies written by the German generals (Maybe you&#039;ve heard of this before. &amp;quot;If Hitler just listened to his generals...&amp;quot;) and the fact that perpetuating the myths benefited both Germany and the Western Allies. Germany got to feel like the war was a fair fight and all its failings could be blamed on that funny Austrian guy, in no small part due to Nazi officials wanting to clear their names after the war. Many of these men continued to work in the West German government way into the 60s and 70s, with one of them, Kurt Georg Kiesinger, even rising to the office of Chancellor in 1966. The British, meanwhile, got to feel better about the fact that the Wehrmacht had booted them out of France and Greece and nearly did the same in Africa, while America got to feel like the heroes who&#039;d swept in to give those danged Natzees a righteous ass-kicking. And that&#039;s just the civilian side. The first generation of generals for the Bundeswehr were exclusively recruited from Wehrmacht and SS officers, many of them war criminals who&#039;d done time in prison after the war, while the Allies just looked the other way because they thought they were assets, while America and Britain convinced the public that Germany could be a impressive threat. Even against a certain group of communists over the border...&lt;br /&gt;
&lt;br /&gt;
===Impact on Fantasy===&lt;br /&gt;
&lt;br /&gt;
In terms of military personnel, the Germans had hands down one of the best armies of the time, highly disciplined and well-trained with experienced mid-level officers and NCOs; this combined with borderline insane levels of morale at the start of the war due to years of giving the middle finger to the war-weary western nations which capitulated to their demands combined with revanchism from WW1, turned Germany into an unholy juggernaut. The Germans were known to have some of the best tanks in the war, the best darn LMG of the war, and somewhat pioneered several advanced technologies during their time. They also had the inheritance of the Prussian military tradition of relentless aggression and independence in the field. Tactics-wise, their eagerness to experiment with encirclement and mobile warfare while the Allies initially stagnated in Great War formations of firing lines gave them an incredible headstart and utterly broke the back of the French and British armies, shocking the whole world. Even Hitler expected a million Germans to die in the French war, yet France capitulated in weeks and the Germans lost at most 45,000 men KIA in the entire campaign, whereas they&#039;d have lost that many in the last war just trying to take a random village along the Somme.&lt;br /&gt;
&lt;br /&gt;
This, combined with their infamous cruelty have spawned the Nazi-esque villain template where the villains are both powerful and [[Eldrad|gigantic dicks]] to everyone else, making them completely despicable. This is because if the villain is significantly weaker than the protagonist of the setting, most people will still feel a few grains of sympathy towards the former or make them a laughing stock. But, when you make the villain both an enormous asshole and just as or more powerful than the protagonist, all bets are off and he&#039;s fair game.&lt;br /&gt;
&lt;br /&gt;
Of course, the weaknesses of Nazism also need to be taken into account, in that a lot of their supposedly superior technology turned out to be highly unstable or otherwise impractical (such as behemoth tank designs that wasted time and resources that would have been better spent on dozens of more reasonable tanks), and would frequently be outclassed and definitely outnumbered by Allied designs once the latter got their shit together. This was even true at the start of the war: British Matilda IIs were all but immune to German tank fire (from the early Panzers, before the later Tigers), and a column of them almost stopped Rommel at the Battle of Arras. Add poorly managed industry and the fact that supplies at times were delivered by horse (which was not actually that atypical, since only America and early war Britain were that ridiculously mechanized), and you have a faction that is the epitome of [[Chaos Space Marines|style over substance]]. This really bit them in the ass later when the Allies, [[Imperial Guard|focusing on production and strategy over science fiction and &amp;quot;tactics&amp;quot;]], managed to get a leg up on the Third Reich, and battle-hardened Allied soldiers became the top dogs without question. To illustrate, by 1945 the typical American &#039;&#039;infantry&#039;&#039; division could expect to have as many tanks as a Nazi &#039;&#039;armored&#039;&#039; division, and an American armored division could simply zerg-rush their Nazi counterpart (and hell, the Panzer divisions frequently operated at less than half strength, even since the beginning of Barbarossa, let alone after having the country incinerated by firebombing and supply lines fucked by pissed off partisans who understandably did not want to leave the mass murder unanswered).&lt;br /&gt;
&lt;br /&gt;
In fiction, expect the Nazi villains to eventually have their technology and logistics outclassed (FPS and RTS games like Call of Duty, Warfront: Turning Point or Company of Heroes), made irrelevant via gimmicks (Sniper Elite, Commandos, Velvet Assassin) or at least stolen and turned against them (Wolfenstein), and the hardened heroes to turn Nazi soldiers into cannon fodder.  &lt;br /&gt;
&lt;br /&gt;
Nazis are the progenitors of all acceptable targets where human bad guys are concerned. Be it in vidya games or movies, nobody has a problem with Nazis getting gunned down by the hundreds by the heroes, and they don&#039;t even have to resort to the dehumanizing full helmets that most other villain goons have to wear to make slaughtering them okay.&lt;br /&gt;
&lt;br /&gt;
A more comedic take on Nazis in fiction owes to wartime cartoons, where the soldiers and Nazi command are all bumbling idiots, with comedy brought to you by Walt Disney and Warner Bros. Hitler today has essentially been turned into a punchline with all the gags centered around him, which is kinda awesome when you think about it, as dictators that wish to be feared would never want to be remembered as a joke, just watch any Downfall movie parody (Bruno Ganz&#039;s excellent performance in particular has become memetic for having Hitler rant about random things or meta rants about how he was reduced to a joke). The one exception would be Göring, who&#039;d been a morphine addict since the Beer Hall Putsch and was so narcissistic that he thought people making jokes about him sitting on his belly for dinner and taking baths in admirals&#039; uniforms were signs of popularity. Every other high level Nazi, especially Himmler (a failed chicken farmer who spent his last-resort field command in 1944 sleeping until noon, eating, drinking, jacking off and getting massages from a man in a special train) and Goebbels (who basically created all the modern populist tactics of dictators and was born crippled on account of a deformed leg, making him the most obviously hypocritical big name Nazi), took jokes at their expense only slightly better than Hitler did. So joke away and spit on the memory of the fools who bled the world dry.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
*The [[Skaven]] from [[Warhammer Fantasy]] and later [[Age of Sigmar]] borrow many Nazi-esque elements, which in turn makes them the most vile and evil race in the World That Was... Only it&#039;s taken to its logical extreme, as with many things Warhammer. Nazis had a hatred for what they believed was untermenschen and believed the &amp;quot;Aryan&amp;quot; race was most pure, while the Skaven hate all other living things, including their own race, with each individual believing only themselves to be worth anything. Pack in some advanced Wunderwaffen, magical nuclear power in the form of Warpstone and chemical weapons as well and you have a solid, if over-the-top, Nazi fantasy faction.&lt;br /&gt;
&lt;br /&gt;
*The [[Imperium]], to the point where they&#039;re commonly described as &amp;quot;Catholic &#039;&#039;&#039;Space-Nazis&#039;&#039;&#039;&amp;quot;. Complete with gratuitous use of Nazi imagery, a doctine of racial purity and absolute hatred for the &amp;quot;untermenschen&amp;quot; (mutants, psykers, and xenos), rising to power as part of a miraculous socio-economic recovery in the wake of a catastrophe ([[Age of Strife]]/[[Great Crusade]]), a &amp;quot;glorious rebirth&amp;quot; myth harkening back to a lost golden age [[Dark Age of Technology]], numerous military structures with parallel chains of command that are all at each other&#039;s throat due to a culture-wide policy of social Darwinism, an army run by absolute fanatics with horrendously inefficient war machines they barely understand, an SS analogue in the form of the [[Adepta Sororitas]] (who coincidentally tend to be depicted as fair-haired, though skin color varies and not all orders dye their hair white). Not to mention the Imperium&#039;s justification for xenocide is almost word-for-word the [https://en.wikipedia.org/wiki/Stab-in-the-back_myth| stab-in-the-back-myth] the Nazis used to try and justify their treatment of Jews and the Holocaust, only replace &amp;quot;Aryan&amp;quot; with &amp;quot;human&amp;quot; and &amp;quot;Jew&amp;quot; with &amp;quot;xenos&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*The Thalmor from Skyrim are a fantasy equivalent of the NSDAP, with robes that look like SS uniforms, racism, genocide of &amp;quot;impure elves&amp;quot; and religious persecution of an enemy people in a conquered realm.&lt;br /&gt;
&lt;br /&gt;
*The most extensive take on the theme of Space Nazis would be the Helghast from &#039;&#039;Killzone&#039;&#039;, where the people of Helgan see the ISA as Imperialist gits who forced them out of their planet for refusing their rule. Although by Shadow Fall, they become akin to Communist East Germans, being filled with political radicals and separated by a wall and all.&lt;br /&gt;
&lt;br /&gt;
*If you have a fantasy/sci-fi world, it will almost certainly have some sort of Nazi analogue floating around. At the same time, Nazis also figure into a lot of [[Alternate History|alternate history]] fiction: Nazis invading England, Nazis invading America, Nazis successfully conquering the USSR, Nazis getting the Bomb first, Nazis creating an army of mutant uber-troopers, Nazis on the Moon, Nazis using occult powers to summon demons to aid them, Nazi zombies, all of these have been done. The Nazi obsession in alternate history is largely due to the fact that we consider them evil (for the right reasons), and our modern world is the result of an Allied victory. A Nazi victory would have been an mitigated disaster. That said, most people know the history of Nazi Germany in the broad strokes and can work out some of what that would mean. You might make an interesting story about a world where (for example) Toyotomi Hideyoshi conquered Korea, but most people in North America don&#039;t know a whole lot about the Imjin War or late 16th century East-Asia.&lt;br /&gt;
&lt;br /&gt;
==Nazis and [[/tg/]]==&lt;br /&gt;
Long ago, /tg/ realized something that most competent GMs have: Nazis represent a great liberating force for any GM, for they represent a force that any player need not feel any remorse over resorting to violence against, because Nazis are the textbook template for villains in most settings. They desire world domination, see themselves as the apex species and view most others with utter contempt, wanton disregard for common life, have an industry primarily geared towards war, are the most powerful warmongers, and they have that evil-yet-sublime aesthetic to their armies. Nazis are a modern setting variant of using [[slavery|slavers]] as your enemy in a fantasy game: they have little to no redeeming values, so they&#039;re great enemy fodder.&lt;br /&gt;
&lt;br /&gt;
The association gives the players a motivation and creates the understanding that these people are Completely Evil™, allowing the GM to focus on other aspects of the story. Indeed, one can get similar results by simply providing details that lead us to conclude that any group you are facing off against are this universe&#039;s version of Nazis. That said, that same context makes using Nazis a double-edged sword, and a lazy GM (or author, script writer, or whatever; this is hardly unique to roleplaying) can royally screw up if one uses them incorrectly. Used incorrectly, Nazis become a kitten-eating one-dimensional caricature of villains descended into self-parody, which &#039;&#039;can&#039;&#039; work if the world is built for it. Kitten-eating Nazis work best in &amp;quot;goofy&amp;quot; settings where it&#039;s fully possible, and indeed expected for the final boss to be Hitler himself riding a cyborg dinosaur, but in a setting trying to take itself seriously, such flat villains do just that - fall flat and fail to incite the proper emotional reaction. Remember that the &#039;&#039;&#039;key&#039;&#039;&#039; to successful Nazi use is that emotional reaction. That exportation of real world baggage is the point, perhaps the sole point to use Nazis over some other villain. Nazis have the additional problem of not even needing to be exaggerated that much to make the worst of them into something like this. So care must be taken when one plays the Nazi card, or it will come off as trite.&lt;br /&gt;
&lt;br /&gt;
Entire stretches of [[d20 Modern|d20 Past]] are shown various ways to implement &#039;&#039;Indiana Jones&#039;&#039;-style Nazis into any campaign during the early 1900s, and [[Savage Worlds]] has an entire supplement devoted to thwarting Nazi super-soldier plans during WWII. More clever GMs can do even more interesting things with it, such as backing up the savagery of the Nazis with [[Fist of the North Star|a humanizing element to make them more understandable, even if antagonists]], whilst another interesting setting, proposed for [[GURPS]], starts the players off &#039;&#039;as&#039;&#039; Nazis and has them turn against their former comrades as the movement becomes harder and harder to justify. It&#039;s also worth remembering that Nazis can be used for comedy as well; they &#039;&#039;ARE&#039;&#039; Germans after all, and when they&#039;re not conquering the world they&#039;re prancing around in lederhosen, drinking beer from steins and boots, and churning out hardcore bdsm pornography. All of these lead to some pretty great storytelling, just so long as the GM knows how to play them correctly and prevent them from becoming a wackier version of an [[Ork]].&lt;br /&gt;
&lt;br /&gt;
...And then you have [[Racial Holy War|this bullshit]], which misses the point entirely and renders us all stupider for the knowledge of its existence.&lt;br /&gt;
&lt;br /&gt;
==Nazi Gear, Weapons, and Vehicles==&lt;br /&gt;
If you decide to use Nazis as your bad guys at tonight&#039;s game, the link below is a brief run down of basic information on Nazi equipment. If you&#039;re planning to play them as protagonists, either make sure it&#039;s either just a historically neutral such as a combat oriented Axis and Allies game, or [[JoJo&#039;s Bizarre Adventure|well written with an enemy that rivals or]] [https://en.wikipedia.org/wiki/The_Domination &#039;&#039;surpasses&#039;&#039; their evil], or you&#039;re likely playing [[Racial Holy War]] and should thoroughly reconsider your life choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Nazi Equipment]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[/pol/]]: Having fanatical adherents who would ironically be the first to be exterminated for being physically frail weebs or obese neckbeards.&lt;br /&gt;
** [[SJW]]: /pol/s almost exact opposite in theory, some SJWs frequently accuse their opponents of being secret Nazis. We couldn&#039;t possibly comment.&lt;br /&gt;
* [[Communism]], which Nazism so heavily opposed that some of the features of the Nazi regime cannot be explained except by its complete opposition to, or imitation of, the Soviet Union or Marxism-Leninism. &amp;lt;!-- We don&#039;t need more than one sentence here. Comparisons of the two should probably go in its own section. --&amp;gt;&lt;br /&gt;
* [[Fascist Italy]], Diet Nazi Germany.&lt;br /&gt;
* The [[Skaven]], who play straight some of the Nazi tropes like the concept of the Master Race and seeing all the other races as inferior &amp;quot;things&amp;quot;.&lt;br /&gt;
* The [[Imperium of Man]], which despite what most people think is not Fascist, barring planets ruled by [[Ecclesiarchy|shitheads]]. This does not stop Neo-Nazis from fawning over it, which just shows how little they know of their own ideology, Imperium, or the fact Imperium is supposed to be evil (if the lesser one) and not something to aspire for. Neo-Nazis will try to co-opt anything which could, out of context, be spun as pro-nazi.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]][[Category:Not related]][[Category:Pure Evil]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Oliensis&amp;diff=365575</id>
		<title>Oliensis</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Oliensis&amp;diff=365575"/>
		<updated>2023-01-11T02:08:29Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
{{WTF}}&lt;br /&gt;
{{Sick|Vore planet}}&lt;br /&gt;
[[File:Planet Oliensis (Battlefleet Gothic Armada 2).jpg|x200px|thumb|right|Looks more like a giant ball of shit than an obese man. [[/d/|Guess Slaanesh got his/her/its fetishes mixed up]].]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oliensis&#039;&#039;&#039; was one of many weird shit the Space Marines of Abyssal Crusade had encountered. It was a [[Neckbeard|planet-size fat dude]] curled into a fetal position floating in space due to Slaaneshi fuckery. Only [[Slaanesh]] knows what he/she/it had done to that guy ages past. The planet was home to many Slaanesh followers such as Slaaneshi Daemons and hedonistic Beastmen. It was also a Noise Marines stronghold, where its base is located [[Wat|inside the planet-sized man&#039;s pores.]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the Abyssal Crusade of M37, &#039;&#039;&#039;The Sentinels&#039;&#039;&#039; Chapter invaded Oliensis to cleanse out all its fucking heretics, but they woke up the planet dude who then proceeds to [[FATAL|devour every Sentinels,]] like something out of a [[Sonic the Hedgehog|DeviantArt vore fanfic.]] The Sentinels were eventually forced to resort to cannibalism to survive, ultimately reemerging as the corrupted &#039;&#039;&#039;Corpus Brethren&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==How did this planet even existed?==&lt;br /&gt;
Like all [[Daemon World]] existed of course! The [[Warp]]&#039;s environment defy all sense of logics so anything could happen! As for official explanations however, there were none. In theory however, it could be something interesting like:&amp;lt;/br&amp;gt;&lt;br /&gt;
*The guy was probably a Slaanesh cultist or a Chaos Space Marine with vore fetish. When he earned enough favor to ascended himself into Daemonhood, he asked Slaanesh to help him achieve the maximum potential of his sick fetish instead of becoming a [[Daemon Prince]].&lt;br /&gt;
*The guy was a Slaanesh Daemon Prince with vore fetish who owns a [[Daemon World]]. He transformed the planet to his liking then possessed it, turning himself into a perverted obese [[/co/|Galactus]] floating in the warp.&lt;br /&gt;
*One day, Slaanesh was bored so he/she/it used his/her/it&#039;s power to change a lifeless rock into a sentient obese man with vore fetishes.&lt;br /&gt;
*Long ago, some foolish king or warlord &amp;lt;s&amp;gt;with a vore fetish&amp;lt;/s&amp;gt; sacrificed many to Slaanesh and ask him/her/it to turn himself into the most powerful man ever existed. This is the result.&lt;br /&gt;
&lt;br /&gt;
==Battlefleet Gothic Armada 2==&lt;br /&gt;
Oliensis made its debut graphical appearance in the game and it was &amp;lt;s&amp;gt;GLORIOUS&amp;lt;/s&amp;gt; {{BLAM|BLAM! HERESY!!}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Planets}}&lt;br /&gt;
[[Category:Chaos]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367072</id>
		<title>Open Game License</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367072"/>
		<updated>2023-01-11T02:04:11Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Version 1.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Open Gaming License =&lt;br /&gt;
Introduced by [[Wizards of the Coast]] with [[Dungeons &amp;amp; Dragons 3rd edition]], the &#039;&#039;&#039;Open Gaming License&#039;&#039;&#039; is a copyright license for [[RPG|TTRPGs]].  It rips off of the GNU Public License that made open source software so ubiquitous.  The idea is that you can make [[splatbook]]s and derivative works without paying hefty royalty cheques, so long as you don&#039;t pass yourself off as &amp;quot;official&amp;quot; support material, and you let other people make stuff derived from your stuff. Plus US courts have held you can&#039;t copyright game rules, only the words used to describe them, so you don&#039;t actually lose that much.&lt;br /&gt;
&lt;br /&gt;
Giving things away for free, even if it means you get truckloads of new content you didn&#039;t have to hire writers for, and it gives your product most of the market share, is still scary to execs and suits, so Wizards of the Coast &amp;quot;improved&amp;quot; the Open Gaming License in 2008 to the &amp;quot;Game System License,&amp;quot; which allowed developers to use D&amp;amp;D trademarks like beholders, but forces them to stamp their products with WotC and D&amp;amp;D logos, and WotC can change the rules at any time without notice, and if they decide to sue someone the target agrees to pay the legal fees up-front.  Understandably, authors said &amp;quot;fuck that noise&amp;quot; and stuck with the OGL. &lt;br /&gt;
&lt;br /&gt;
Eventually Wizards realized (translation: copied from the greedy fucktards at [[Bethesda]]) that you don&#039;t have to pay writers to make lots of supplements if you let fanboys write them for you and take a hefty slice off the top, so in January 2015, they released the [http://media.wizards.com/2016/downloads/SRD-OGL_V1.1.pdf Systems Reference Document] for [[Dungeons &amp;amp; Dragons 5th Edition]] under the OGL v. 1.0a containing just enough for supplement writers to write 5e-compatible books and created the [http://dmsguild.com/ Dungeon Master&#039;s Guild], which allows developers to use D&amp;amp;D trademarks (and settings like [[Forgotten Realms]]) but with Wizards taking &#039;&#039;&#039;&#039;&#039;half of all revenue&#039;&#039;&#039;&#039;&#039; and reserving the right to steal your shit to sell &#039;&#039;again&#039;&#039; as [[/v/|DLC for their licensed vidyas.]] This means that Wizards has successfully introduced the concept of paid mods to tabletop gaming, and this time developers seem to have taken the bait. At least you can tell them to fuck off and just use the SRD, even if it&#039;s the absolute bare minimum to work with.&lt;br /&gt;
&lt;br /&gt;
When you use the OGL, the stuff that you don&#039;t want copied and passed around has to be explicitly stated (See definition 1e, and item 7 below &amp;quot;Product Identity&amp;quot;.). Since Wizards retained all trademarks that can possibly refer what the hell something is supposed to be based on or compatible with, &amp;quot;OGL&amp;quot; also sees use to refer to what a system &#039;&#039;is&#039;&#039;. This &#039;&#039;would&#039;&#039; be confusing, but the exact nature of the OGL means there&#039;s no real reason to use it over a very similiar but legally distinct license if the product isn&#039;t ultimately a derivative of 3E D&amp;amp;D or, more rarely, d20 modern.&lt;br /&gt;
&lt;br /&gt;
== Version 1.1 ==&lt;br /&gt;
{{HurfDurf}}&lt;br /&gt;
{{skubby}}&lt;br /&gt;
In late 2022, an update to the OGL was leaked, no denial was forthcoming just a &amp;quot;coming soon Jan 13th 2023&amp;quot; and it looks like Hasbro/WOTC is perched to shit the bed.  &lt;br /&gt;
[[Games Workshop|The siren call of rent-seeking can only be abjured for so long]].  Among the [[Derp|improvements]] in this leaked document are:&lt;br /&gt;
&lt;br /&gt;
* Revoking OGL 1.0a.  Already-published stuff won&#039;t get retroactively changed, but after January Hasbro&#039;s lawyers won&#039;t respect new material published under OGL 1.0a. Despite the fact the OGL specifically states it&#039;s perpetual, so [[Skub|this will go well in court]] because while WotC is absolutely going to try and argue perpetual =/= non-revocable, a good number of countries that aren&#039;t America (most notably the majority of the Commonwealth countries) have precedents to the opposite (mostly in the form of a perpetual lease for land, either way the use of &amp;quot;perpetual&amp;quot; in contracts has long been interpreted to be almost identical to making it non-revocable).&lt;br /&gt;
* &amp;quot;Commercial&amp;quot; and &amp;quot;Non-Commercial&amp;quot; versions. [[Fail|They literally state if you get paid by &amp;quot;your brother doing your chores for a week&amp;quot; then you must use the Commercial version.]]&lt;br /&gt;
* If you make gross revenue over $50,000 in one year from your combined OGL stuff, you must [[Blam|voluntarily]] give WOTC a copy of your ledgers for them to audit. [[Wat|They call this &amp;quot;leveling-up&amp;quot;]].&lt;br /&gt;
* If you make gross revenue over $750,000 in one year from your combined OGL stuff, [[Money|you gotta give Hasbro 20%-25% of whatever&#039;s above 750,000]].&lt;br /&gt;
* WOTC owns the copyright, trademark and patent for anything licensed by OGL 1.1.  So do you, but if you&#039;re good enough then Hasbro spins up the printing engines (or grants the license to any of their partners) and you get to compete against them, good fucking luck.&lt;br /&gt;
* No more software, not even a form-filling PDF, &amp;quot;games and supplements in printed media and static electronic file formats&amp;quot; only.  Among the formats they explicitly name as no-go are: videos, games, novels, apps, graphic novels, music, songs, dances and [[Wat|pantomimes]]. [[Cegorach|Yeah, fuck mimes amirite?]]&lt;br /&gt;
* Much of the new licence is written from a very [[Fifteen views of Asscrack|Amerifat]] perspective and relies on clauses that are outright illegal in actual first world countries (and even a number of supposedly third world ones). See below for an example:&lt;br /&gt;
{{Topquote|Additionally, You waive any right to sue over Our decision on these issues. We’re aware that, if We somehow stretch Our decision of what is or is not objectionable under these clauses too far, We will receive community pushback and bad PR, and We’re more than open to being convinced that We made a wrong decision. But nobody gets to use the threat of a lawsuit as part of an attempt to convince Us.|Wizards of the Coast, failing to realise that a large number of countries have significant restrictions on contracts enforcing one party to waive the right to sue the other, to the extent that including such a clause may [[Fail|invalidate the entire contract]].}}&lt;br /&gt;
&lt;br /&gt;
To nobody&#039;s surprise, plenty of publishing houses are jumping ship, having a fire sale on their D&amp;amp;D-related stock and looking for alternate systems to write for.  You can just smell the &amp;quot;I told you so&amp;quot; smug coming off Pazio right now.&lt;br /&gt;
&lt;br /&gt;
Because who knew that people wouldn&#039;t just accept your forced attempt to make them pay you. Surely they wouldn&#039;t just jump ship to the numerous other alternatives already existing? [[Warhammer Plus|It&#039;s not like this has ever happened before in recent memory, right?]]&lt;br /&gt;
&lt;br /&gt;
== Version 1.0a ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;OPEN GAME LICENSE Version 1.0a&#039;&#039;&#039;&#039;&lt;br /&gt;
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (&amp;quot;Wizards&amp;quot;). All Rights Reserved.&lt;br /&gt;
&lt;br /&gt;
1. Definitions: &lt;br /&gt;
* (a)&amp;quot;Contributors&amp;quot; means the copyright and/or trademark owners who have contributed Open Game Content;&lt;br /&gt;
* (b)&amp;quot;Derivative Material&amp;quot; means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; &lt;br /&gt;
* (c) &amp;quot;Distribute&amp;quot; means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;&lt;br /&gt;
* (d) &amp;quot;Open Game Content&amp;quot; means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. &lt;br /&gt;
* (e) &amp;quot;Product Identity&amp;quot; means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; &lt;br /&gt;
* (f) &amp;quot;Trademark&amp;quot; means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor&lt;br /&gt;
* (g) &amp;quot;Use&amp;quot;, &amp;quot;Used&amp;quot; or &amp;quot;Using&amp;quot; means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.&lt;br /&gt;
* (h) &amp;quot;You&amp;quot; or &amp;quot;Your&amp;quot; means the licensee in terms of this agreement.&lt;br /&gt;
&lt;br /&gt;
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.&lt;br /&gt;
&lt;br /&gt;
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.&lt;br /&gt;
&lt;br /&gt;
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.&lt;br /&gt;
&lt;br /&gt;
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.&lt;br /&gt;
&lt;br /&gt;
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder&#039;s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.&lt;br /&gt;
&lt;br /&gt;
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.&lt;br /&gt;
&lt;br /&gt;
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.&lt;br /&gt;
&lt;br /&gt;
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.&lt;br /&gt;
&lt;br /&gt;
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.&lt;br /&gt;
&lt;br /&gt;
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.&lt;br /&gt;
&lt;br /&gt;
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.&lt;br /&gt;
&lt;br /&gt;
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.&lt;br /&gt;
&lt;br /&gt;
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.&lt;br /&gt;
&lt;br /&gt;
15. COPYRIGHT NOTICE&lt;br /&gt;
* Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.&lt;br /&gt;
* System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;
* &#039;&#039;(your game here) © year, your real name, company you were working for&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is going to be replaced by the cashgrab that is 1.1. We&#039;ll likely retain this for posterity, to remind us of what was lost.&lt;br /&gt;
&lt;br /&gt;
== Parts of D&amp;amp;D that are not Open Game Content ==&lt;br /&gt;
* The brand names &amp;quot;Dungeons &amp;amp; Dragons,&amp;quot; &amp;quot;D&amp;amp;D,&amp;quot; &amp;quot;d20 System,&amp;quot; nor &amp;quot;Wizards of the Coast,&amp;quot; Duh. That means you [[Fail|can&#039;t say &amp;quot;compatible with Dungeons &amp;amp; Dragons&amp;quot; nor &amp;quot;uses the d20 System,&amp;quot; you have to use some bullshit like &amp;quot;compatible with popular fantasy role-playing games wink wink nudge nudge.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: [[Dungeons &amp;amp; Dragons]], [[D&amp;amp;D]], [[Player&#039;s Handbook]], [[Dungeon Master]], [[Monster Manual]], [[d20 System]], [[Wizards of the Coast]], [[d20]] (when used as a trademark), [[Forgotten Realms]], Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, [[Ysgard|Heroic Domains of Ysgard]], [[Limbo|Ever-Changing Chaos of Limbo]], [[Pandemonium|Windswept Depths of Pandemonium]], [[Abyss|Infinite Layers of the Abyss]], [[Carceri|Tarterian Depths of Carceri]], [[Hades|Gray Waste of Hades]], [[Gehenna|Bleak Eternity of Gehenna]], [[Baator|Nine Hells of Baator]], [[Acheron|Infernal Battlefield of Acheron]], [[Mechanus|Clockwork Nirvana of Mechanus]], [[Arcadia|Peaceable Kingdoms of Arcadia]], [[Celestia|Seven Mounting Heavens of Celestia]], [[Bytopia|Twin Paradises of Bytopia]], [[Elysium|Blessed Fields of Elysium]], [[Beastlands|Wilderness of the Beastlands]], [[Arborea|Olympian Glades of Arborea]], [[Outlands|Concordant Domain of the Outlands]], [[Sigil]], [[Lady of Pain]], [[Book of Exalted Deeds]], [[Book of Vile Darkness]], [[beholder]], [[gauth]], [[Carrion Crawler|carrion crawler]], [[tanar&#039;ri]], [[baatezu]], [[displacer beast]], [[githyanki]], [[githzerai]], [[mind flayer]], [[illithid]], [[Umber_Hulk|umber hulk]], [[yuan-ti]].&#039;&#039;&lt;br /&gt;
: -Revised (v.3.5) System Reference Document, Wizards of the Coast&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, they seem to have trademarked &amp;quot;Ever-Changing Chaos of Limbo&amp;quot; and even Gauths, like seriously out all the interesting and not so interesting beholderkin the only one they decided to trademark was the puny insignificant Gauths? Really makes you wonder what the the guys who wrote the OGL were smoking.&lt;br /&gt;
&lt;br /&gt;
Though come OGL 1.1, this might as well be everything if you don&#039;t want to give away 25% of your &#039;&#039;gross&#039;&#039; earnings to big daddy Hasbro/WOTC.&lt;br /&gt;
&lt;br /&gt;
== Works that use the OGL ==&lt;br /&gt;
This is not a complete list. Also, all of these use 1.0, so expect this list to be &#039;&#039;severely&#039;&#039; truncated once 1.1 puts on the chokehold.&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd edition]]&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 5th Edition]] (just barely enough content to attend one Legendary Encounters session)&lt;br /&gt;
* [[Pugmire]] by Onyx Path Publishing&lt;br /&gt;
*&amp;quot;[[Spycraft]] 2.0&amp;quot;&lt;br /&gt;
*&amp;quot;[[Pathfinder Roleplaying Game]]&amp;quot; by Paizo Publishing&lt;br /&gt;
*&amp;quot;[[FATE System|FATE]]&amp;quot; aka [[FUDGE|Fudge 3.0]], &amp;quot;[[Spirit of the Century]]&amp;quot;,  by Evil Hat Productions&lt;br /&gt;
*&amp;quot;[[Diaspora]]&amp;quot; by VSCA Publishing&lt;br /&gt;
* [[Microlite20]]&lt;br /&gt;
* [[Prime Directive d20]]&amp;quot;, &amp;quot;Prime Directive PD20 Modern&amp;quot; by Amarillo Design Bureau, Inc.&lt;br /&gt;
* The [[Book of Erotic Fantasy]]&lt;br /&gt;
*&amp;quot;Neiyar: Land of Heaven and the Abyss&amp;quot;, &amp;quot;Koboldnomicon&amp;quot; by Bards and Sages&lt;br /&gt;
*&amp;quot;[[NeoExodus: A House Divided]]&amp;quot; by Louis Porter Jr. Design&lt;br /&gt;
* &amp;quot;OGL Ancients&amp;quot;, &amp;quot;OGL CyberNet: [[Cyberpunk]] Roleplaying&amp;quot;, &amp;quot;OGL Horror&amp;quot;, &amp;quot;OGL Manga&amp;quot;, &amp;quot;OGL Steampunk&amp;quot;, &amp;quot;OGL Wild West&amp;quot;, all by Mongoose Publishing&lt;br /&gt;
*&amp;quot;Ave Molech&amp;quot; by Morbidgames.a&lt;br /&gt;
*&amp;quot;Nuisances&amp;quot; by Skirmisher Publishing LLC&lt;br /&gt;
*&amp;quot;True20 Adventure Roleplaying Game&amp;quot;, &amp;quot;Mutants &amp;amp; Masterminds&amp;quot; by Green Ronin Publishing&lt;br /&gt;
*The Black Company&#039; Campaign Setting by Green Ronin Publishing&lt;br /&gt;
*[[Exodus]]&amp;quot; by Glutton Creeper Games&lt;br /&gt;
*&amp;quot;[[Empyrean|d20 Empyrean]] by Broken Dreams Games&lt;br /&gt;
*[[World of Warcraft: The Roleplaying Game]] by [[White Wolf|Sword &amp;amp; Sorcery studios]]&lt;br /&gt;
*[[D6_System#OpenD6 |OpenD6 system]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[SRD]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Gamer Slang]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367068</id>
		<title>Open Game License</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367068"/>
		<updated>2023-01-11T01:51:52Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Version 1.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Open Gaming License =&lt;br /&gt;
Introduced by [[Wizards of the Coast]] with [[Dungeons &amp;amp; Dragons 3rd edition]], the &#039;&#039;&#039;Open Gaming License&#039;&#039;&#039; is a copyright license for [[RPG|TTRPGs]].  It rips off of the GNU Public License that made open source software so ubiquitous.  The idea is that you can make [[splatbook]]s and derivative works without paying hefty royalty cheques, so long as you don&#039;t pass yourself off as &amp;quot;official&amp;quot; support material, and you let other people make stuff derived from your stuff. Plus US courts have held you can&#039;t copyright game rules, only the words used to describe them, so you don&#039;t actually lose that much.&lt;br /&gt;
&lt;br /&gt;
Giving things away for free, even if it means you get truckloads of new content you didn&#039;t have to hire writers for, and it gives your product most of the market share, is still scary to execs and suits, so Wizards of the Coast &amp;quot;improved&amp;quot; the Open Gaming License in 2008 to the &amp;quot;Game System License,&amp;quot; which allowed developers to use D&amp;amp;D trademarks like beholders, but forces them to stamp their products with WotC and D&amp;amp;D logos, and WotC can change the rules at any time without notice, and if they decide to sue someone the target agrees to pay the legal fees up-front.  Understandably, authors said &amp;quot;fuck that noise&amp;quot; and stuck with the OGL. &lt;br /&gt;
&lt;br /&gt;
Eventually Wizards realized (translation: copied from the greedy fucktards at [[Bethesda]]) that you don&#039;t have to pay writers to make lots of supplements if you let fanboys write them for you and take a hefty slice off the top, so in January 2015, they released the [http://media.wizards.com/2016/downloads/SRD-OGL_V1.1.pdf Systems Reference Document] for [[Dungeons &amp;amp; Dragons 5th Edition]] under the OGL v. 1.0a containing just enough for supplement writers to write 5e-compatible books and created the [http://dmsguild.com/ Dungeon Master&#039;s Guild], which allows developers to use D&amp;amp;D trademarks (and settings like [[Forgotten Realms]]) but with Wizards taking &#039;&#039;&#039;&#039;&#039;half of all revenue&#039;&#039;&#039;&#039;&#039; and reserving the right to steal your shit to sell &#039;&#039;again&#039;&#039; as [[/v/|DLC for their licensed vidyas.]] This means that Wizards has successfully introduced the concept of paid mods to tabletop gaming, and this time developers seem to have taken the bait. At least you can tell them to fuck off and just use the SRD, even if it&#039;s the absolute bare minimum to work with.&lt;br /&gt;
&lt;br /&gt;
When you use the OGL, the stuff that you don&#039;t want copied and passed around has to be explicitly stated (See definition 1e, and item 7 below &amp;quot;Product Identity&amp;quot;.). Since Wizards retained all trademarks that can possibly refer what the hell something is supposed to be based on or compatible with, &amp;quot;OGL&amp;quot; also sees use to refer to what a system &#039;&#039;is&#039;&#039;. This &#039;&#039;would&#039;&#039; be confusing, but the exact nature of the OGL means there&#039;s no real reason to use it over a very similiar but legally distinct license if the product isn&#039;t ultimately a derivative of 3E D&amp;amp;D or, more rarely, d20 modern.&lt;br /&gt;
&lt;br /&gt;
== Version 1.1 ==&lt;br /&gt;
{{HurfDurf}}&lt;br /&gt;
{{skubby}}&lt;br /&gt;
In late 2022, an update to the OGL was leaked, no denial was forthcoming just a &amp;quot;coming soon Jan 13th 2023&amp;quot; and it looks like Hasbro/WOTC is perched to shit the bed.  &lt;br /&gt;
[[Games Workshop|The siren call of rent-seeking can only be abjured for so long]].  Among the [[Derp|improvements]] in this leaked document are:&lt;br /&gt;
&lt;br /&gt;
* Revoking OGL 1.0a.  Already-published stuff won&#039;t get retroactively changed, but after January Hasbro&#039;s lawyers won&#039;t respect new material published under OGL 1.0a. Despite the fact the OGL specifically states it&#039;s perpetual, so [[Skub|this will go well in court]] because while WotC is absolutely going to try and argue perpetual =/= non-revocable, a good number of countries that aren&#039;t America (most notably the majority of the Commonwealth countries) have precedents to the opposite (mostly in the form of a perpetual lease for land, either way the use of &amp;quot;perpetual&amp;quot; in contracts has long been interpreted to be almost identical to making it non-revocable).&lt;br /&gt;
* &amp;quot;Commercial&amp;quot; and &amp;quot;Non-Commercial&amp;quot; versions. [[Fail|They literally state if you get paid by &amp;quot;your brother doing your chores for a week&amp;quot; then you must use the Commercial version.]]&lt;br /&gt;
* If you make gross revenue over $50,000 in one year from your combined OGL stuff, you must [[Blam|voluntarily]] give WOTC a copy of your ledgers for them to audit. [[Wat|They call this &amp;quot;leveling-up&amp;quot;]].&lt;br /&gt;
* If you make gross revenue over $750,000 in one year from your combined OGL stuff, [[Money|you gotta give Hasbro 20%-25% of whatever&#039;s above 750,000]].&lt;br /&gt;
* WOTC owns the copyright, trademark and patent for anything licensed by OGL 1.1.  So do you, but if you&#039;re good enough then Hasbro spins up the printing engines (or grants the license to any of their partners) and you get to compete against them, good fucking luck.&lt;br /&gt;
* No more software, not even a form-filling PDF, &amp;quot;games and supplements in printed media and static electronic file formats&amp;quot; only.  Among the formats they explicitly name as no-go are: videos, games, novels, apps, graphic novels, music, songs, dances and [[Wat|pantomimes]]. [[Cegorach|Yeah, fuck mimes amirite?]]&lt;br /&gt;
* Much of the new licence is written from a very [[Fifteen views of Asscrack|Amerifat]] perspective and relies on clauses that are outright illegal in actual first world countries (and even a number of third world ones). See below for an example:&lt;br /&gt;
{{Topquote|Additionally, You waive any right to sue over Our decision on these issues. We’re aware that, if We somehow stretch Our decision of what is or is not objectionable under these clauses too far, We will receive community pushback and bad PR, and We’re more than open to being convinced that We made a wrong decision. But nobody gets to use the threat of a lawsuit as part of an attempt to convince Us.|Wizards of the Coast, failing to realise that a large number of countries have significant restrictions on contracts enforcing one party to waive the right to sue the other, to the extent that including such a clause may [[Fail|invalidate the entire contract]].}}&lt;br /&gt;
&lt;br /&gt;
To nobody&#039;s surprise, plenty of publishing houses are jumping ship, having a fire sale on their D&amp;amp;D-related stock and looking for alternate systems to write for.  You can just smell the &amp;quot;I told you so&amp;quot; smug coming off Pazio right now.&lt;br /&gt;
&lt;br /&gt;
Because who knew that people wouldn&#039;t just accept your forced attempt to make them pay you. Surely they wouldn&#039;t just jump ship to the numerous other alternatives already existing? [[Warhammer Plus|It&#039;s not like this has ever happened before in recent memory, right?]]&lt;br /&gt;
&lt;br /&gt;
== Version 1.0a ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;OPEN GAME LICENSE Version 1.0a&#039;&#039;&#039;&#039;&lt;br /&gt;
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (&amp;quot;Wizards&amp;quot;). All Rights Reserved.&lt;br /&gt;
&lt;br /&gt;
1. Definitions: &lt;br /&gt;
* (a)&amp;quot;Contributors&amp;quot; means the copyright and/or trademark owners who have contributed Open Game Content;&lt;br /&gt;
* (b)&amp;quot;Derivative Material&amp;quot; means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; &lt;br /&gt;
* (c) &amp;quot;Distribute&amp;quot; means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;&lt;br /&gt;
* (d) &amp;quot;Open Game Content&amp;quot; means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. &lt;br /&gt;
* (e) &amp;quot;Product Identity&amp;quot; means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; &lt;br /&gt;
* (f) &amp;quot;Trademark&amp;quot; means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor&lt;br /&gt;
* (g) &amp;quot;Use&amp;quot;, &amp;quot;Used&amp;quot; or &amp;quot;Using&amp;quot; means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.&lt;br /&gt;
* (h) &amp;quot;You&amp;quot; or &amp;quot;Your&amp;quot; means the licensee in terms of this agreement.&lt;br /&gt;
&lt;br /&gt;
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.&lt;br /&gt;
&lt;br /&gt;
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.&lt;br /&gt;
&lt;br /&gt;
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.&lt;br /&gt;
&lt;br /&gt;
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.&lt;br /&gt;
&lt;br /&gt;
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder&#039;s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.&lt;br /&gt;
&lt;br /&gt;
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.&lt;br /&gt;
&lt;br /&gt;
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.&lt;br /&gt;
&lt;br /&gt;
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.&lt;br /&gt;
&lt;br /&gt;
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.&lt;br /&gt;
&lt;br /&gt;
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.&lt;br /&gt;
&lt;br /&gt;
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.&lt;br /&gt;
&lt;br /&gt;
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.&lt;br /&gt;
&lt;br /&gt;
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.&lt;br /&gt;
&lt;br /&gt;
15. COPYRIGHT NOTICE&lt;br /&gt;
* Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.&lt;br /&gt;
* System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;
* &#039;&#039;(your game here) © year, your real name, company you were working for&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(To be replaced by the 1.1 Version Soon)&lt;br /&gt;
&lt;br /&gt;
== Parts of D&amp;amp;D that are not Open Game Content ==&lt;br /&gt;
* The brand names &amp;quot;Dungeons &amp;amp; Dragons,&amp;quot; &amp;quot;D&amp;amp;D,&amp;quot; &amp;quot;d20 System,&amp;quot; nor &amp;quot;Wizards of the Coast,&amp;quot; Duh. That means you [[Fail|can&#039;t say &amp;quot;compatible with Dungeons &amp;amp; Dragons&amp;quot; nor &amp;quot;uses the d20 System,&amp;quot; you have to use some bullshit like &amp;quot;compatible with popular fantasy role-playing games wink wink nudge nudge.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: [[Dungeons &amp;amp; Dragons]], [[D&amp;amp;D]], [[Player&#039;s Handbook]], [[Dungeon Master]], [[Monster Manual]], [[d20 System]], [[Wizards of the Coast]], [[d20]] (when used as a trademark), [[Forgotten Realms]], Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, [[Ysgard|Heroic Domains of Ysgard]], [[Limbo|Ever-Changing Chaos of Limbo]], [[Pandemonium|Windswept Depths of Pandemonium]], [[Abyss|Infinite Layers of the Abyss]], [[Carceri|Tarterian Depths of Carceri]], [[Hades|Gray Waste of Hades]], [[Gehenna|Bleak Eternity of Gehenna]], [[Baator|Nine Hells of Baator]], [[Acheron|Infernal Battlefield of Acheron]], [[Mechanus|Clockwork Nirvana of Mechanus]], [[Arcadia|Peaceable Kingdoms of Arcadia]], [[Celestia|Seven Mounting Heavens of Celestia]], [[Bytopia|Twin Paradises of Bytopia]], [[Elysium|Blessed Fields of Elysium]], [[Beastlands|Wilderness of the Beastlands]], [[Arborea|Olympian Glades of Arborea]], [[Outlands|Concordant Domain of the Outlands]], [[Sigil]], [[Lady of Pain]], [[Book of Exalted Deeds]], [[Book of Vile Darkness]], [[beholder]], [[gauth]], [[Carrion Crawler|carrion crawler]], [[tanar&#039;ri]], [[baatezu]], [[displacer beast]], [[githyanki]], [[githzerai]], [[mind flayer]], [[illithid]], [[Umber_Hulk|umber hulk]], [[yuan-ti]].&#039;&#039;&lt;br /&gt;
: -Revised (v.3.5) System Reference Document, Wizards of the Coast&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, they seem to have trademarked &amp;quot;Ever-Changing Chaos of Limbo&amp;quot; and even Gauths, like seriously out all the interesting and not so interesting beholderkin the only one they decided to trademark was the puny insignificant Gauths? Really makes you wonder what the the guys who wrote the OGL were smoking.&lt;br /&gt;
&lt;br /&gt;
== Works that use the OGL ==&lt;br /&gt;
This is not a complete list.&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd edition]]&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 5th Edition]] (just barely enough content to attend one Legendary Encounters session)&lt;br /&gt;
* [[Pugmire]] by Onyx Path Publishing&lt;br /&gt;
*&amp;quot;[[Spycraft]] 2.0&amp;quot;&lt;br /&gt;
*&amp;quot;[[Pathfinder Roleplaying Game]]&amp;quot; by Paizo Publishing&lt;br /&gt;
*&amp;quot;[[FATE System|FATE]]&amp;quot; aka [[FUDGE|Fudge 3.0]], &amp;quot;[[Spirit of the Century]]&amp;quot;,  by Evil Hat Productions&lt;br /&gt;
*&amp;quot;[[Diaspora]]&amp;quot; by VSCA Publishing&lt;br /&gt;
* [[Microlite20]]&lt;br /&gt;
* [[Prime Directive d20]]&amp;quot;, &amp;quot;Prime Directive PD20 Modern&amp;quot; by Amarillo Design Bureau, Inc.&lt;br /&gt;
* The [[Book of Erotic Fantasy]]&lt;br /&gt;
*&amp;quot;Neiyar: Land of Heaven and the Abyss&amp;quot;, &amp;quot;Koboldnomicon&amp;quot; by Bards and Sages&lt;br /&gt;
*&amp;quot;[[NeoExodus: A House Divided]]&amp;quot; by Louis Porter Jr. Design&lt;br /&gt;
* &amp;quot;OGL Ancients&amp;quot;, &amp;quot;OGL CyberNet: [[Cyberpunk]] Roleplaying&amp;quot;, &amp;quot;OGL Horror&amp;quot;, &amp;quot;OGL Manga&amp;quot;, &amp;quot;OGL Steampunk&amp;quot;, &amp;quot;OGL Wild West&amp;quot;, all by Mongoose Publishing&lt;br /&gt;
*&amp;quot;Ave Molech&amp;quot; by Morbidgames.a&lt;br /&gt;
*&amp;quot;Nuisances&amp;quot; by Skirmisher Publishing LLC&lt;br /&gt;
*&amp;quot;True20 Adventure Roleplaying Game&amp;quot;, &amp;quot;Mutants &amp;amp; Masterminds&amp;quot; by Green Ronin Publishing&lt;br /&gt;
*The Black Company&#039; Campaign Setting by Green Ronin Publishing&lt;br /&gt;
*[[Exodus]]&amp;quot; by Glutton Creeper Games&lt;br /&gt;
*&amp;quot;[[Empyrean|d20 Empyrean]] by Broken Dreams Games&lt;br /&gt;
*[[World of Warcraft: The Roleplaying Game]] by [[White Wolf|Sword &amp;amp; Sorcery studios]]&lt;br /&gt;
*[[D6_System#OpenD6 |OpenD6 system]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[SRD]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Gamer Slang]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367067</id>
		<title>Open Game License</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367067"/>
		<updated>2023-01-11T01:49:29Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Version 1.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Open Gaming License =&lt;br /&gt;
Introduced by [[Wizards of the Coast]] with [[Dungeons &amp;amp; Dragons 3rd edition]], the &#039;&#039;&#039;Open Gaming License&#039;&#039;&#039; is a copyright license for [[RPG|TTRPGs]].  It rips off of the GNU Public License that made open source software so ubiquitous.  The idea is that you can make [[splatbook]]s and derivative works without paying hefty royalty cheques, so long as you don&#039;t pass yourself off as &amp;quot;official&amp;quot; support material, and you let other people make stuff derived from your stuff. Plus US courts have held you can&#039;t copyright game rules, only the words used to describe them, so you don&#039;t actually lose that much.&lt;br /&gt;
&lt;br /&gt;
Giving things away for free, even if it means you get truckloads of new content you didn&#039;t have to hire writers for, and it gives your product most of the market share, is still scary to execs and suits, so Wizards of the Coast &amp;quot;improved&amp;quot; the Open Gaming License in 2008 to the &amp;quot;Game System License,&amp;quot; which allowed developers to use D&amp;amp;D trademarks like beholders, but forces them to stamp their products with WotC and D&amp;amp;D logos, and WotC can change the rules at any time without notice, and if they decide to sue someone the target agrees to pay the legal fees up-front.  Understandably, authors said &amp;quot;fuck that noise&amp;quot; and stuck with the OGL. &lt;br /&gt;
&lt;br /&gt;
Eventually Wizards realized (translation: copied from the greedy fucktards at [[Bethesda]]) that you don&#039;t have to pay writers to make lots of supplements if you let fanboys write them for you and take a hefty slice off the top, so in January 2015, they released the [http://media.wizards.com/2016/downloads/SRD-OGL_V1.1.pdf Systems Reference Document] for [[Dungeons &amp;amp; Dragons 5th Edition]] under the OGL v. 1.0a containing just enough for supplement writers to write 5e-compatible books and created the [http://dmsguild.com/ Dungeon Master&#039;s Guild], which allows developers to use D&amp;amp;D trademarks (and settings like [[Forgotten Realms]]) but with Wizards taking &#039;&#039;&#039;&#039;&#039;half of all revenue&#039;&#039;&#039;&#039;&#039; and reserving the right to steal your shit to sell &#039;&#039;again&#039;&#039; as [[/v/|DLC for their licensed vidyas.]] This means that Wizards has successfully introduced the concept of paid mods to tabletop gaming, and this time developers seem to have taken the bait. At least you can tell them to fuck off and just use the SRD, even if it&#039;s the absolute bare minimum to work with.&lt;br /&gt;
&lt;br /&gt;
When you use the OGL, the stuff that you don&#039;t want copied and passed around has to be explicitly stated (See definition 1e, and item 7 below &amp;quot;Product Identity&amp;quot;.). Since Wizards retained all trademarks that can possibly refer what the hell something is supposed to be based on or compatible with, &amp;quot;OGL&amp;quot; also sees use to refer to what a system &#039;&#039;is&#039;&#039;. This &#039;&#039;would&#039;&#039; be confusing, but the exact nature of the OGL means there&#039;s no real reason to use it over a very similiar but legally distinct license if the product isn&#039;t ultimately a derivative of 3E D&amp;amp;D or, more rarely, d20 modern.&lt;br /&gt;
&lt;br /&gt;
== Version 1.1 ==&lt;br /&gt;
{{HurfDurf}}&lt;br /&gt;
{{skubby}}&lt;br /&gt;
In late 2022, an update to the OGL was leaked, no denial was forthcoming just a &amp;quot;coming soon Jan 13th 2023&amp;quot; and it looks like Hasbro/WOTC is perched to shit the bed.  &lt;br /&gt;
[[Games Workshop|The siren call of rent-seeking can only be abjured for so long]].  Among the [[Derp|improvements]] in this leaked document are:&lt;br /&gt;
&lt;br /&gt;
* Revoking OGL 1.0a.  Already-published stuff won&#039;t get retroactively changed, but after January Hasbro&#039;s lawyers won&#039;t respect new material published under OGL 1.0a. Despite the fact the OGL specifically states it&#039;s perpetual, so [[Skub|this will go well in court]] because while WotC is absolutely going to try and argue perpetual =/= non-revocable, a good number of countries that aren&#039;t America (most notably the majority of the Commonwealth countries) have precedents to the opposite (mostly in the form of a perpetual lease for land, either way the use of &amp;quot;perpetual&amp;quot; in contracts has long been interpreted to be almost identical to making it non-revocable).&lt;br /&gt;
* &amp;quot;Commercial&amp;quot; and &amp;quot;Non-Commercial&amp;quot; versions. [[Fail|They literally state if you get paid by &amp;quot;your brother doing your chores for a week&amp;quot; then you must use the Commercial version.]]&lt;br /&gt;
* If you make gross revenue over $50,000 in one year from your combined OGL stuff, you must [[Blam|voluntarily]] give WOTC a copy of your ledgers for them to audit. [[Wat|They call this &amp;quot;leveling-up&amp;quot;]].&lt;br /&gt;
* If you make gross revenue over $750,000 in one year from your combined OGL stuff, [[Money|you gotta give Hasbro 20%-25% of whatever&#039;s above 750,000]].&lt;br /&gt;
* WOTC owns the copyright, trademark and patent for anything licensed by OGL 1.1.  So do you, but if you&#039;re good enough then Hasbro spins up the printing engines (or grants the license to any of their partners) and you get to compete against them, good fucking luck.&lt;br /&gt;
* No more software, not even a form-filling PDF, &amp;quot;games and supplements in printed media and static electronic file formats&amp;quot; only.  Among the formats they explicitly name as no-go are: videos, games, novels, apps, graphic novels, music, songs, dances and [[Wat|pantomimes]]. [[Cegorach|Yeah, fuck mimes amirite?]]&lt;br /&gt;
* Much of the new licence is written from a very [[Fifteen views of Asscrack|Amerifat]] perspective and relies on clauses that are outright illegal in actual first world countries (and even a number of third world ones). See below for an example:&lt;br /&gt;
{{Topquote|Additionally, You waive any right to sue over Our decision on these issues. We’re aware that, if We somehow stretch Our decision of what is or is not objectionable under these clauses too far, We will receive community pushback and bad PR, and We’re more than open to being convinced that We made a wrong decision. But nobody gets to use the threat of a lawsuit as part of an attempt to convince Us.|Wizards of the Coast, failing to realise that a large number of countries have significant restrictions on contracts enforcing one party to waive the right to sue the other, to the extent that including such a clause may [[Fail|invalidate the entire contract]].}}&lt;br /&gt;
&lt;br /&gt;
To nobody&#039;s surprise, plenty of publishing houses are jumping ship, having a fire sale on their D&amp;amp;D-related stock and looking for alternate systems to write for.  You can just smell the &amp;quot;I told you so&amp;quot; smug coming off Pazio right now.&lt;br /&gt;
&lt;br /&gt;
Because who knew that people wouldn&#039;t just accept your forced attempt to make them pay you and instead wouldn&#039;t just jump ship to the numerous other alternatives already existing? [[Warhammer Plus|It&#039;s not like this has ever happened before in recent memory, right?]]&lt;br /&gt;
&lt;br /&gt;
== Version 1.0a ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;OPEN GAME LICENSE Version 1.0a&#039;&#039;&#039;&#039;&lt;br /&gt;
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (&amp;quot;Wizards&amp;quot;). All Rights Reserved.&lt;br /&gt;
&lt;br /&gt;
1. Definitions: &lt;br /&gt;
* (a)&amp;quot;Contributors&amp;quot; means the copyright and/or trademark owners who have contributed Open Game Content;&lt;br /&gt;
* (b)&amp;quot;Derivative Material&amp;quot; means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; &lt;br /&gt;
* (c) &amp;quot;Distribute&amp;quot; means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;&lt;br /&gt;
* (d) &amp;quot;Open Game Content&amp;quot; means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. &lt;br /&gt;
* (e) &amp;quot;Product Identity&amp;quot; means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; &lt;br /&gt;
* (f) &amp;quot;Trademark&amp;quot; means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor&lt;br /&gt;
* (g) &amp;quot;Use&amp;quot;, &amp;quot;Used&amp;quot; or &amp;quot;Using&amp;quot; means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.&lt;br /&gt;
* (h) &amp;quot;You&amp;quot; or &amp;quot;Your&amp;quot; means the licensee in terms of this agreement.&lt;br /&gt;
&lt;br /&gt;
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.&lt;br /&gt;
&lt;br /&gt;
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.&lt;br /&gt;
&lt;br /&gt;
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.&lt;br /&gt;
&lt;br /&gt;
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.&lt;br /&gt;
&lt;br /&gt;
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder&#039;s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.&lt;br /&gt;
&lt;br /&gt;
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.&lt;br /&gt;
&lt;br /&gt;
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.&lt;br /&gt;
&lt;br /&gt;
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.&lt;br /&gt;
&lt;br /&gt;
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.&lt;br /&gt;
&lt;br /&gt;
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.&lt;br /&gt;
&lt;br /&gt;
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.&lt;br /&gt;
&lt;br /&gt;
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.&lt;br /&gt;
&lt;br /&gt;
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.&lt;br /&gt;
&lt;br /&gt;
15. COPYRIGHT NOTICE&lt;br /&gt;
* Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.&lt;br /&gt;
* System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;
* &#039;&#039;(your game here) © year, your real name, company you were working for&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(To be replaced by the 1.1 Version Soon)&lt;br /&gt;
&lt;br /&gt;
== Parts of D&amp;amp;D that are not Open Game Content ==&lt;br /&gt;
* The brand names &amp;quot;Dungeons &amp;amp; Dragons,&amp;quot; &amp;quot;D&amp;amp;D,&amp;quot; &amp;quot;d20 System,&amp;quot; nor &amp;quot;Wizards of the Coast,&amp;quot; Duh. That means you [[Fail|can&#039;t say &amp;quot;compatible with Dungeons &amp;amp; Dragons&amp;quot; nor &amp;quot;uses the d20 System,&amp;quot; you have to use some bullshit like &amp;quot;compatible with popular fantasy role-playing games wink wink nudge nudge.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: [[Dungeons &amp;amp; Dragons]], [[D&amp;amp;D]], [[Player&#039;s Handbook]], [[Dungeon Master]], [[Monster Manual]], [[d20 System]], [[Wizards of the Coast]], [[d20]] (when used as a trademark), [[Forgotten Realms]], Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, [[Ysgard|Heroic Domains of Ysgard]], [[Limbo|Ever-Changing Chaos of Limbo]], [[Pandemonium|Windswept Depths of Pandemonium]], [[Abyss|Infinite Layers of the Abyss]], [[Carceri|Tarterian Depths of Carceri]], [[Hades|Gray Waste of Hades]], [[Gehenna|Bleak Eternity of Gehenna]], [[Baator|Nine Hells of Baator]], [[Acheron|Infernal Battlefield of Acheron]], [[Mechanus|Clockwork Nirvana of Mechanus]], [[Arcadia|Peaceable Kingdoms of Arcadia]], [[Celestia|Seven Mounting Heavens of Celestia]], [[Bytopia|Twin Paradises of Bytopia]], [[Elysium|Blessed Fields of Elysium]], [[Beastlands|Wilderness of the Beastlands]], [[Arborea|Olympian Glades of Arborea]], [[Outlands|Concordant Domain of the Outlands]], [[Sigil]], [[Lady of Pain]], [[Book of Exalted Deeds]], [[Book of Vile Darkness]], [[beholder]], [[gauth]], [[Carrion Crawler|carrion crawler]], [[tanar&#039;ri]], [[baatezu]], [[displacer beast]], [[githyanki]], [[githzerai]], [[mind flayer]], [[illithid]], [[Umber_Hulk|umber hulk]], [[yuan-ti]].&#039;&#039;&lt;br /&gt;
: -Revised (v.3.5) System Reference Document, Wizards of the Coast&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, they seem to have trademarked &amp;quot;Ever-Changing Chaos of Limbo&amp;quot; and even Gauths, like seriously out all the interesting and not so interesting beholderkin the only one they decided to trademark was the puny insignificant Gauths? Really makes you wonder what the the guys who wrote the OGL were smoking.&lt;br /&gt;
&lt;br /&gt;
== Works that use the OGL ==&lt;br /&gt;
This is not a complete list.&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd edition]]&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 5th Edition]] (just barely enough content to attend one Legendary Encounters session)&lt;br /&gt;
* [[Pugmire]] by Onyx Path Publishing&lt;br /&gt;
*&amp;quot;[[Spycraft]] 2.0&amp;quot;&lt;br /&gt;
*&amp;quot;[[Pathfinder Roleplaying Game]]&amp;quot; by Paizo Publishing&lt;br /&gt;
*&amp;quot;[[FATE System|FATE]]&amp;quot; aka [[FUDGE|Fudge 3.0]], &amp;quot;[[Spirit of the Century]]&amp;quot;,  by Evil Hat Productions&lt;br /&gt;
*&amp;quot;[[Diaspora]]&amp;quot; by VSCA Publishing&lt;br /&gt;
* [[Microlite20]]&lt;br /&gt;
* [[Prime Directive d20]]&amp;quot;, &amp;quot;Prime Directive PD20 Modern&amp;quot; by Amarillo Design Bureau, Inc.&lt;br /&gt;
* The [[Book of Erotic Fantasy]]&lt;br /&gt;
*&amp;quot;Neiyar: Land of Heaven and the Abyss&amp;quot;, &amp;quot;Koboldnomicon&amp;quot; by Bards and Sages&lt;br /&gt;
*&amp;quot;[[NeoExodus: A House Divided]]&amp;quot; by Louis Porter Jr. Design&lt;br /&gt;
* &amp;quot;OGL Ancients&amp;quot;, &amp;quot;OGL CyberNet: [[Cyberpunk]] Roleplaying&amp;quot;, &amp;quot;OGL Horror&amp;quot;, &amp;quot;OGL Manga&amp;quot;, &amp;quot;OGL Steampunk&amp;quot;, &amp;quot;OGL Wild West&amp;quot;, all by Mongoose Publishing&lt;br /&gt;
*&amp;quot;Ave Molech&amp;quot; by Morbidgames.a&lt;br /&gt;
*&amp;quot;Nuisances&amp;quot; by Skirmisher Publishing LLC&lt;br /&gt;
*&amp;quot;True20 Adventure Roleplaying Game&amp;quot;, &amp;quot;Mutants &amp;amp; Masterminds&amp;quot; by Green Ronin Publishing&lt;br /&gt;
*The Black Company&#039; Campaign Setting by Green Ronin Publishing&lt;br /&gt;
*[[Exodus]]&amp;quot; by Glutton Creeper Games&lt;br /&gt;
*&amp;quot;[[Empyrean|d20 Empyrean]] by Broken Dreams Games&lt;br /&gt;
*[[World of Warcraft: The Roleplaying Game]] by [[White Wolf|Sword &amp;amp; Sorcery studios]]&lt;br /&gt;
*[[D6_System#OpenD6 |OpenD6 system]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[SRD]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Gamer Slang]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367066</id>
		<title>Open Game License</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367066"/>
		<updated>2023-01-11T01:48:46Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Version 1.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Open Gaming License =&lt;br /&gt;
Introduced by [[Wizards of the Coast]] with [[Dungeons &amp;amp; Dragons 3rd edition]], the &#039;&#039;&#039;Open Gaming License&#039;&#039;&#039; is a copyright license for [[RPG|TTRPGs]].  It rips off of the GNU Public License that made open source software so ubiquitous.  The idea is that you can make [[splatbook]]s and derivative works without paying hefty royalty cheques, so long as you don&#039;t pass yourself off as &amp;quot;official&amp;quot; support material, and you let other people make stuff derived from your stuff. Plus US courts have held you can&#039;t copyright game rules, only the words used to describe them, so you don&#039;t actually lose that much.&lt;br /&gt;
&lt;br /&gt;
Giving things away for free, even if it means you get truckloads of new content you didn&#039;t have to hire writers for, and it gives your product most of the market share, is still scary to execs and suits, so Wizards of the Coast &amp;quot;improved&amp;quot; the Open Gaming License in 2008 to the &amp;quot;Game System License,&amp;quot; which allowed developers to use D&amp;amp;D trademarks like beholders, but forces them to stamp their products with WotC and D&amp;amp;D logos, and WotC can change the rules at any time without notice, and if they decide to sue someone the target agrees to pay the legal fees up-front.  Understandably, authors said &amp;quot;fuck that noise&amp;quot; and stuck with the OGL. &lt;br /&gt;
&lt;br /&gt;
Eventually Wizards realized (translation: copied from the greedy fucktards at [[Bethesda]]) that you don&#039;t have to pay writers to make lots of supplements if you let fanboys write them for you and take a hefty slice off the top, so in January 2015, they released the [http://media.wizards.com/2016/downloads/SRD-OGL_V1.1.pdf Systems Reference Document] for [[Dungeons &amp;amp; Dragons 5th Edition]] under the OGL v. 1.0a containing just enough for supplement writers to write 5e-compatible books and created the [http://dmsguild.com/ Dungeon Master&#039;s Guild], which allows developers to use D&amp;amp;D trademarks (and settings like [[Forgotten Realms]]) but with Wizards taking &#039;&#039;&#039;&#039;&#039;half of all revenue&#039;&#039;&#039;&#039;&#039; and reserving the right to steal your shit to sell &#039;&#039;again&#039;&#039; as [[/v/|DLC for their licensed vidyas.]] This means that Wizards has successfully introduced the concept of paid mods to tabletop gaming, and this time developers seem to have taken the bait. At least you can tell them to fuck off and just use the SRD, even if it&#039;s the absolute bare minimum to work with.&lt;br /&gt;
&lt;br /&gt;
When you use the OGL, the stuff that you don&#039;t want copied and passed around has to be explicitly stated (See definition 1e, and item 7 below &amp;quot;Product Identity&amp;quot;.). Since Wizards retained all trademarks that can possibly refer what the hell something is supposed to be based on or compatible with, &amp;quot;OGL&amp;quot; also sees use to refer to what a system &#039;&#039;is&#039;&#039;. This &#039;&#039;would&#039;&#039; be confusing, but the exact nature of the OGL means there&#039;s no real reason to use it over a very similiar but legally distinct license if the product isn&#039;t ultimately a derivative of 3E D&amp;amp;D or, more rarely, d20 modern.&lt;br /&gt;
&lt;br /&gt;
== Version 1.1 ==&lt;br /&gt;
{{HurfDurf}}&lt;br /&gt;
{{skubby}}&lt;br /&gt;
In late 2022, an update to the OGL was leaked, no denial was forthcoming just a &amp;quot;coming soon Jan 13th 2023&amp;quot; and it looks like Hasbro/WOTC is perched to shit the bed.  &lt;br /&gt;
[[Games Workshop|The siren call of rent-seeking can only be abjured for so long]].  Among the [[Derp|improvements]] in this leaked document are:&lt;br /&gt;
&lt;br /&gt;
* Revoking OGL 1.0a.  Already-published stuff won&#039;t get retroactively changed, but after January Hasbro&#039;s lawyers won&#039;t respect new material published under OGL 1.0a. Despite the fact the OGL specifically states it&#039;s perpetual, so [[Skub|this will go well in court]] because while WotC is absolutely going to try and argue perpetual =/= non-revocable, a good number of countries that aren&#039;t America (most notably the majority of the Commonwealth countries) have precedents to the opposite (mostly in the form of a perpetual lease for land, either way the use of &amp;quot;perpetual&amp;quot; in contracts has long been interpreted to be almost identical to making it non-revocable).&lt;br /&gt;
* &amp;quot;Commercial&amp;quot; and &amp;quot;Non-Commercial&amp;quot; versions. [[Fail|They literally state if you get paid by &amp;quot;your brother doing your chores for a week&amp;quot; then you must use the Commercial version.]]&lt;br /&gt;
* If you make gross revenue over $50,000 in one year from your combined OGL stuff, you must [[Blam|voluntarily]] give WOTC a copy of your ledgers for them to audit. [[Wat|They call this &amp;quot;leveling-up&amp;quot;]].&lt;br /&gt;
* If you make gross revenue over $750,000 in one year from your combined OGL stuff, [[Money|you gotta give Hasbro 20%-25% of whatever&#039;s above 750,000]].&lt;br /&gt;
* WOTC owns the copyright, trademark and patent for anything licensed by OGL 1.1.  So do you, but if you&#039;re good enough then Hasbro spins up the printing engines (or grants the license to any of their partners) and you get to compete against them, good fucking luck.&lt;br /&gt;
* No more software, not even a form-filling PDF, &amp;quot;games and supplements in printed media and static electronic file formats&amp;quot; only.  Among the formats they explicitly name as no-go are: videos, games, novels, apps, graphic novels, music, songs, dances and [[Wat|pantomimes]]. [[Cegorach|Yeah, fuck mimes amirite?]]&lt;br /&gt;
* Much of the new licence is written from a very [[United States of America|burger]] perspective and relies on clauses that are outright illegal in actual first world countries (and even a number of third world ones). See below for an example:&lt;br /&gt;
{{Topquote|Additionally, You waive any right to sue over Our decision on these issues. We’re aware that, if We somehow stretch Our decision of what is or is not objectionable under these clauses too far, We will receive community pushback and bad PR, and We’re more than open to being convinced that We made a wrong decision. But nobody gets to use the threat of a lawsuit as part of an attempt to convince Us.|Wizards of the Coast, failing to realise that a large number of countries have significant restrictions on contracts enforcing one party to waive the right to sue the other, to the extent that including such a clause may [[Fail|invalidate the entire contract]].}}&lt;br /&gt;
&lt;br /&gt;
To nobody&#039;s surprise, plenty of publishing houses are jumping ship, having a fire sale on their D&amp;amp;D-related stock and looking for alternate systems to write for.  You can just smell the &amp;quot;I told you so&amp;quot; smug coming off Pazio right now.&lt;br /&gt;
&lt;br /&gt;
Because who knew that people wouldn&#039;t just accept your forced attempt to make them pay you and instead wouldn&#039;t just jump ship to the numerous other alternatives already existing? [[Warhammer Plus|It&#039;s not like this has ever happened before in recent memory, right?]]&lt;br /&gt;
&lt;br /&gt;
== Version 1.0a ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;OPEN GAME LICENSE Version 1.0a&#039;&#039;&#039;&#039;&lt;br /&gt;
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (&amp;quot;Wizards&amp;quot;). All Rights Reserved.&lt;br /&gt;
&lt;br /&gt;
1. Definitions: &lt;br /&gt;
* (a)&amp;quot;Contributors&amp;quot; means the copyright and/or trademark owners who have contributed Open Game Content;&lt;br /&gt;
* (b)&amp;quot;Derivative Material&amp;quot; means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; &lt;br /&gt;
* (c) &amp;quot;Distribute&amp;quot; means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;&lt;br /&gt;
* (d) &amp;quot;Open Game Content&amp;quot; means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. &lt;br /&gt;
* (e) &amp;quot;Product Identity&amp;quot; means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; &lt;br /&gt;
* (f) &amp;quot;Trademark&amp;quot; means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor&lt;br /&gt;
* (g) &amp;quot;Use&amp;quot;, &amp;quot;Used&amp;quot; or &amp;quot;Using&amp;quot; means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.&lt;br /&gt;
* (h) &amp;quot;You&amp;quot; or &amp;quot;Your&amp;quot; means the licensee in terms of this agreement.&lt;br /&gt;
&lt;br /&gt;
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.&lt;br /&gt;
&lt;br /&gt;
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.&lt;br /&gt;
&lt;br /&gt;
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.&lt;br /&gt;
&lt;br /&gt;
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.&lt;br /&gt;
&lt;br /&gt;
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder&#039;s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.&lt;br /&gt;
&lt;br /&gt;
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.&lt;br /&gt;
&lt;br /&gt;
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.&lt;br /&gt;
&lt;br /&gt;
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.&lt;br /&gt;
&lt;br /&gt;
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.&lt;br /&gt;
&lt;br /&gt;
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.&lt;br /&gt;
&lt;br /&gt;
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.&lt;br /&gt;
&lt;br /&gt;
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.&lt;br /&gt;
&lt;br /&gt;
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.&lt;br /&gt;
&lt;br /&gt;
15. COPYRIGHT NOTICE&lt;br /&gt;
* Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.&lt;br /&gt;
* System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;
* &#039;&#039;(your game here) © year, your real name, company you were working for&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(To be replaced by the 1.1 Version Soon)&lt;br /&gt;
&lt;br /&gt;
== Parts of D&amp;amp;D that are not Open Game Content ==&lt;br /&gt;
* The brand names &amp;quot;Dungeons &amp;amp; Dragons,&amp;quot; &amp;quot;D&amp;amp;D,&amp;quot; &amp;quot;d20 System,&amp;quot; nor &amp;quot;Wizards of the Coast,&amp;quot; Duh. That means you [[Fail|can&#039;t say &amp;quot;compatible with Dungeons &amp;amp; Dragons&amp;quot; nor &amp;quot;uses the d20 System,&amp;quot; you have to use some bullshit like &amp;quot;compatible with popular fantasy role-playing games wink wink nudge nudge.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: [[Dungeons &amp;amp; Dragons]], [[D&amp;amp;D]], [[Player&#039;s Handbook]], [[Dungeon Master]], [[Monster Manual]], [[d20 System]], [[Wizards of the Coast]], [[d20]] (when used as a trademark), [[Forgotten Realms]], Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, [[Ysgard|Heroic Domains of Ysgard]], [[Limbo|Ever-Changing Chaos of Limbo]], [[Pandemonium|Windswept Depths of Pandemonium]], [[Abyss|Infinite Layers of the Abyss]], [[Carceri|Tarterian Depths of Carceri]], [[Hades|Gray Waste of Hades]], [[Gehenna|Bleak Eternity of Gehenna]], [[Baator|Nine Hells of Baator]], [[Acheron|Infernal Battlefield of Acheron]], [[Mechanus|Clockwork Nirvana of Mechanus]], [[Arcadia|Peaceable Kingdoms of Arcadia]], [[Celestia|Seven Mounting Heavens of Celestia]], [[Bytopia|Twin Paradises of Bytopia]], [[Elysium|Blessed Fields of Elysium]], [[Beastlands|Wilderness of the Beastlands]], [[Arborea|Olympian Glades of Arborea]], [[Outlands|Concordant Domain of the Outlands]], [[Sigil]], [[Lady of Pain]], [[Book of Exalted Deeds]], [[Book of Vile Darkness]], [[beholder]], [[gauth]], [[Carrion Crawler|carrion crawler]], [[tanar&#039;ri]], [[baatezu]], [[displacer beast]], [[githyanki]], [[githzerai]], [[mind flayer]], [[illithid]], [[Umber_Hulk|umber hulk]], [[yuan-ti]].&#039;&#039;&lt;br /&gt;
: -Revised (v.3.5) System Reference Document, Wizards of the Coast&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, they seem to have trademarked &amp;quot;Ever-Changing Chaos of Limbo&amp;quot; and even Gauths, like seriously out all the interesting and not so interesting beholderkin the only one they decided to trademark was the puny insignificant Gauths? Really makes you wonder what the the guys who wrote the OGL were smoking.&lt;br /&gt;
&lt;br /&gt;
== Works that use the OGL ==&lt;br /&gt;
This is not a complete list.&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd edition]]&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 5th Edition]] (just barely enough content to attend one Legendary Encounters session)&lt;br /&gt;
* [[Pugmire]] by Onyx Path Publishing&lt;br /&gt;
*&amp;quot;[[Spycraft]] 2.0&amp;quot;&lt;br /&gt;
*&amp;quot;[[Pathfinder Roleplaying Game]]&amp;quot; by Paizo Publishing&lt;br /&gt;
*&amp;quot;[[FATE System|FATE]]&amp;quot; aka [[FUDGE|Fudge 3.0]], &amp;quot;[[Spirit of the Century]]&amp;quot;,  by Evil Hat Productions&lt;br /&gt;
*&amp;quot;[[Diaspora]]&amp;quot; by VSCA Publishing&lt;br /&gt;
* [[Microlite20]]&lt;br /&gt;
* [[Prime Directive d20]]&amp;quot;, &amp;quot;Prime Directive PD20 Modern&amp;quot; by Amarillo Design Bureau, Inc.&lt;br /&gt;
* The [[Book of Erotic Fantasy]]&lt;br /&gt;
*&amp;quot;Neiyar: Land of Heaven and the Abyss&amp;quot;, &amp;quot;Koboldnomicon&amp;quot; by Bards and Sages&lt;br /&gt;
*&amp;quot;[[NeoExodus: A House Divided]]&amp;quot; by Louis Porter Jr. Design&lt;br /&gt;
* &amp;quot;OGL Ancients&amp;quot;, &amp;quot;OGL CyberNet: [[Cyberpunk]] Roleplaying&amp;quot;, &amp;quot;OGL Horror&amp;quot;, &amp;quot;OGL Manga&amp;quot;, &amp;quot;OGL Steampunk&amp;quot;, &amp;quot;OGL Wild West&amp;quot;, all by Mongoose Publishing&lt;br /&gt;
*&amp;quot;Ave Molech&amp;quot; by Morbidgames.a&lt;br /&gt;
*&amp;quot;Nuisances&amp;quot; by Skirmisher Publishing LLC&lt;br /&gt;
*&amp;quot;True20 Adventure Roleplaying Game&amp;quot;, &amp;quot;Mutants &amp;amp; Masterminds&amp;quot; by Green Ronin Publishing&lt;br /&gt;
*The Black Company&#039; Campaign Setting by Green Ronin Publishing&lt;br /&gt;
*[[Exodus]]&amp;quot; by Glutton Creeper Games&lt;br /&gt;
*&amp;quot;[[Empyrean|d20 Empyrean]] by Broken Dreams Games&lt;br /&gt;
*[[World of Warcraft: The Roleplaying Game]] by [[White Wolf|Sword &amp;amp; Sorcery studios]]&lt;br /&gt;
*[[D6_System#OpenD6 |OpenD6 system]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[SRD]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Gamer Slang]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367064</id>
		<title>Open Game License</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367064"/>
		<updated>2023-01-11T01:39:50Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Version 1.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Open Gaming License =&lt;br /&gt;
Introduced by [[Wizards of the Coast]] with [[Dungeons &amp;amp; Dragons 3rd edition]], the &#039;&#039;&#039;Open Gaming License&#039;&#039;&#039; is a copyright license for [[RPG|TTRPGs]].  It rips off of the GNU Public License that made open source software so ubiquitous.  The idea is that you can make [[splatbook]]s and derivative works without paying hefty royalty cheques, so long as you don&#039;t pass yourself off as &amp;quot;official&amp;quot; support material, and you let other people make stuff derived from your stuff. Plus US courts have held you can&#039;t copyright game rules, only the words used to describe them, so you don&#039;t actually lose that much.&lt;br /&gt;
&lt;br /&gt;
Giving things away for free, even if it means you get truckloads of new content you didn&#039;t have to hire writers for, and it gives your product most of the market share, is still scary to execs and suits, so Wizards of the Coast &amp;quot;improved&amp;quot; the Open Gaming License in 2008 to the &amp;quot;Game System License,&amp;quot; which allowed developers to use D&amp;amp;D trademarks like beholders, but forces them to stamp their products with WotC and D&amp;amp;D logos, and WotC can change the rules at any time without notice, and if they decide to sue someone the target agrees to pay the legal fees up-front.  Understandably, authors said &amp;quot;fuck that noise&amp;quot; and stuck with the OGL. &lt;br /&gt;
&lt;br /&gt;
Eventually Wizards realized (translation: copied from the greedy fucktards at [[Bethesda]]) that you don&#039;t have to pay writers to make lots of supplements if you let fanboys write them for you and take a hefty slice off the top, so in January 2015, they released the [http://media.wizards.com/2016/downloads/SRD-OGL_V1.1.pdf Systems Reference Document] for [[Dungeons &amp;amp; Dragons 5th Edition]] under the OGL v. 1.0a containing just enough for supplement writers to write 5e-compatible books and created the [http://dmsguild.com/ Dungeon Master&#039;s Guild], which allows developers to use D&amp;amp;D trademarks (and settings like [[Forgotten Realms]]) but with Wizards taking &#039;&#039;&#039;&#039;&#039;half of all revenue&#039;&#039;&#039;&#039;&#039; and reserving the right to steal your shit to sell &#039;&#039;again&#039;&#039; as [[/v/|DLC for their licensed vidyas.]] This means that Wizards has successfully introduced the concept of paid mods to tabletop gaming, and this time developers seem to have taken the bait. At least you can tell them to fuck off and just use the SRD, even if it&#039;s the absolute bare minimum to work with.&lt;br /&gt;
&lt;br /&gt;
When you use the OGL, the stuff that you don&#039;t want copied and passed around has to be explicitly stated (See definition 1e, and item 7 below &amp;quot;Product Identity&amp;quot;.). Since Wizards retained all trademarks that can possibly refer what the hell something is supposed to be based on or compatible with, &amp;quot;OGL&amp;quot; also sees use to refer to what a system &#039;&#039;is&#039;&#039;. This &#039;&#039;would&#039;&#039; be confusing, but the exact nature of the OGL means there&#039;s no real reason to use it over a very similiar but legally distinct license if the product isn&#039;t ultimately a derivative of 3E D&amp;amp;D or, more rarely, d20 modern.&lt;br /&gt;
&lt;br /&gt;
== Version 1.1 ==&lt;br /&gt;
In late 2022, an update to the OGL was leaked, no denial was forthcoming just a &amp;quot;coming soon Jan 13th 2023&amp;quot; and it looks like Hasbro/WOTC is perched to shit the bed.  &lt;br /&gt;
[[Games Workshop|The siren call of rent-seeking can only be abjured for so long]].  Among the [[Derp|improvements]] in this leaked document are:&lt;br /&gt;
&lt;br /&gt;
* Revoking OGL 1.0a.  Already-published stuff won&#039;t get retroactively changed, but after January Hasbro&#039;s lawyers won&#039;t respect new material published under OGL 1.0a. Despite the fact the OGL specifically states it&#039;s perpetual, so [[Skub|this will go well in court]] because while WotC is absolutely going to try and argue perpetual =/= non-revocable, a good number of countries that aren&#039;t America (most notably the majority of the Commonwealth countries) have precedents to the opposite (mostly in the form of a perpetual lease for land, either way the use of &amp;quot;perpetual&amp;quot; in contracts has long been interpreted to be almost identical to making it non-revocable).&lt;br /&gt;
* &amp;quot;Commercial&amp;quot; and &amp;quot;Non-Commercial&amp;quot; versions. [[Fail|They literally state if you get paid by &amp;quot;your brother doing your chores for a week&amp;quot; then you must use the Commercial version.]]&lt;br /&gt;
* If you make gross revenue over $50,000 in one year from your combined OGL stuff, you must [[Blam|voluntarily]] give WOTC a copy of your ledgers for them to audit. [[Wat|They call this &amp;quot;leveling-up&amp;quot;]].&lt;br /&gt;
* If you make gross revenue over $750,000 in one year from your combined OGL stuff, [[Money|you gotta give Hasbro 20%-25% of whatever&#039;s above 750,000]].&lt;br /&gt;
* WOTC owns the copyright, trademark and patent for anything licensed by OGL 1.1.  So do you, but if you&#039;re good enough then Hasbro spins up the printing engines (or grants the license to any of their partners) and you get to compete against them, good fucking luck.&lt;br /&gt;
* No more software, not even a form-filling PDF, &amp;quot;games and supplements in printed media and static electronic file formats&amp;quot; only.  Among the formats they explicitly name as no-go are: videos, games, novels, apps, graphic novels, music, songs, dances and [[Wat|pantomimes]]. [[Cegorach|Yeah, fuck mimes amirite?]]&lt;br /&gt;
&lt;br /&gt;
To nobody&#039;s surprise, plenty of publishing houses are jumping ship, having a fire sale on their D&amp;amp;D-related stock and looking for alternate systems to write for.  You can just smell the &amp;quot;I told you so&amp;quot; smug coming off Pazio right now.&lt;br /&gt;
&lt;br /&gt;
Because who knew that people wouldn&#039;t just accept your forced attempt to make them pay you and instead wouldn&#039;t just jump ship to the numerous other alternatives already existing? [[Warhammer Plus|It&#039;s not like this has ever happened before in recent memory, right?]]&lt;br /&gt;
&lt;br /&gt;
== Version 1.0a ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;OPEN GAME LICENSE Version 1.0a&#039;&#039;&#039;&#039;&lt;br /&gt;
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (&amp;quot;Wizards&amp;quot;). All Rights Reserved.&lt;br /&gt;
&lt;br /&gt;
1. Definitions: &lt;br /&gt;
* (a)&amp;quot;Contributors&amp;quot; means the copyright and/or trademark owners who have contributed Open Game Content;&lt;br /&gt;
* (b)&amp;quot;Derivative Material&amp;quot; means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; &lt;br /&gt;
* (c) &amp;quot;Distribute&amp;quot; means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;&lt;br /&gt;
* (d) &amp;quot;Open Game Content&amp;quot; means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. &lt;br /&gt;
* (e) &amp;quot;Product Identity&amp;quot; means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; &lt;br /&gt;
* (f) &amp;quot;Trademark&amp;quot; means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor&lt;br /&gt;
* (g) &amp;quot;Use&amp;quot;, &amp;quot;Used&amp;quot; or &amp;quot;Using&amp;quot; means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.&lt;br /&gt;
* (h) &amp;quot;You&amp;quot; or &amp;quot;Your&amp;quot; means the licensee in terms of this agreement.&lt;br /&gt;
&lt;br /&gt;
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.&lt;br /&gt;
&lt;br /&gt;
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.&lt;br /&gt;
&lt;br /&gt;
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.&lt;br /&gt;
&lt;br /&gt;
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.&lt;br /&gt;
&lt;br /&gt;
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder&#039;s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.&lt;br /&gt;
&lt;br /&gt;
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.&lt;br /&gt;
&lt;br /&gt;
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.&lt;br /&gt;
&lt;br /&gt;
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.&lt;br /&gt;
&lt;br /&gt;
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.&lt;br /&gt;
&lt;br /&gt;
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.&lt;br /&gt;
&lt;br /&gt;
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.&lt;br /&gt;
&lt;br /&gt;
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.&lt;br /&gt;
&lt;br /&gt;
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.&lt;br /&gt;
&lt;br /&gt;
15. COPYRIGHT NOTICE&lt;br /&gt;
* Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.&lt;br /&gt;
* System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;
* &#039;&#039;(your game here) © year, your real name, company you were working for&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(To be replaced by the 1.1 Version Soon)&lt;br /&gt;
&lt;br /&gt;
== Parts of D&amp;amp;D that are not Open Game Content ==&lt;br /&gt;
* The brand names &amp;quot;Dungeons &amp;amp; Dragons,&amp;quot; &amp;quot;D&amp;amp;D,&amp;quot; &amp;quot;d20 System,&amp;quot; nor &amp;quot;Wizards of the Coast,&amp;quot; Duh. That means you [[Fail|can&#039;t say &amp;quot;compatible with Dungeons &amp;amp; Dragons&amp;quot; nor &amp;quot;uses the d20 System,&amp;quot; you have to use some bullshit like &amp;quot;compatible with popular fantasy role-playing games wink wink nudge nudge.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: [[Dungeons &amp;amp; Dragons]], [[D&amp;amp;D]], [[Player&#039;s Handbook]], [[Dungeon Master]], [[Monster Manual]], [[d20 System]], [[Wizards of the Coast]], [[d20]] (when used as a trademark), [[Forgotten Realms]], Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, [[Ysgard|Heroic Domains of Ysgard]], [[Limbo|Ever-Changing Chaos of Limbo]], [[Pandemonium|Windswept Depths of Pandemonium]], [[Abyss|Infinite Layers of the Abyss]], [[Carceri|Tarterian Depths of Carceri]], [[Hades|Gray Waste of Hades]], [[Gehenna|Bleak Eternity of Gehenna]], [[Baator|Nine Hells of Baator]], [[Acheron|Infernal Battlefield of Acheron]], [[Mechanus|Clockwork Nirvana of Mechanus]], [[Arcadia|Peaceable Kingdoms of Arcadia]], [[Celestia|Seven Mounting Heavens of Celestia]], [[Bytopia|Twin Paradises of Bytopia]], [[Elysium|Blessed Fields of Elysium]], [[Beastlands|Wilderness of the Beastlands]], [[Arborea|Olympian Glades of Arborea]], [[Outlands|Concordant Domain of the Outlands]], [[Sigil]], [[Lady of Pain]], [[Book of Exalted Deeds]], [[Book of Vile Darkness]], [[beholder]], [[gauth]], [[Carrion Crawler|carrion crawler]], [[tanar&#039;ri]], [[baatezu]], [[displacer beast]], [[githyanki]], [[githzerai]], [[mind flayer]], [[illithid]], [[Umber_Hulk|umber hulk]], [[yuan-ti]].&#039;&#039;&lt;br /&gt;
: -Revised (v.3.5) System Reference Document, Wizards of the Coast&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, they seem to have trademarked &amp;quot;Ever-Changing Chaos of Limbo&amp;quot; and even Gauths, like seriously out all the interesting and not so interesting beholderkin the only one they decided to trademark was the puny insignificant Gauths? Really makes you wonder what the the guys who wrote the OGL were smoking.&lt;br /&gt;
&lt;br /&gt;
== Works that use the OGL ==&lt;br /&gt;
This is not a complete list.&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd edition]]&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 5th Edition]] (just barely enough content to attend one Legendary Encounters session)&lt;br /&gt;
* [[Pugmire]] by Onyx Path Publishing&lt;br /&gt;
*&amp;quot;[[Spycraft]] 2.0&amp;quot;&lt;br /&gt;
*&amp;quot;[[Pathfinder Roleplaying Game]]&amp;quot; by Paizo Publishing&lt;br /&gt;
*&amp;quot;[[FATE System|FATE]]&amp;quot; aka [[FUDGE|Fudge 3.0]], &amp;quot;[[Spirit of the Century]]&amp;quot;,  by Evil Hat Productions&lt;br /&gt;
*&amp;quot;[[Diaspora]]&amp;quot; by VSCA Publishing&lt;br /&gt;
* [[Microlite20]]&lt;br /&gt;
* [[Prime Directive d20]]&amp;quot;, &amp;quot;Prime Directive PD20 Modern&amp;quot; by Amarillo Design Bureau, Inc.&lt;br /&gt;
* The [[Book of Erotic Fantasy]]&lt;br /&gt;
*&amp;quot;Neiyar: Land of Heaven and the Abyss&amp;quot;, &amp;quot;Koboldnomicon&amp;quot; by Bards and Sages&lt;br /&gt;
*&amp;quot;[[NeoExodus: A House Divided]]&amp;quot; by Louis Porter Jr. Design&lt;br /&gt;
* &amp;quot;OGL Ancients&amp;quot;, &amp;quot;OGL CyberNet: [[Cyberpunk]] Roleplaying&amp;quot;, &amp;quot;OGL Horror&amp;quot;, &amp;quot;OGL Manga&amp;quot;, &amp;quot;OGL Steampunk&amp;quot;, &amp;quot;OGL Wild West&amp;quot;, all by Mongoose Publishing&lt;br /&gt;
*&amp;quot;Ave Molech&amp;quot; by Morbidgames.a&lt;br /&gt;
*&amp;quot;Nuisances&amp;quot; by Skirmisher Publishing LLC&lt;br /&gt;
*&amp;quot;True20 Adventure Roleplaying Game&amp;quot;, &amp;quot;Mutants &amp;amp; Masterminds&amp;quot; by Green Ronin Publishing&lt;br /&gt;
*The Black Company&#039; Campaign Setting by Green Ronin Publishing&lt;br /&gt;
*[[Exodus]]&amp;quot; by Glutton Creeper Games&lt;br /&gt;
*&amp;quot;[[Empyrean|d20 Empyrean]] by Broken Dreams Games&lt;br /&gt;
*[[World of Warcraft: The Roleplaying Game]] by [[White Wolf|Sword &amp;amp; Sorcery studios]]&lt;br /&gt;
*[[D6_System#OpenD6 |OpenD6 system]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[SRD]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Gamer Slang]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367063</id>
		<title>Open Game License</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Open_Game_License&amp;diff=367063"/>
		<updated>2023-01-11T01:36:37Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: Undo revision 869451 by NotBrandX (talk) t.American, it will depend VERY much on the country, most reasonable countries don&amp;#039;t allow that level of retardation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Open Gaming License =&lt;br /&gt;
Introduced by [[Wizards of the Coast]] with [[Dungeons &amp;amp; Dragons 3rd edition]], the &#039;&#039;&#039;Open Gaming License&#039;&#039;&#039; is a copyright license for [[RPG|TTRPGs]].  It rips off of the GNU Public License that made open source software so ubiquitous.  The idea is that you can make [[splatbook]]s and derivative works without paying hefty royalty cheques, so long as you don&#039;t pass yourself off as &amp;quot;official&amp;quot; support material, and you let other people make stuff derived from your stuff. Plus US courts have held you can&#039;t copyright game rules, only the words used to describe them, so you don&#039;t actually lose that much.&lt;br /&gt;
&lt;br /&gt;
Giving things away for free, even if it means you get truckloads of new content you didn&#039;t have to hire writers for, and it gives your product most of the market share, is still scary to execs and suits, so Wizards of the Coast &amp;quot;improved&amp;quot; the Open Gaming License in 2008 to the &amp;quot;Game System License,&amp;quot; which allowed developers to use D&amp;amp;D trademarks like beholders, but forces them to stamp their products with WotC and D&amp;amp;D logos, and WotC can change the rules at any time without notice, and if they decide to sue someone the target agrees to pay the legal fees up-front.  Understandably, authors said &amp;quot;fuck that noise&amp;quot; and stuck with the OGL. &lt;br /&gt;
&lt;br /&gt;
Eventually Wizards realized (translation: copied from the greedy fucktards at [[Bethesda]]) that you don&#039;t have to pay writers to make lots of supplements if you let fanboys write them for you and take a hefty slice off the top, so in January 2015, they released the [http://media.wizards.com/2016/downloads/SRD-OGL_V1.1.pdf Systems Reference Document] for [[Dungeons &amp;amp; Dragons 5th Edition]] under the OGL v. 1.0a containing just enough for supplement writers to write 5e-compatible books and created the [http://dmsguild.com/ Dungeon Master&#039;s Guild], which allows developers to use D&amp;amp;D trademarks (and settings like [[Forgotten Realms]]) but with Wizards taking &#039;&#039;&#039;&#039;&#039;half of all revenue&#039;&#039;&#039;&#039;&#039; and reserving the right to steal your shit to sell &#039;&#039;again&#039;&#039; as [[/v/|DLC for their licensed vidyas.]] This means that Wizards has successfully introduced the concept of paid mods to tabletop gaming, and this time developers seem to have taken the bait. At least you can tell them to fuck off and just use the SRD, even if it&#039;s the absolute bare minimum to work with.&lt;br /&gt;
&lt;br /&gt;
When you use the OGL, the stuff that you don&#039;t want copied and passed around has to be explicitly stated (See definition 1e, and item 7 below &amp;quot;Product Identity&amp;quot;.). Since Wizards retained all trademarks that can possibly refer what the hell something is supposed to be based on or compatible with, &amp;quot;OGL&amp;quot; also sees use to refer to what a system &#039;&#039;is&#039;&#039;. This &#039;&#039;would&#039;&#039; be confusing, but the exact nature of the OGL means there&#039;s no real reason to use it over a very similiar but legally distinct license if the product isn&#039;t ultimately a derivative of 3E D&amp;amp;D or, more rarely, d20 modern.&lt;br /&gt;
&lt;br /&gt;
== Version 1.1 ==&lt;br /&gt;
In late 2022, an update to the OGL was leaked, no denial was forthcoming just a &amp;quot;coming soon Jan 13th 2023&amp;quot; and it looks like Hasbro/WOTC is perched to shit the bed.  &lt;br /&gt;
[[Games Workshop|The siren call of rent-seeking can only be abjured for so long]].  Among the [[Derp|improvements]] in this leaked document are:&lt;br /&gt;
&lt;br /&gt;
* Revoking OGL 1.0a.  Already-published stuff won&#039;t get retroactively changed, but after January Hasbro&#039;s lawyers won&#039;t respect new material published under OGL 1.0a. Despite the fact the OGL specifically states it&#039;s non-revocable, so [[Skub|this will go well in court]].&lt;br /&gt;
* &amp;quot;Commercial&amp;quot; and &amp;quot;Non-Commercial&amp;quot; versions. [[Fail|They literally state if you get paid by &amp;quot;your brother doing your chores for a week&amp;quot; then you must use the Commercial version.]]&lt;br /&gt;
* If you make gross revenue over $50,000 in one year from your combined OGL stuff, you must [[Blam|voluntarily]] give WOTC a copy of your ledgers for them to audit. [[Wat|They call this &amp;quot;leveling-up&amp;quot;]].&lt;br /&gt;
* If you make gross revenue over $750,000 in one year from your combined OGL stuff, [[Money|you gotta give Hasbro 20%-25% of whatever&#039;s above 750,000]].&lt;br /&gt;
* WOTC owns the copyright, trademark and patent for anything licensed by OGL 1.1.  So do you, but if you&#039;re good enough then Hasbro spins up the printing engines (or grants the license to any of their partners) and you get to compete against them, good fucking luck.&lt;br /&gt;
* No more software, not even a form-filling PDF, &amp;quot;games and supplements in printed media and static electronic file formats&amp;quot; only.  Among the formats they explicitly name as no-go are: videos, games, novels, apps, graphic novels, music, songs, dances and [[Wat|pantomimes]]. [[Cegorach|Yeah, fuck mimes amirite?]]&lt;br /&gt;
&lt;br /&gt;
To nobody&#039;s surprise, plenty of publishing houses are jumping ship, having a fire sale on their D&amp;amp;D-related stock and looking for alternate systems to write for.  You can just smell the &amp;quot;I told you so&amp;quot; smug coming off Pazio right now.&lt;br /&gt;
&lt;br /&gt;
Because who knew that people wouldn&#039;t just accept your forced attempt to make them pay you and instead wouldn&#039;t just jump ship to the numerous other alternatives already existing? [[Warhammer Plus|It&#039;s not like this has ever happened before in recent memory, right?]]&lt;br /&gt;
&lt;br /&gt;
== Version 1.0a ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;OPEN GAME LICENSE Version 1.0a&#039;&#039;&#039;&#039;&lt;br /&gt;
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (&amp;quot;Wizards&amp;quot;). All Rights Reserved.&lt;br /&gt;
&lt;br /&gt;
1. Definitions: &lt;br /&gt;
* (a)&amp;quot;Contributors&amp;quot; means the copyright and/or trademark owners who have contributed Open Game Content;&lt;br /&gt;
* (b)&amp;quot;Derivative Material&amp;quot; means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; &lt;br /&gt;
* (c) &amp;quot;Distribute&amp;quot; means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;&lt;br /&gt;
* (d) &amp;quot;Open Game Content&amp;quot; means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. &lt;br /&gt;
* (e) &amp;quot;Product Identity&amp;quot; means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; &lt;br /&gt;
* (f) &amp;quot;Trademark&amp;quot; means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor&lt;br /&gt;
* (g) &amp;quot;Use&amp;quot;, &amp;quot;Used&amp;quot; or &amp;quot;Using&amp;quot; means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.&lt;br /&gt;
* (h) &amp;quot;You&amp;quot; or &amp;quot;Your&amp;quot; means the licensee in terms of this agreement.&lt;br /&gt;
&lt;br /&gt;
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.&lt;br /&gt;
&lt;br /&gt;
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.&lt;br /&gt;
&lt;br /&gt;
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.&lt;br /&gt;
&lt;br /&gt;
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.&lt;br /&gt;
&lt;br /&gt;
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder&#039;s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.&lt;br /&gt;
&lt;br /&gt;
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.&lt;br /&gt;
&lt;br /&gt;
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.&lt;br /&gt;
&lt;br /&gt;
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.&lt;br /&gt;
&lt;br /&gt;
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.&lt;br /&gt;
&lt;br /&gt;
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.&lt;br /&gt;
&lt;br /&gt;
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.&lt;br /&gt;
&lt;br /&gt;
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.&lt;br /&gt;
&lt;br /&gt;
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.&lt;br /&gt;
&lt;br /&gt;
15. COPYRIGHT NOTICE&lt;br /&gt;
* Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.&lt;br /&gt;
* System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;
* &#039;&#039;(your game here) © year, your real name, company you were working for&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(To be replaced by the 1.1 Version Soon)&lt;br /&gt;
&lt;br /&gt;
== Parts of D&amp;amp;D that are not Open Game Content ==&lt;br /&gt;
* The brand names &amp;quot;Dungeons &amp;amp; Dragons,&amp;quot; &amp;quot;D&amp;amp;D,&amp;quot; &amp;quot;d20 System,&amp;quot; nor &amp;quot;Wizards of the Coast,&amp;quot; Duh. That means you [[Fail|can&#039;t say &amp;quot;compatible with Dungeons &amp;amp; Dragons&amp;quot; nor &amp;quot;uses the d20 System,&amp;quot; you have to use some bullshit like &amp;quot;compatible with popular fantasy role-playing games wink wink nudge nudge.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: [[Dungeons &amp;amp; Dragons]], [[D&amp;amp;D]], [[Player&#039;s Handbook]], [[Dungeon Master]], [[Monster Manual]], [[d20 System]], [[Wizards of the Coast]], [[d20]] (when used as a trademark), [[Forgotten Realms]], Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, [[Ysgard|Heroic Domains of Ysgard]], [[Limbo|Ever-Changing Chaos of Limbo]], [[Pandemonium|Windswept Depths of Pandemonium]], [[Abyss|Infinite Layers of the Abyss]], [[Carceri|Tarterian Depths of Carceri]], [[Hades|Gray Waste of Hades]], [[Gehenna|Bleak Eternity of Gehenna]], [[Baator|Nine Hells of Baator]], [[Acheron|Infernal Battlefield of Acheron]], [[Mechanus|Clockwork Nirvana of Mechanus]], [[Arcadia|Peaceable Kingdoms of Arcadia]], [[Celestia|Seven Mounting Heavens of Celestia]], [[Bytopia|Twin Paradises of Bytopia]], [[Elysium|Blessed Fields of Elysium]], [[Beastlands|Wilderness of the Beastlands]], [[Arborea|Olympian Glades of Arborea]], [[Outlands|Concordant Domain of the Outlands]], [[Sigil]], [[Lady of Pain]], [[Book of Exalted Deeds]], [[Book of Vile Darkness]], [[beholder]], [[gauth]], [[Carrion Crawler|carrion crawler]], [[tanar&#039;ri]], [[baatezu]], [[displacer beast]], [[githyanki]], [[githzerai]], [[mind flayer]], [[illithid]], [[Umber_Hulk|umber hulk]], [[yuan-ti]].&#039;&#039;&lt;br /&gt;
: -Revised (v.3.5) System Reference Document, Wizards of the Coast&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, they seem to have trademarked &amp;quot;Ever-Changing Chaos of Limbo&amp;quot; and even Gauths, like seriously out all the interesting and not so interesting beholderkin the only one they decided to trademark was the puny insignificant Gauths? Really makes you wonder what the the guys who wrote the OGL were smoking.&lt;br /&gt;
&lt;br /&gt;
== Works that use the OGL ==&lt;br /&gt;
This is not a complete list.&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd edition]]&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 5th Edition]] (just barely enough content to attend one Legendary Encounters session)&lt;br /&gt;
* [[Pugmire]] by Onyx Path Publishing&lt;br /&gt;
*&amp;quot;[[Spycraft]] 2.0&amp;quot;&lt;br /&gt;
*&amp;quot;[[Pathfinder Roleplaying Game]]&amp;quot; by Paizo Publishing&lt;br /&gt;
*&amp;quot;[[FATE System|FATE]]&amp;quot; aka [[FUDGE|Fudge 3.0]], &amp;quot;[[Spirit of the Century]]&amp;quot;,  by Evil Hat Productions&lt;br /&gt;
*&amp;quot;[[Diaspora]]&amp;quot; by VSCA Publishing&lt;br /&gt;
* [[Microlite20]]&lt;br /&gt;
* [[Prime Directive d20]]&amp;quot;, &amp;quot;Prime Directive PD20 Modern&amp;quot; by Amarillo Design Bureau, Inc.&lt;br /&gt;
* The [[Book of Erotic Fantasy]]&lt;br /&gt;
*&amp;quot;Neiyar: Land of Heaven and the Abyss&amp;quot;, &amp;quot;Koboldnomicon&amp;quot; by Bards and Sages&lt;br /&gt;
*&amp;quot;[[NeoExodus: A House Divided]]&amp;quot; by Louis Porter Jr. Design&lt;br /&gt;
* &amp;quot;OGL Ancients&amp;quot;, &amp;quot;OGL CyberNet: [[Cyberpunk]] Roleplaying&amp;quot;, &amp;quot;OGL Horror&amp;quot;, &amp;quot;OGL Manga&amp;quot;, &amp;quot;OGL Steampunk&amp;quot;, &amp;quot;OGL Wild West&amp;quot;, all by Mongoose Publishing&lt;br /&gt;
*&amp;quot;Ave Molech&amp;quot; by Morbidgames.a&lt;br /&gt;
*&amp;quot;Nuisances&amp;quot; by Skirmisher Publishing LLC&lt;br /&gt;
*&amp;quot;True20 Adventure Roleplaying Game&amp;quot;, &amp;quot;Mutants &amp;amp; Masterminds&amp;quot; by Green Ronin Publishing&lt;br /&gt;
*The Black Company&#039; Campaign Setting by Green Ronin Publishing&lt;br /&gt;
*[[Exodus]]&amp;quot; by Glutton Creeper Games&lt;br /&gt;
*&amp;quot;[[Empyrean|d20 Empyrean]] by Broken Dreams Games&lt;br /&gt;
*[[World of Warcraft: The Roleplaying Game]] by [[White Wolf|Sword &amp;amp; Sorcery studios]]&lt;br /&gt;
*[[D6_System#OpenD6 |OpenD6 system]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[SRD]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Gamer Slang]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/General_Tactics&amp;diff=17284</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/General Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/General_Tactics&amp;diff=17284"/>
		<updated>2023-01-10T12:28:13Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Universal Special Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|[[Horus Heresy|Night falls]] on the [[Great Crusade|Golden Age]] of Humanity.&amp;lt;br&amp;gt; [[Primarchs|Sons]] shall turn upon their [[Emperor of Mankind|Father]],&amp;lt;br&amp;gt; and [[Imperium of Man|his worlds]] drown in blood.&amp;lt;br&amp;gt; [[Chaos|The Eye]] will open,&amp;lt;br&amp;gt; and the [[Grimdark|Galaxy will Burn]].|[[Alan Bligh]]}}&lt;br /&gt;
&lt;br /&gt;
This is the current edition tactics page for the Age of Darkness ruleset. The previous editions can be found [[Warhammer 40,000/7th Edition Tactics|here]].&lt;br /&gt;
&lt;br /&gt;
Below, you will find general tactics and tips for building armies and playing The Horus Heresy, also known as Warhammer 30k, using the 2.0 Age of Darkness rules.&lt;br /&gt;
[[File:The Horus Heresy-Age of Darkness-Full Cover.jpg|500px|right|thumb|In the grimdarkness of the 31st millennium, there are only beakies.]]&lt;br /&gt;
  &lt;br /&gt;
==Required Books==&lt;br /&gt;
*The 2.0 Age of Darkness Rules.&lt;br /&gt;
*Your army&#039;s Rulebook. May be in PDF form at the moment.&lt;br /&gt;
**&#039;&#039;Liber Astartes&#039;&#039; and &#039;&#039;Liber Traitoris&#039;&#039; provide rules for the general Legiones Astartes army list as well as the respective legions based on their allegiance.&lt;br /&gt;
***&#039;&#039;Legacies of the Age of Darkness&#039;&#039; lets you port over more modern stuff and the things without rules from the FW black books. And the [[Hammerfall Bunker]], for some reason. Only use if you really like the units included, because the rules-writing for this is &#039;&#039;atrocious&#039;&#039;.&lt;br /&gt;
****Comes in [https://www.warhammer-community.com/wp-content/uploads/2022/09/RZRGS5ADYjwUb7Ry.pdf Legiones Astartes] and [https://www.warhammer-community.com/wp-content/uploads/2022/09/WJKYil2FehoZxrD9.pdf Mechanicum] flavours.&lt;br /&gt;
***The &#039;&#039;Exemplary Battles&#039;&#039; PDFs and the &#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/07/SjrRPYUuOeTbZ2Mu.pdf Exemplary Battles Update]&#039;&#039; give you smaller supplementary units for certain legions as well as potential battleplans.&lt;br /&gt;
**&#039;&#039;Liber Mechanicum&#039;&#039; provides rules for the Mechanicum&#039;s forces as well as special detachments for Knights and Titans.&lt;br /&gt;
**&#039;&#039;Liber Imperium&#039;&#039; provides rules for the [[Solar Auxilia]] as well as a way to include the agents of the [[Officio Assassinorum]]. It also includes the Talons of the Emperor!&lt;br /&gt;
**The Imperial Militia and Warp Cults, and Ruinstorm Daemons will all get PDF armylists.&lt;br /&gt;
**Blackshields and the Knights-Errant will be getting their own book at some point in the future.&lt;br /&gt;
&lt;br /&gt;
==Key differences between old 30k and 2.0==&lt;br /&gt;
Most Legion and army rules have changed so you&#039;ll need to check out your new rules since your force will likely operate in a different fashion to how they used to. In addition there are new USR&#039;s and changes to some of the existing ones so you will also need to check over them to see if they do the same things that they used to. While somewhat humorously a few of the new additions to 2.0 appear to have been taken from Warhammer Fantasy 8th edition, continuing the trend of new 40k editions copying Warhammer Fantasy/Age of Sigmar, the the biggest influence for 2.0 appears to be [[Awesome|3rd and 4th edition 40k]] (which makes sense considering both this new rulebook and the 4th edition rule book were written by [[Andy Hoare]]), making the game a real return to what made 40k what it is today. As such a lot of the changes from the old Age of Darkness ruleset and the new one will be very familiar to people who have played the older editions of 40k.&lt;br /&gt;
&lt;br /&gt;
The big changes in 2.0 are:&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Gone are the universal movement values for unit types, movement is now a value on each units similar to 8th/9th edition 40k, AoS and WHFB. Interestingly while 6&amp;quot; remain the standard for humans, Space Marines have been given a movement Value of 7&amp;quot; to better represent their superhuman speed, making them run at the same speed as Eldar do in 40k. [[Humanity Fuck Yeah|Take that, you knife eared bastards]].&lt;br /&gt;
*&#039;&#039;&#039;Reactions:&#039;&#039;&#039; The new gimmick for 2.0, reactions allow units to make tactical choices in response to actions taken by the opponent during their movement, shooting and assault phases, allowing units to fall back, trigger overwatch, counter charge, return fire, etc. during the opponents turn. This seems to be an attempt to balance against the person who goes first and also allow more interactive between both players during the entire game, not just during their own turns. Normally only one reaction can be taken during each phase, but pretty much every faction has one &amp;quot;advanced reaction&amp;quot; the army can do in a specific phase, albeit under far stricter circumstances. Some people view it as an interesting addition, some people view them as shitty stratagems with no CP requirements, which imbalance the game. Will people be happy and learn to love them and not argue? Do you really need to ask that?&lt;br /&gt;
*&#039;&#039;&#039;Psychic Phase:&#039;&#039;&#039; It&#039;s gone. Seeing that 7th edition&#039;s clunky psychic phase that had been plaguing heresy for years, and the fact that a single army almost always got to use it unopposed, FW seems to have just wiped it from the game. This news was met with [[Space Wolves|most peoples rejoicing]] and [[Thousand Sons|some people&#039;s dismay]]. Psychic powers are now done in specific phases, as stated by each power and can be picked rather than rolled for (thank god).&lt;br /&gt;
*&#039;&#039;&#039;Weapon Skill:&#039;&#039;&#039; Melee combat has been made far more brutal and much less forgiving as a combat is capable of slipping into one sided savagery if engagements are not thought out by one of the sides. You now only hit on 4&#039;s if you WS is equal to each other, with a unit hitting the other on 3&#039;s if it has better WS and 2&#039;s if it has double or higher WS. The same applies in reverse as having worse WS means you hit on 5&#039;s and having half or less WS means you hit on 6&#039;s. This makes high WS characters and Primarchs absolutely savage in most engagements, hitting most things on 3&#039;s and 2&#039;s, and even having having a 1 WS difference between a two units can really throw one unit on the backfoot and make the combat an uphill battle for them.&lt;br /&gt;
*&#039;&#039;&#039;Revised USRs:&#039;&#039;&#039; You&#039;ll notice quite a few new and revamped USRs and unit types, all to account for the fact that it&#039;s no longer moored to the old system. This results in things like Plasma weapons having a pseudo-Rending that won&#039;t work on vehicles and Line units essentially gaining ObSec.&lt;br /&gt;
*&#039;&#039;&#039;Scoring units:&#039;&#039;&#039; Scoring is now determined by the type of unit it is, not which Force org slot it fills. Units with the &#039;&#039;Line&#039;&#039; sub-type are now your scoring and denial units and while most troop choices will have them some don&#039;t, so you&#039;ll need to double check the unit sub-type and make sure you bring units that can actually secure the objectives.&lt;br /&gt;
*&#039;&#039;&#039;Blast Weapons AP:&#039;&#039;&#039; After a general amount of complaining from the community that there were too many AP3 and AP2 Blast weapons, the new edition has heavily reigned back most of these weapons (arguably going to far in the other direction), by either reducing the Blast size, increasing their AP so most artillery guns now sport AP4 as the standard AP value, or both. This means that most of the old reliable MEQ and TEQ squad clearers are no longer effective at these jobs and while some have become effective at other things, such as the Demolisher cannon becoming a fairly effective anti-monster/vehicle/fortification weapon, figuring out new ways to deal with 3+ and 2+ saves will be important. &lt;br /&gt;
&lt;br /&gt;
===Key differences between 40k and 30k===&lt;br /&gt;
30k is a very different beast to modern Warhammer 40k, despite not looking like it on the surface. Firstly while 9th edition 40k used AoS as it&#039;s basis, 30k uses 7th edition 40k as it&#039;s basis, which means many things that disappeared from 40k are still around in 30k, most notably Armor Values for Vehicles (except for Dreadnoughts and Land Speeders, which have Toughness and Wounds like infantry), Universal Special Rules, Initiative and the Weapon Skill of units interacting with each other. These differences means that Horus Heresy plays much more like the older editions of 40k, with a lot of the same caveats. The direction of tanks is important both to keep them alive and because their guns can&#039;t magically shoot through the tank to hit someone on the other side. On the infantry front, you need to be more considerate when you pick targets for shooting, since you can&#039;t fire what ever you want at how you want. Everyone must shoot at the same target, you can only charge units you have shot at, and you can only charge after shooting if you shoot Assault or Pistol weapons or have not fired your weapons at all.&lt;br /&gt;
&lt;br /&gt;
One of the big differences between 40k and 30k is the community approach to army building and theming (discussed in further below), as 30k is pseudohistorical and the 30k community has become more focused on balanced and fluffy army lists over hyper-competitive army lists. As a result army lists designed to purely crush your opponent and not built around any sort of cohesive army theme are not well tolerated by the existing 30k community and failure to comply with the social standards put in place will get you labelled a &amp;quot;Faggot of the highest degree&amp;quot; and no one will want to play with you. This scenario can easily be avoided however by simply picking a theme, painting your models and not being a cunt while building your army list and actually playing the game.&lt;br /&gt;
&lt;br /&gt;
==So you want to build an army==&lt;br /&gt;
They key to building a good army in the Age of Darkness is to bring a good balance of what you will need, as if you don&#039;t have the tools to fight what your facing you&#039;re not going to last very long. Tanks and vehicles are tougher than they are in 40k and you will need to bring some dedicated units to kill them, and even one Leman Russ Squadron can cause an absolute headache if you haven&#039;t brought any anti-tank to deal with them. On the flip side, infantry units are typically a lot larger in 30k than they are 40k with Space Marines being able to take up to 20 men in one tactical squad, and Militia being able to bring 50 fuckers for a mere 100 points so not having units capable of destroying or routing infantry can be just as much of a problem. Finally scoring units are vitally important in most games of 30k, as only a select few units in an army can actually score thanks to the new &#039;&#039;&#039;Line&#039;&#039;&#039; sub-type, so make sure you bring enough units to hold the objectives since you can wipe out most of an army but lose on victory point if you didn&#039;t bring enough troops or all your scoring units got wiped out.&lt;br /&gt;
&lt;br /&gt;
===The Force Organization Chart===&lt;br /&gt;
Also known as the Force Org chart, this is the basic framework for how you build your armies in 30k. If you played 7th and earlier editions you will remember it well. The standard Force Org chart is the Crusade Force Org chart, which is what most armies will be built around and is the most flexible for building armies. It is important to remember that you must adhere to the force org chart when building you armies and you are required to bring:&lt;br /&gt;
*1 HQ choice&lt;br /&gt;
*2 Compulsory Troops choices &lt;br /&gt;
The Crusade Force Org chart also allows you to bring other units and you may also take:&lt;br /&gt;
*2 additional HQ choices&lt;br /&gt;
*4 additional Troops choices&lt;br /&gt;
*4 Elites choices&lt;br /&gt;
*3 Fast Attack choices&lt;br /&gt;
*3 Heavy Support choices&lt;br /&gt;
*1 Fortification&lt;br /&gt;
*1 Primarch (this and Lords of War may not cost more than 25% of the army&#039;s total points)&lt;br /&gt;
*1 Lords of War choice (this and Primarch may not cost more than 25% of the army&#039;s total points).&lt;br /&gt;
&lt;br /&gt;
You can also bring a force of allied units to help aid you main force if you feel like mixing armies a bit.&lt;br /&gt;
You must bring:&lt;br /&gt;
*1 HQ choice&lt;br /&gt;
*1 Compulsory Troops choice&lt;br /&gt;
And you can bring:&lt;br /&gt;
*3 additional Troops choices&lt;br /&gt;
*2 Elites choices&lt;br /&gt;
*1 Fast Attack choice&lt;br /&gt;
*1 Heavy Support choice&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
While each faction has their own unique traits, some restricted to Loyalist or Traitor forces, these will always be open to every army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; Any fights within 12&amp;quot; of your warlord count as if they scored an additional wound for the sake of combat resolution. The army can also make an additional reaction during the assault phase so long as they&#039;re alive.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; If the warlord and any unit they join shoots and deals unsaved wounds, the enemy must take a Pinning check. The army can also make an additional reaction during the shooting phase so long as they&#039;re alive.&lt;br /&gt;
**Pinning is an absolutely dangerous deal in this game, so the ability to pin with any weapon, even bolters and lasrifles, is pretty major.&lt;br /&gt;
*&#039;&#039;&#039;Ever-Vigilant:&#039;&#039;&#039; Whenever the warlord and their attached unit runs, they move an extra distance equal to the Warlord&#039;s Initiative +1 instead of the unit&#039;s lowest Initiative. The army can also make an additional reaction during the movement phase so long as they&#039;re alive.&lt;br /&gt;
&lt;br /&gt;
===Army theming===&lt;br /&gt;
So you&#039;ve picked the army you want to build? Good. Now we can proceed to army theming, which entails building you list around a you chosen armies personality. This is actually a very simple concept but it can be given a good amount of depth and provides plenty of opportunities to create unique and clever army lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: You &#039;&#039;&#039;do not&#039;&#039;&#039; have to make a themed army, you can just build an army and fill it with things you like (though keep it balanced). However narrative play is very big in 30k and most people do build thematic armies. In addition most armies in Heresy do play very well when built around a certain theme or narrative list.&lt;br /&gt;
&lt;br /&gt;
To begin with you can very simply build you list around your chosen armies personality and known quirks, (e.g. a White Scars bike force, an Iron Warriors Artillery battalion, a Blood Angels assault army, ect...) which is a perfectly acceptable and suitable approach to build armies. Basing armies on the forces and characters from the Horus Heresy books, both the Black Library and Forge World black books, is another simple but effective way of building themed armies (e.g. building an army based around Autek Mors and his Iron Hands or a Sons of Horus Terminator army led by Abaddon).&lt;br /&gt;
&lt;br /&gt;
It is also very easy to make a [[Your Dudes]] army in 30k, even if at first it doesn&#039;t seem like it. You can put an interesting spin on an army by making your own personal fluff for the force, with you own personal characters and story for them (e.g. a group of Ultramarines who have been cut off from the Legion and have been slowly whittled down until everyone left is the survivor of dozens of battles making the force a very veteran centric force). And since the Legions were so big and the Heresy was so encompassing, you can come up with hundreds of different and interesting army themes for your force, whether it is the Loyalist elements of a traitor legion, traitor elements of a loyalist legion, a chapter with specific specialisations, a company dug in to a world they were sent to garrison or a group of Black Shields who have left to do their own thing (not that those are receiving rules any time soon, or ever). The possibilities are near limitless. This does come with the caveat that the army should be connected to the Heresy in some way and just saying &amp;quot;yeah this is my 40k chapter, but in Heresy&amp;quot; is boring and going to drop you down a couple of rungs on the 30k community social ladder (but making a specialised legion chapter that are the origin of [[Your Dudes]] in 40k is very acceptable and very cool). Non space marine forces such as Militia and Cults or, to a lesser extent, Solar Auxilia (since those have strict patterns of Void Armor) are also very open to the [[Your Dudes]] treatment and are arguably more flexible to some of the more out there army themes, as Militia and Cults pretty much requires you to convert your own army and no one will get angry at a Redcoat themed Solar Auxilia army or something like that.&lt;br /&gt;
&lt;br /&gt;
An important thing to note is that the existing 30k community enjoy to making balances armies, that revolve around their armies story and themes. This means it is VERY frowned upon building hyper competitive and broken armies since these are not fun to play against and will almost guarantee you won&#039;t get a game with someone. This does not mean you cannot bring strong units, but remember to keep your armies balanced and fun to play against. One unit of battery of Quad mortars in your Death Guard with Phosphex shells is strong and fluffy. 12 Quad Mortars with Phosphex shells, taking up your entire Elite choice in your White Scars Army is unfluffy and bullshit. &lt;br /&gt;
&lt;br /&gt;
Another important thing to remember is 30k is a pseudo historical so certain things cannot be used in 30k as they where not around at the time or do not fit with the style. Much like you don&#039;t use WW2 infantry in a Napoleonic era game.&lt;br /&gt;
*Stuff you can&#039;t use in 30k:&lt;br /&gt;
**Mark VII or later armour (unless you&#039;re playing a loyalist legion during Siege of Terra)&lt;br /&gt;
**Primaris marines. For the love of god, just don&#039;t.&lt;br /&gt;
**Fantasy Battle/AoS stuff in general. They look bad for regular 40k conversions (without major overhauling) and look even worse in 30k.&lt;br /&gt;
**Post Heresy symbols such as the Crux Terminatus and 40k specific symbols.&lt;br /&gt;
**Purity seals. One on the pauldron or chest as an oath of moment on the squad sergeant is fine but 20 of the fucking things covering a single marine is a big no no. Unless you&#039;re a Word Bearer, but then conversions are in order since theirs lack the wax part.&lt;br /&gt;
**Storm bolters. No really, they were made after the Heresy and so you need to replace them with combi-bolters.&lt;br /&gt;
**Xenos. This is a story about humans, no smelly aliens allowed (If you convert them into humans then some of the model ranges can be used, but don&#039;t put a bunch of Eldar Guardians down and say they are Milita levies).&lt;br /&gt;
&lt;br /&gt;
You can argue that Space Marines are Space Marines and that these social rules are just &amp;quot;gatekeeping&amp;quot; and &amp;quot;elitism&amp;quot; and you can continue to argue these things while you are nailed to cross for using a Stormcast model as a Space Marine Praetor, but this is how the 30k community has operated since it&#039;s formation and they will have no problems ostracizing you if you act like this (i.e. a cunt). So if things like being told to fuck off for building broken armies or using Primaris or Stormcast models is a deal breaker for you, then 30k is not the game system for you.&lt;br /&gt;
&lt;br /&gt;
===But I like my kidneys!===&lt;br /&gt;
Then you shouldn&#039;t be playing Warhammer. &lt;br /&gt;
&lt;br /&gt;
But on a more serious note, a lot the Heresy stuff is still resin and sold on FW making it a more expensive game system to play than 40k (only marginally but still). Luckily a lot new plastic kits have been released specifically for 30k (with more on the way) and there are a lot of conversions and units you can make from the cheaper GW plastic lines, so if you have grown fond of your organs and starting a drug empire seems like too much hassle there are &amp;quot;cheaper&amp;quot; alternatives you can use from GW. There is also 3d-printing and bootleg copies, but don&#039;t try bringing those in GW stores.&lt;br /&gt;
&lt;br /&gt;
*Stuff you can use in 30k:&lt;br /&gt;
**Those plastic space marine kits made specifically for Heresy (duh).  As an added benefit these won&#039;t be at risk of going out of stock anytime soon. &lt;br /&gt;
**The plastic Custodes and Sisters of Silence made for Heresy (double duh).&lt;br /&gt;
**Mars pattern vehicles (this would be the GW Rhinos and the vanilla Land Raiders, though Mars pattern is smaller than newly-made Deimos, so it can cause trouble in hyper-competitive environment). &lt;br /&gt;
**Castraferrum Dreadnoughts.&lt;br /&gt;
**Any GW Space Marine in Mark II-VI armours.&lt;br /&gt;
**Imperial Guard models.&lt;br /&gt;
**The less goofy plastic Mechanicus models (like all the Techpriest models).&lt;br /&gt;
**Pretty much any human model with the Purity seals/Inquisitorial/post Heresy symbols shaved off. Even Converted Warhammer Fantasy models can work for Militia.&lt;br /&gt;
**Plastic Knights. They have rules for 30k and have their own army list.&lt;br /&gt;
**Converted Chaos models. While Chaos Space Marines wear an unholy mix of mk VI and VII, thanks to an idiot who sculpted Word Bearer Praetor it&#039;s now a Heresy accurate armour mark, and with some work can be used for late Heresy Word Bearers, Sons of Horus, and Black Shields. Possessed can also be used for Gal Vorbak. Daemon engines can be used by Traitor Mechanicum (not Defilers though, those were made after the Heresy) in conversions and Daemons of the Ruinstorm are literally just Daemons, and the whole army based around converting your own force (more specific details about their conversion opportunities are on their tactics page).&lt;br /&gt;
And on the flip side a lot of 30k stuff is usable with 40k and by extension kill team.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;br /&gt;
*&#039;&#039;Infantry&#039;&#039; are the same as ever. Generic, without special rules, and only accompanied by other infantry and primarchs.&lt;br /&gt;
*&#039;&#039;Armiger&#039;&#039; units are similar to Dreadnoughts in that they&#039;re oversized vehicles that have stats like monsters. Poisoned and Fleshbane weapons must re-roll to wound them and they can shoot all guns in a turn, even after moving. Unlike Dreads, Armigers only get Stubborn.&lt;br /&gt;
*&#039;&#039;Automata&#039;&#039; represent the majority of the Mechanicum&#039;s forces. They are all Fearless and attacks from Poisoned and Fleshbane weapons must re-roll a successful wound roll. However, a unit that has any can&#039;t make Reactions and they can&#039;t be joined by anything except other Automata unless something overwrites this.&lt;br /&gt;
**&#039;&#039;Cybernetica&#039;&#039; units give Automata all the perks of something like a Dreadnought (shooting all weapons after moving without penalty, immunity to Initiative penalties when charging through cover) with the great drawback of Programmed Behavior (unless a Cortex Controller is nearby, this unit must shoot or charge the nearest enemy). Considering the power of automata, it requires you to pick which ones you want to keep an eye on while leaving the rest to fire on autopilot.&lt;br /&gt;
*&#039;&#039;Cavalry&#039;&#039; covers bikers, Land Speeders (a new addition to the list), and traditional cavalry. They can&#039;t be pinned and fall back 3d6&amp;quot;. While they can move through difficult terrain at full speed, difficult terrain counts as dangerous terrain for them.&lt;br /&gt;
*&#039;&#039;Daemon&#039;&#039; models are, of course, for the Ruinstorm Daemons. They always gain a +1 Strength and Toughness bonus on turns 1 and 2, lose that bonus on turns 3 and 4, and take -1 to Strength and Toughness on turns 5 and 6, which worsens to -2 from turn 7 onwards. Daemons always have Fear (1) and are immune to it while always being able to rally automatically. However, they can&#039;t opt to fall back if they can&#039;t hit a vehicle and failing a morale check for any reason costs them d3 wounds. Force weapons are also Instant Death for them.&lt;br /&gt;
*&#039;&#039;Dreadnought&#039;&#039; models are now more like monsters than vehicles, gaining a toughness score and save instead of armor values. Like Automata, they are Fearless and attacks from Poisoned and Fleshbane weapons re-roll a successful wound roll. In addition, they can fire all their guns and count as stationary when doing so, meaning they can fire their assault cannons as part of an overwatch reaction. They can also charge after shooting even if their weapons would normally disallow it. &lt;br /&gt;
*&#039;&#039;Primarch&#039;&#039; can go without any further explanation. They&#039;re pretty packed with rules, coming stock as Independent Characters with Eternal Warrior, Fearless, IWND (5+), Bulky (4), and Relentless who must always be the army&#039;s warlord. They can never suffer any stat penalties (aside from wounds, of course) and thus always fire snap shots at their base BS. On top of that, any attacks the primarch makes in melee can be distributed on any enemy of the player&#039;s choosing, meaning you can always throw wounds at any special weapons hidden in the back.&lt;br /&gt;
*&#039;&#039;Vehicle&#039;&#039; models are as they have been, with unique firing arcs for their weapons and armor values for each side that weapons have to breach on a d6+Weapon Strength. AP2 and AP1 weapons add to this roll, which improves their effectiveness too.&lt;br /&gt;
**&#039;&#039;Bombard&#039;&#039; represents vehicles built to mount heavy cannons, such as the Cerberus. They have no restrictions on firing Ordnance weapons when moving at Combat Speed but can only fire a single Defensive weapon when moving at Cruising Speed. &lt;br /&gt;
**&#039;&#039;Fast&#039;&#039; vehicles are more mobile, always counting as moving at combat speed unless they move Flat-out (and they&#039;re the only vehicles that can do so).&lt;br /&gt;
**&#039;&#039;Flyer&#039;&#039; vehicles are pretty obvious. Aside from all the other vehicle rules, they can only use the Evade reaction and always begin play in reserves. Flyers can zoom, letting them move super-fast while still being able to shoot, but they have a minimum movement quota they can make unless they explode.&lt;br /&gt;
***&#039;&#039;Hover&#039;&#039; gives a flyer a second mode of movement, allowing it to act like a Skimmer.&lt;br /&gt;
***&#039;&#039;Lumbering&#039;&#039; flyers are essentially superheavy flyers like the Thunderhawk. This gives them all the defensive benefits of being a superheavy.&lt;br /&gt;
**&#039;&#039;Reinforced&#039;&#039; units are heavy tanks like the Kratos and Land Raider whose reinforced armor is better at surviving heavy damage. They ignore Crew Shaken and are not restricted to firing Snap Shots if affected by Crew Stunned (although they&#039;re still unable to move or pivot for the turn if they get that result).&lt;br /&gt;
**&#039;&#039;Skimmer&#039;&#039; vehicles like land speeders technically can move over any models and terrain but can never start or end a turn on them. Ending movement on such terrain forces them to make a dangerous terrain check. In addition, an immobilized result wrecks them.&lt;br /&gt;
**&#039;&#039;Slow&#039;&#039; vehicles are extra tanky, but...well, slow. They always count as moving at cruising speed but attacks against them roll an additional d6 for penetration, throwing out the higher roll.&lt;br /&gt;
**&#039;&#039;Super-Heavy&#039;&#039; vehicles represent LoW choices like the Fellblade or the Mastodon, only able to react against other superheavies. They always count as having never moved for the sake of shooting and can split their fire across multiple targets. The Explodes result merely deals d3 hull points of damage and any other vehicle damage results are ignored. If this vehicle dies, it immediately explodes, dealing an S7+d3 AP4 hit to anyone within 6+d6&amp;quot; and forcing a Pinning test if they survive.&lt;br /&gt;
***&#039;&#039;Knights and Titans&#039;&#039; are essentially superheavies that can punch each other, can move over Infantry and Cavalry units, and perform Stomp attacks. &lt;br /&gt;
**&#039;&#039;Transports&#039;&#039;, of course, transport a certain number of models, with the Bulky rule now giving you a distinct number of slots that a model can take up if they can take them.&lt;br /&gt;
&lt;br /&gt;
===Unit Subtypes===&lt;br /&gt;
*&#039;&#039;Character&#039;&#039; models remain the same as before, able to issue and accept challenges from other characters.&lt;br /&gt;
*&#039;&#039;Cybertheurgist&#039;&#039; units are capable of using Cybertheurgy Rites, exclusive to the Mechanicum.&lt;br /&gt;
*&#039;&#039;Line&#039;&#039; units are your basic grunts, the equivalent of ObSec in modern games. Each one always counts as a scoring and denial unit.&lt;br /&gt;
*&#039;&#039;Antigrav&#039;&#039; units represent stuff like jetbikes and Land Speeders. They can always fly over any terrain but can&#039;t start or stop any movement in impassible or dangerous terrain lest they take a dangerous terrain check. Antigrav units also can&#039;t benefit from cover saves.&lt;br /&gt;
*&#039;&#039;Artillery&#039;&#039; can go on things like Rapiers. These must be accompanied in a unit where there are models without this subtype or else they are removed as casualties. Taking one hobbles their mobility a lot, as they can&#039;t run or charge, can&#039;t react and are unable to make sweeping advances. Any sweeping advances flat-out kill them and they can never count as a scoring or denial unit.&lt;br /&gt;
*&#039;&#039;Guardian&#039;&#039; units can attach to other units despite any unit type limitations, which also means that they can join their charges in transports. Guardian models protect their owners from anything that targets characters like Precision Shots, meaning that they can protect from even Primarchs. However, these units must attach to characters, as otherwise they suffer -1 to Initiative and -2 to Movement while being disallowed from running.&lt;br /&gt;
*&#039;&#039;Heavy&#039;&#039; units largely represent heavily-armored things like marines with boarding shields and Cataphractii terminators. They can re-roll saves against template and blast weapons, but they can&#039;t run and any movement during a reaction must take a -1 penalty.&lt;br /&gt;
*&#039;&#039;Light&#039;&#039; units represent lightly-armored troops like Scouts. These units gain +1 to their run distance or any movement during a reaction (which stacks with rules like Fleet (X)) and can fire snap shots after running, but they can&#039;t take cover saves after running.&lt;br /&gt;
*&#039;&#039;Monstrous&#039;&#039; likely represents things like daemon brutes. They can never be pinned and can always fire any weapons they can, counting as stationary when doing so. They can also charge regardless of any shooting attacks they make.&lt;br /&gt;
*&#039;&#039;Paragon&#039;&#039; units are the best of their kinds, most commonly seen on Paragons of Iron in the Mechanicum. These units cannot suffer any penalties to their stats like Primarchs. They can also fire any guns they want in a turn, even after moving. The only drawback, if you can even call it one, is that they cannot join any units.&lt;br /&gt;
*&#039;&#039;Psyker&#039;&#039; represents...well, psykers.&lt;br /&gt;
*&#039;&#039;Unique&#039;&#039; units are just that. You can only take one Unique unit of a given type in each army, though you can take two different units that each have the subtype. They are also restricted to whatever wargear is on their army list profile even if their Legiones Astartes (X) rule would normally let them use something else. &lt;br /&gt;
*&#039;&#039;Skirmish&#039;&#039; represents scouts and other units that rely on speed and cover to survive. They have a larger unit coherency range and improve their cover saves by 1. &lt;br /&gt;
&lt;br /&gt;
===Universal Special Rules===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:90%&amp;quot;&amp;gt;&lt;br /&gt;
Oh yeah, these are back too! And a lot of them got revamped to boot. Not helping is that there are rules not only in the main book, but also in the Libers.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adamantium Will (X+)&#039;&#039;&#039;: Gone are the Deny the Witch rolls. All of them. In their place, &#039;&#039;Adamantium Will (X+)&#039;&#039; has been reworked to become an invulnerable save against any psychic weapons and force weapons.&lt;br /&gt;
*&#039;&#039;&#039;Armourbane (X)&#039;&#039;&#039;: Same as ever, this lets you add an additional D6 when rolling to penetrate a Vehicle, but it also lets you re-roll to wound Automata and Dreads, which are no longer Vehicles and are more like Monstrous Creatures. While it has a version for melee and ranged weapons, it also has a version for Melta weapons, which emulates the classic Melta dependence on firing them at half-range in order to work at maximum effectiveness.&lt;br /&gt;
**As Armoured Ceramite is no longer a commonplace necessity, expect to see this used way more often.&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;: Assault Ramps. Anyone who disembarks from this vehicle unless the vehicle also arrived in from deep-striking that turn can charge.&lt;br /&gt;
*&#039;&#039;&#039;Barrage:&#039;&#039;&#039; Blast weapons that can fire at enemies they can&#039;t see but doing so means that they can&#039;t subtract their BS when rolling to see how far it scatters. If it fires multiple times, then any subsequent blasts that scatter have to be positioned that their pie plates are touching the original.&lt;br /&gt;
**&#039;&#039;&#039;Rocket Barrage&#039;&#039;&#039;: Weapons with this rule gain Rending (4+) and Pinning if the model equipped with the weapon didn&#039;t move in the movement phase. Lasts until the controlling player&#039;s next turn.&lt;br /&gt;
*&#039;&#039;&#039;Battlesmith (X+)&#039;&#039;&#039;: A model with this rule can forego shooting to repair Vehicles, Automata and Dreads they&#039;re next to or riding in. On a roll of X+, this model may restore a lost Wound/Hull Point, repair a destroyed weapon or repair an immobilized result. Note that this can&#039;t be used on any turn where the repairer is pinned or falling back.&lt;br /&gt;
*&#039;&#039;&#039;Battle-Hardened (X)&#039;&#039;&#039;: When registering whether an attack&#039;s Strength is enough to cause &#039;&#039;Instant Death&#039;&#039; to a target, this rule adds X to the target&#039;s Toughness, thereby potentially foiling the attempt. However, take note that this will not affect what the weapon has to roll to wound, which can be trouble in its own way.&lt;br /&gt;
*&#039;&#039;&#039;Blast (X&amp;quot;)&#039;&#039;&#039;: Same as ever, pie plates are used to determine who is hit by this weapon, the X determining the size of the plate as opposed to the old Small/Normal/Large/Apocalyptic Blast of yore. You roll to see where it scatters, with the distance subtracted by the shooter&#039;s BS.&lt;br /&gt;
*&#039;&#039;&#039;Blind&#039;&#039;&#039;: Models hit by a weapon with this rule must pass an Initiative check or else be reduced to WS1 and BS1 until the end of their next turn.&lt;br /&gt;
*&#039;&#039;&#039;Bulky (X)&#039;&#039;&#039;: Replacing stuff like &#039;&#039;Very Bulky&#039;&#039; with numerical values for Terminators and Primarchs, models with this rule now count as X models when determining transport capacity.&lt;br /&gt;
*&#039;&#039;&#039;Brutal (X)&#039;&#039;&#039;: One wound with this weapon actually counts as being X wounds, meaning that this can be vital in taking down multi-wound models like Terminators that much quicker.&lt;br /&gt;
**Note: This is &#039;&#039;&#039;wounds&#039;&#039;&#039; not &#039;&#039;&#039;hits&#039;&#039;&#039;, so on 1 wound models is merely a higher chance to kill that model and is meaningless on 1 wound models if they wouldn&#039;t get a save anyway. Like Mortal Wounds, they can&#039;t spill over.&lt;br /&gt;
*&#039;&#039;&#039;Chosen Warriors&#039;&#039;&#039;: The rule most familiar to anyone with a command squad. Models with this rule can issue and accept challenges as though they were characters.&lt;br /&gt;
*&#039;&#039;&#039;Concussive (X)&#039;&#039;&#039;: Models wounded by a weapon with this rule (regardless of whether or not the wound was saved) must pass a Leadership check or suffer -X to their WS until the end of their next assault phase.&lt;br /&gt;
*&#039;&#039;&#039;Counter-Attack (X)&#039;&#039;&#039;: When a model with this rule is charged, they gain X extra attacks for this assault phase. Note that this has no effect when the charged unit is either already in combat or if they used the Hold the Line reaction.&lt;br /&gt;
*&#039;&#039;&#039;Crawling Fire&#039;&#039;&#039;: The fun Phosphex rule. After placing this blast, the pieplate can move 2&amp;quot; in the direction of any models so long as it lets them cover more things.&lt;br /&gt;
*&#039;&#039;&#039;Crusader&#039;&#039;&#039;: This model rolls an additional D6 when rolling for Sweeping Advance and discards the lowest roll.&lt;br /&gt;
*&#039;&#039;&#039;Cumbersome&#039;&#039;&#039;: Models fighting with a weapon using this rule can only make one attack using WS1.&lt;br /&gt;
*&#039;&#039;&#039;Deadly Cargo&#039;&#039;&#039;: Sometimes even a simple ding can cause a tank to go up in flames. If a vehicle with this rule loses a hull point in any way, roll a D6. It explodes on a 6 without question.&lt;br /&gt;
*&#039;&#039;&#039;Deflagrate&#039;&#039;&#039;: The Volkite rule. After resolving any wounds by a weapon with this rule, you score an additional number of hits equal to how many unsaved wounds were made. Of course, these new hits can&#039;t score more deflagration.&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;: One of several ways to drop a unit during the middle of combat.&lt;br /&gt;
*&#039;&#039;&#039;Destroyer&#039;&#039;&#039;: Not only is this now a weapon type given exclusively to superheavy units, but it&#039;s also providing special rules as well. This is the replacement for last edition&#039;s Strength D - instead dealing an additional d3 Wounds/Hull Points worth of damage.&lt;br /&gt;
*&#039;&#039;&#039;Duellist&#039;s Edge (X)&#039;&#039;&#039;: Familiar to anyone using Charnabal weapons. When fighting in a challenge, this model improves their Initiative by X.&lt;br /&gt;
**&#039;&#039;&#039;Reach (X)&#039;&#039;&#039;: A more reliable rule, this just flat-out gives the Initiative bonus to anyone using them.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;: If a model with this rule suffers Instant Death, they only get their wounds reduced by 1 wound instead of dying outright.&lt;br /&gt;
*&#039;&#039;&#039;Exoshock (X+)&#039;&#039;&#039;: If a weapon with this rule scores a Pen on a vehicle, roll a D6; on an X+, this scores a second Pen.&lt;br /&gt;
*&#039;&#039;&#039;Fear (X)&#039;&#039;&#039;: Fear is now numerical. All enemies within 12&amp;quot; of this model must reduce their Leadership by X when making morale checks, regroup checks or pinning checks. [[Night Lords|Note that just because a model causes Fear it isn&#039;t automatically immune to it]], because that requires...&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;: Auto-pass all pinning, regroup and morale checks and ignore Fear. However, models with this rule can never use reactions that grant a save or damage mitigation roll of any kind and can&#039;t fail a morale check if their weapons are useless.&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain (X+)&#039;&#039;&#039;: If this model takes an unsaved wound, you can roll an additional D6 and ignore the wound on a X+.&lt;br /&gt;
*&#039;&#039;&#039;Fleet (X)&#039;&#039;&#039;: When a whole unit with this rule runs, moves as a reaction or charges, they add +X to the total move distance. Note that if the unit has mixed Fleet values, then you need to pick the lowest - even if there is none.&lt;br /&gt;
*&#039;&#039;&#039;Fleshbane&#039;&#039;&#039;: This weapon always wounds anything that isn&#039;t a vehicle or a building on a 2+. However, recall that automata and dreadnoughts force these weapons to re-roll to wound.&lt;br /&gt;
*&#039;&#039;&#039;Force&#039;&#039;&#039;: Before attacking with a weapon using this rule, you can choose to make a Psychic check as if this were a power. If this check passes, then the weapon doubles its Strength. No longer as devastating as before, but it&#039;s still potentially quite dangerous, especially to units with the Daemon subtype, which it gains Instant Death against (along with the Strength bonus, making it better than before against those specific types).&lt;br /&gt;
*&#039;&#039;&#039;Firing Protocols (X)&#039;&#039;&#039;: This model can shoot X different weapons in the same shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Furious Charge (X)&#039;&#039;&#039;: This model adds +X to their Strength when they charge.&lt;br /&gt;
*&#039;&#039;&#039;Gets Hot&#039;&#039;&#039;: When shooting with this weapon, a natural 1 to hit (or a 1-2 to hit for a vehicle) deals an instant hit with an AP similar to the weapon. For template weapons, you only suffer it when you roll a D6 before attacking and suffer a 1. While most things can ignore it, cover saves and Shrouded don&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Graviton Pulse&#039;&#039;&#039;: Instead of rolling to wound, models hit by a weapon with this rule must roll under their Strength on a D6 or suffer a wound. If this was on a blast, then the ground under this pieplate counts as difficult and dangerous terrain.&lt;br /&gt;
*&#039;&#039;&#039;Guided Fire&#039;&#039;&#039;: This weapon doesn&#039;t need LOS to fire.&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Wrath (X)&#039;&#039;&#039;: A model with this rule deals X AP- hits at the end of a charge, counting as happening on Initiative 10.&lt;br /&gt;
*&#039;&#039;&#039;Hatred (X)&#039;&#039;&#039;: An old classic, this model re-rolls to hit specific enemies during the first turn of a fight.&lt;br /&gt;
*&#039;&#039;&#039;Haywire&#039;&#039;&#039;: When this hits a vehicle, dreadnought or automata, roll D6 for effect. On a 2+, this deals a glancing hit/deals a wound that can only be negated by an invuln or damage mitigation. On a 6, this deals a penetrating hit/deals a wound that negates all saves.&lt;br /&gt;
*&#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;: A unit with this rule can opt to leave a fight at the end of an assault phase by passing an Initiative check. If passed, this unit moves 2D6+M&amp;quot; away from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;: As expected, this is a character that can join any other unit they want.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;: After everyone is set up, this unit can be placed anywhere on the board so long as it&#039;s at least 9&amp;quot; from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;: Look at the damn name.&lt;br /&gt;
*&#039;&#039;&#039;Instant Death&#039;&#039;&#039;: Any unsaved wounds from a weapon with this rule (or any weapon where its Strength is double the Toughness of the target) instantly kill the target.&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die (X)&#039;&#039;&#039;: This model can heal a lost wound on a X+ at the end of each turn.&lt;br /&gt;
*&#039;&#039;&#039;Lance&#039;&#039;&#039;: Any attacks by a weapon with this rule against a vehicle count any AV above 12 as just being 12.&lt;br /&gt;
*&#039;&#039;&#039;Legiones Astartes (X)&#039;&#039;&#039;: Just there to identify what Legion this unit is in, if at all. Note that X just means you can assign it to any legion. You can&#039;t mix Legions within a single detachment, they need to be taken as allied detachments instead.&lt;br /&gt;
*&#039;&#039;&#039;Lingering Death&#039;&#039;&#039;: The other fun Phosphex rule. After the blast is resolved, it remains on the ground, counting as dangerous terrain for anything that isn&#039;t a vehicle.&lt;br /&gt;
*&#039;&#039;&#039;Loyalist/Traitor&#039;&#039;&#039;: Only exist to strictly enforce that certain units or characters can only be fielded in Loyalist or Traitor armies.&lt;br /&gt;
*&#039;&#039;&#039;Master-Crafted&#039;&#039;&#039;: Same as before, this lets a weapon re-roll one hit roll.&lt;br /&gt;
*&#039;&#039;&#039;Monster Hunter&#039;&#039;&#039;: This model can re-roll to wound automata, dreadnoughts, primarchs and anything with the monstrous subtype.&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;: This model ignores difficult terrain.&lt;br /&gt;
*&#039;&#039;&#039;Murderous Strike (X+)&#039;&#039;&#039;: A weapon with this rule counts as being Instant Death on a X+ to wound.&lt;br /&gt;
*&#039;&#039;&#039;Night Vision&#039;&#039;&#039;: Negates Night Fighting and Shrouded saves.&lt;br /&gt;
*&#039;&#039;&#039;One Use/One Shot&#039;&#039;&#039;: This weapon has a single use before breaking into uselessness.&lt;br /&gt;
*&#039;&#039;&#039;Outflank&#039;&#039;&#039;: This unit can arrive from reserves using a Flanking Assault, emerging from the edge of the board.&lt;br /&gt;
*&#039;&#039;&#039;Pinning&#039;&#039;&#039;: A non-vehicle unit that isn&#039;t engaged and lacks Fearless hit by a weapon with this rule must pass a Leadership check or be pinned. Pinned units can only fire snap shots and can&#039;t react, making this way more dangerous when compared to before.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned (X+)&#039;&#039;&#039;: Attacks against non-vehicle units always wound on a X+. While this can work on automata and dreadnoughts, you do need to re-roll to wound these units.&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;: This vehicle can split its weapons to fire on multiple enemies.&lt;br /&gt;
*&#039;&#039;&#039;Precision Shots/Precision Strikes (X)&#039;&#039;&#039;: A hit roll of X+ will hit the unit of your choosing. Shots is for shooting, Strikes is for melee.&lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (X)&#039;&#039;&#039;: A model with this rule re-rolls 1s to hit and wound this unit. This works both with shooting and melee.&lt;br /&gt;
*&#039;&#039;&#039;Rad-Phage&#039;&#039;&#039;: The radiation rule. Any unit that suffers unsaved wounds from a weapon with this rule takes a permanent -1 to Toughness. While spamming Irad Cleansers and Rad Grenades doesn&#039;t work, anything else that messes with Toughness does.&lt;br /&gt;
*&#039;&#039;&#039;Rage (X)&#039;&#039;&#039;: This model gains +X attacks on the charge instead of just 1.&lt;br /&gt;
*&#039;&#039;&#039;Rampage (X)&#039;&#039;&#039;: If this model is outnumbered in a fight, they gain X extra attacks. Note that units with Bulky will count as however many models for the sake of this rule.&lt;br /&gt;
*&#039;&#039;&#039;Relentless&#039;&#039;&#039;: This model can fire Heavy and Ordinance weapons after moving, counting as they stood still. They can also charge after firing Rapid-Fire, Heavy and Ordinance weapons.&lt;br /&gt;
*&#039;&#039;&#039;Rending (X+)&#039;&#039;&#039;: When this weapon rolls a X+ to wound, the hit counts as if it were AP2. If used on a vehicle, a penetration roll of X+ adds +D3 to the attack&#039;s Strength with the AP remaining the same.&lt;br /&gt;
**&#039;&#039;&#039;Breaching (X+)&#039;&#039;&#039; A scaled down version of Rending, seen mostly on plasma guns. This still counts as AP2 on a X+ to wound, but is now ineffective on vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Shell Shock (X)&#039;&#039;&#039;: Pinning checks caused by a weapon with this rule must take a -X penalty.&lt;br /&gt;
*&#039;&#039;&#039;Shock Pulse&#039;&#039;&#039;: Vehicles, dreadnoughts and automata that are wounded/suffer a Pen from a weapon with this rule can only fire snap shots for the next turn.&lt;br /&gt;
*&#039;&#039;&#039;Shred&#039;&#039;&#039;: Now far more common on chainswords, this allows re-rolls to wound.&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;: After everyone is deployed, this unit can move forward (6&amp;quot; for infantry, artillery, dreads and automata, 12&amp;quot; for anything else) so long as they remain 9&amp;quot; away from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Shrouded (X+)&#039;&#039;&#039;: Another damage mitigation roll, made after failing the save.&lt;br /&gt;
*&#039;&#039;&#039;Pathfinder&#039;&#039;&#039;: A unit with at least one model that has this rule auto-passes dangerous terrain checks.&lt;br /&gt;
*&#039;&#039;&#039;Skyfire&#039;&#039;&#039;: A weapon with this rule hits Skimmers and Flyers at full BS but must snap fire to hit anything else.&lt;br /&gt;
*&#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039;: Like Relentless but this model cannot run, sweep, or make reactions.&lt;br /&gt;
*&#039;&#039;&#039;Sniper&#039;&#039;&#039;: This weapon always fires Precision Shots. Does not work on snap firing.&lt;br /&gt;
*&#039;&#039;&#039;Specialist Weapon&#039;&#039;&#039;: This weapon does not confer a bonus attack for dual wielding unless used alongside another Specialist Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Split Fire&#039;&#039;&#039;: A unit with this rule can fire at as many different enemies as they have weapons. Unlike with 8E onwards, this is not on by default.&lt;br /&gt;
*&#039;&#039;&#039;Sudden Strike (X)&#039;&#039;&#039;: On the Charge, Improve Initiative by X, until the end of the assault phase. No bonus on Disordered Charges.&lt;br /&gt;
*&#039;&#039;&#039;Sunder&#039;&#039;&#039;: Re-roll to penetrate vehicles and buildings, keeping the second roll.&lt;br /&gt;
*&#039;&#039;&#039;Strafing Run (X)&#039;&#039;&#039;: When this Flyer shoots at anything that isn&#039;t a flyer, their BS improves by X.&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;: A unit where at least one model with this rule ignores penalties to Morale and Pinning checks and any Leadership penalties.&lt;br /&gt;
*&#039;&#039;&#039;Support Squad&#039;&#039;&#039;: This unit can&#039;t be used as a compulsory FOC choice.&lt;br /&gt;
*&#039;&#039;&#039;Swarm&#039;&#039;&#039;: Instead of being its own unit type, it&#039;s now a rule. This unit still suffers double wounds from any template or blast weapons.&lt;br /&gt;
*&#039;&#039;&#039;Template Weapons/Hellstorm Weapons&#039;&#039;&#039;: The Flamer classic. No rolls, it always hits anything the template falls under. If used for snap shooting at anything charging or within 8&amp;quot;, then the weapon scores D3 hits. Of course, the Hellstorm template still exists, stuck to only seeing use on superheavies.&lt;br /&gt;
*&#039;&#039;&#039;Torrent (X&amp;quot;)&#039;&#039;&#039;: The skinny end of the template can be within X&amp;quot; away from the firing model, allowing more flexibility in firing.&lt;br /&gt;
*&#039;&#039;&#039;Twin-Linked&#039;&#039;&#039;: Shooting with this weapon re-rolls to hit. Templates instead re-roll to wound. Blast weapons can re-roll the scatter die and distance, but you must take this second roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Handed&#039;&#039;&#039;: A weapon with this rule can never benefit from dual wielding.&lt;br /&gt;
*&#039;&#039;&#039;Unwieldy&#039;&#039;&#039;: Unless this unit is a dreadnought or monstrous, attacks from this weapon are made at I1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Turn==&lt;br /&gt;
The turn system has been dialed right back and is now very similar to older editions of 40k, with its three phase system being near identical to 3rd and 4th edition 40k. None of those pesky psychic, charge, fight and command phases. Just the Movement, Shooting and Assault phases.&lt;br /&gt;
&lt;br /&gt;
===Movement phase===&lt;br /&gt;
It&#039;s the phase when you move... that&#039;s about it. Each unit has it&#039;s own movement characteristic and while most units of the same type will have the same movement characteristic you might have to double check every now and then. Making sure you make good movements can be more complex than initially thought as, as haphazardly marching towards the nearest objective can leave you out of cover and get you torn to shreds by high AP weaponry. Also beware counter movements by your opponent to intercept you units and try to predict charges and counter reactions to you can keep your units safe from melee blenders or so you can get your melee units into combat effectively.&lt;br /&gt;
*Don&#039;t forget Reserves are deployed during the Movement phase, and Deep Strike this edition is downright ridiculous. First of all, you bunch all Deep Strikers together and then roll for all of them once. Then, if the roll is a success, you deploy one model from one unit anywhere on the map 1&amp;quot; away from the enemy and roll a scatter; if you end up outside of the battlefield, on top of an enemy model or Impassable terrain, you can move that model &#039;&#039;&#039;18&amp;quot;&#039;&#039;&#039; anywhere, meaning you&#039;re guaranteed to land where you want. But wait, I can hear you ask, what if I&#039;m scattered full 12&amp;quot; and can place my model there, how&#039;s that &amp;quot;where I want&amp;quot;? Well, you don&#039;t have to deploy the squad in base to base contact, unlike previous edition! That means that a conga line of 5 Marines on 32mm bases will end up whenever you desire in 13,5&amp;quot;. All subsequent units from Deep Strike arrive on the same turn within 12&amp;quot; of the first &#039;&#039;unit&#039;&#039; (not model!), which gives an unprecedented freedom of maneuver. &lt;br /&gt;
**And now you can charge out of Deep Strike and Flanking Assault. From 1&amp;quot; away. Better pack those Augury Scanners and Helical Targeting Arrays! Add Vox Disruptor if you&#039;re feeling particularly paranoid.&lt;br /&gt;
&lt;br /&gt;
===Shooting phase===&lt;br /&gt;
The phase when your army unloads their guns and a good time to hand out some significant hurt on your opponent&#039;s forces. It&#039;s pretty similar to how it&#039;s always been so there isn&#039;t much to talk about here other than picking your targets well and anticipating the possibility of the opponent using Return Fire to try and get in a few shots of their own.&lt;br /&gt;
*Unlike previous editions, vehicles don&#039;t get cover saves and at best are Obscured Targets which provides them with a measly 6+ Cover Save.&lt;br /&gt;
&lt;br /&gt;
===Assault phase===&lt;br /&gt;
The phase where you charge, fight and die like men. You pick the unit you don&#039;t like, declare the charge and you roll 2D6 to see if you get to them like before, though a few more things need to be considered. Firstly Overwatch is now a reaction and can only be done once per-turn so you don&#039;t need to be as scared about it as you were in the previous edition. In addition the new WS chart means that throwing that squad of WS4 Tactical marines into that WS5 command squad is an even worse idea than before, since the new WS chart now means that you only hit each other on 4&#039;s if you have equal WS, while the guy with the highest hits on 3+ and the guy with the lowest hits on 5+. This can get even more one sided if one of the units in combat has double the WS of the other, since the side with double WS will be hitting on 2+ and the other will be hitting on 6+. This means combat should be more carefully considered than before, as a bad matchup can be even harder to win than in the previous edition of 30k as a squad with a good WS can tear apart other units with far greater ease than before. Secondly, one should remember new Charge distance modifiers: for example, Movement of 8-10&amp;quot; gives you +1&amp;quot;, as opposed to 1-4&amp;quot; that deducts it.&lt;br /&gt;
*Oh boy, Heresy 2.0 hasn&#039;t been released, and Fight phase is already broken: a single model unit can&#039;t kill more than one model on charge with minimal effort from the player getting charged. For example, if Player 1 charges Tactical Squad with their Dreadnaught, the latter&#039;s coming in base contact with one enemy model only (because initial charger must be moved by the shortest possible route to the closest enemy model). The problem is, where in previous edition models &#039;&#039;must&#039;&#039; Pile In in their Initiative step, now they &#039;&#039;may&#039;&#039; do so, so Tactical Squad is just standing there, watching their comrade, the only model in base contact with the Dreadnaught, getting slaughtered. Player 1 then rolls, say, 4 attacks at I4, hits and wounds with all of them. Player 2 removes one marine in base contact with the Dreadnaught and discards all other wounds, because no models are locked in combat at I4, thanks to how a wound pool in Fight phase now works. Needless to say, this mechanic of optional Pile In moves and wounds distribution can easily be abused.&lt;br /&gt;
*Be mindful that in this edition, the wording of engaging in combat has changed a little. What we&#039;re interested in is this bit: &amp;quot;models in unit coherency with another model from its&#039; own unit which is in base contact with an enemy model&amp;quot;. Skirmish sub-type like NL Raptors have 3&amp;quot; unit coherency, with all the shenanigans it entails.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
The thing that determines if your units stay and fight or turn and run for the hills.&lt;br /&gt;
Moral tests are taken when a unit loses 25% of the models in the shooting phase or it has been beaten in combat. Upon failing a moral test units will fall back, simulating the unit routing or retreating to a more advantageous position. A unit will continue to fall back during each turn until it makes a successful moral test to regroup. Units falling back from combat are also subject to their opponent making a sweeping advance test to finish them off, where both units compare their initiative + die roll. If the unit that is falling back has an equal or higher result, it escapes, while if the unit that is trying to run them down has the higher result the falling back unit is wiped out. This can be pretty brutal and it can be a serious punishment for units that were thrown haphazardly at the nearest enemy unit.&lt;br /&gt;
&lt;br /&gt;
===Psychic Powers===&lt;br /&gt;
WE 3rd EDITION NOW! With the psychic phase having been removed, psychic powers are a bit different than how they were in 7th. Firstly, you can now pick your powers and don&#039;t have to waste your time rolling for them, and since there is no psychic phase, powers are now taken in the specific phase noted down on the power itself. In addition, warp charges are gone and a psychic power is now manifested by taking an unmodified leadership test; if you pass, the power is manifested like 6E and prior. If you fail, the Psyker (or the unit they&#039;re in, your choice) suffers PotW, D3 Wounds that can only be saved by Invulnerable saves (and not mitigated by FnP either).&lt;br /&gt;
&lt;br /&gt;
Also of note is that the disciplines are also drastically trimmed down since you&#039;re no longer needing to roll for powers.&lt;br /&gt;
&lt;br /&gt;
===Reactions===&lt;br /&gt;
The new &amp;lt;s&amp;gt;gimmick&amp;lt;/s&amp;gt; feature for 2.0, reactions allow you to take actions during your opponents phase and &amp;quot;react&amp;quot; to what they are doing (and allows GW to move closer to Alternating Activations without actually commiting. The Scoundrels). This can range from returning fire at a unit that just shot at you, to charging your opponents models that got too close during their movement phase, to old standbys like Overwatch. Depending on which reaction is used, reactions can be taken during the opponents Movement, shooting or assault phase with typically only one being allowed to be taken each phase, but some rules and warlord traits allow you to take up to a maximum of three per phase. Additionally, each faction tends to have at least one &amp;quot;advanced reaction&amp;quot;, which is usually more powerful than the standard reactions but has more specific triggers and can usually only be used once per game. Units can&#039;t make Reactions if they&#039;re Pinned, falling back, or locked in combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Movement Phase&amp;quot;&amp;gt;&lt;br /&gt;
Triggered when an enemy moves within 12&amp;quot; of one of your units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advance:&#039;&#039;&#039; The unit can move a distance equal to their highest Initiative stat towards the enemy that triggered this reaction. Vehicles can pivot up to 90 degrees and move 6&amp;quot;. Pretty much used to block off enemies from vulnerable units or to prepare for a charge on your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Withdraw:&#039;&#039;&#039; The unit can move a distance equal to their highest Initiative stat away from the enemy that triggered this reaction. Vehicles can pivot up to 90 degrees and move 6&amp;quot;. Vital in pulling units out of charging range.&lt;br /&gt;
*&#039;&#039;&#039;Interceptor:&#039;&#039;&#039; Only triggered if an enemy unit arrives from reserves and is within LoS of one of your units. Your unit can immediately shoot at them, though vehicles can only fire defensive weapons.&lt;br /&gt;
*&#039;&#039;&#039;Death or Glory:&#039;&#039;&#039; Only triggered after a vehicle rams your non-vehicle unit, hits are resolved, and you pass a morale check. One model from that rammed unit can make a ranged or melee attack that auto-hits the vehicle&#039;s front armor. If it destroys the vehicle or causes a Crew Stunned/Immobilized/Explodes result from a penetrating hit, then the model gets to live. Otherwise, they die.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shooting Phase&amp;quot;&amp;gt;&lt;br /&gt;
Triggered after the enemy shoots one of your units, but before you start removing any casualties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Return Fire:&#039;&#039;&#039; Your unit can immediately shoot back, though they can&#039;t use any weapons that ignore LoS or use Barrage. Flamers and the like can only be used if the enemy is within 8&amp;quot; (of the unit, not the Flamer-toting model), firing as though they were overwatching. Vehicles are similarly restricted to firing only defensive weapons. In either case, your unit is considered stationary so they can fire their worst without any worry.&lt;br /&gt;
*&#039;&#039;&#039;Evade:&#039;&#039;&#039; Your unit gains a 5+ Shrouded save for this attack. This doesn&#039;t stack with any other instances of Shrouded, but it&#039;s just as valuable in saving units since it&#039;s a save-after-save like FNP. Naturally doesn&#039;t work for immobilized units and gets ignored by some equipment.&lt;br /&gt;
**Previously, this didn&#039;t work on Vehicles. However, the FAQ corrected this so that &amp;quot;all models in the reacting unit gain the Shrouded (5+) special rule against all wounds, glancing and penetrating hits inflicted as part of the shooting attack that triggered this reaction.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assault Phase&amp;quot;&amp;gt;&lt;br /&gt;
Triggered once the enemy charges one of your units but before any models are moved (regardless of whether or not the charge is successful).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwatch:&#039;&#039;&#039; The old and venerable classic. Fortunately, your unit counts as though they didn&#039;t move so you can still fire your heavy bolters and the like without worry.&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line:&#039;&#039;&#039; Roll a morale check for your unit. If it passes and your enemy charged successfully, the charge will count as disordered. If the enemy charge failed, then any other charges against this unit will count as disordered.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Tactics/30k]]&lt;br /&gt;
{{Warhammer_30k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Imperial_Navy_Cruiser&amp;diff=268277</id>
		<title>Imperial Navy Cruiser</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Imperial_Navy_Cruiser&amp;diff=268277"/>
		<updated>2023-01-10T10:27:27Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Tyrant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The workhorse of the [[Imperial Navy]]&#039;s fleets, the &#039;&#039;&#039;Cruiser&#039;&#039;&#039; is a medium-sized warship, sitting at the midpoint between the [[Imperial Navy Battleship|Battleship]] and the Destroyer escort.  Though they are less powerful than a Battleship, they are faster and much more common, and as such are used for typical fleet duties like sector patrols, planetary blockades, and lightning raids into enemy territory.&lt;br /&gt;
&lt;br /&gt;
Cruisers fall into four broad categories: Basic (mix of weapons batteries, lances, and usually torpedoes), Ordinance-boats (those armed mostly with Macrocannons), Lance-boats (likewise, armed mostly with [[Lance Weapon|Lance]] batteries), and Carriers.&lt;br /&gt;
&lt;br /&gt;
== Cruiser Classes per Category ==&lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
&lt;br /&gt;
==== Lunar ====&lt;br /&gt;
&lt;br /&gt;
[[File:BFGALunar.jpg|300px|thumb|right|Your bread and butter.]]&lt;br /&gt;
&lt;br /&gt;
The [[Leman Russ Battle Tank|Leman Russ Battle Tanks]] of Imperial Cruisers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;standard&amp;quot; Imperial Cruiser, the &#039;&#039;Lunar&#039;&#039;-class is one of the oldest Cruiser designs still used by the Imperium.  It&#039;s also easy-to-build and maintain, which explains its continued popularity with the Imperial Navy. Due to its standard load-out ([[Macrocannon|Macrobatteries]], [[Lance Weapon|Lance]]s, and [[Torpedo|Torpedoes]]), the Lunar is very versatile and easily slot into any fleet role given to it.&lt;br /&gt;
&lt;br /&gt;
Usually, cruisers operate in pairs, and the Lunar is no exception, as it allows twice the firepower to be brought against the enemy, whilst forcing them to halve their reply. Although lore-wise Imperial cruisers are few and mostly operate like pocket battleships for light cruiser or patrol squadrons that encounter serious trouble. The standard tactic with the Lunar class is to fire the torpedoes whilst closing with the enemy. This will cause some disruption as the enemy attempts to manoeuvre away from the torpedoes. This disruption will hamper attempts to fire upon the pair of cruisers, and they will get within range, and turn their broadsides to face the enemy. From here, they will fire volley after volley into the enemy while circling at full speed.&lt;br /&gt;
&lt;br /&gt;
The Lunar class is represented in almost any Imperial Fleet that one will see, as it is uncomplicated to produce. Roughly six hundred Lunar class vessels are in service in Segmentum Obscurus alone (also this is probably a lowball considering Imperial record-keeping being shit). Even a Hive World with no shipbuilding expertise can build a Lunar class in short periods of time. The ship Lord Daros was built in orbit of the [[Wat|Feral World of Unloth]], using materials mined unknowingly by the natives below. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Battlefleet Gothic: Armada&#039;&#039; 1 &amp;amp; 2, the &#039;&#039;Lunar&#039;&#039;-class is the generalist of the Cruisers, and can fill any role in a fleet.  It&#039;s also one of the cheapest points-wise, which is a steal given how versatile it is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 28 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 95,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.5 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
=== Carriers ===&lt;br /&gt;
&lt;br /&gt;
==== Dictator ====&lt;br /&gt;
&lt;br /&gt;
[[File:BFGADictator.jpg|300px|thumb|right|Now with fighter support!]]&lt;br /&gt;
&lt;br /&gt;
A retrofit of damaged &#039;&#039;Lunar&#039;&#039;-class ships, where any destroyed Lance battery gets swapped out for a pair of Launch Bays for [[Fury Interceptor|fighters]] and [[Starhawk Bomber|bombers]], although the Dictator retains the Lunar&#039;s [[Macrocannon|weapons batteries]] and [[torpedo]] capabilities, as well as the armoured prow. The shield, turret, and engines also remain unchanged. This elegant solution makes the &#039;&#039;Dictator&#039;&#039; even more effective than the Lunar at some roles, just don&#039;t expect it to win in a straight out broadside duel. Of course, you shouldn’t be getting close until after your attack craft weaken your target’s weapons to give you the advantage. If you’re dueling.  But really, a squadron of Dictators can be used tactically beyond just “open fire”.&lt;br /&gt;
&lt;br /&gt;
It was originally designed as a stop-gap method to deliver the huge numbers of atmospheric craft that an opposed planetary landing needs. In these situations it is unusual to have an airfield under the control of the invaders, and therefore the Dictator fills the role of the airfield for the bombers and fighters supporting the landings.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Battlefleet Gothic: Armada&#039;&#039; 1 &amp;amp; 2,  the &#039;&#039;Dictator&#039;&#039; is an Imperial player&#039;s first serious Carrier (unlike the &#039;&#039;Defiant&#039;&#039;-class), but it&#039;s also the smallest available.  Don&#039;t expect those two Launch Bays to do much, unless you run the Dictator in support for another Carrier.  However, they can be helpful for stripping turrets in support of torpedo attacks.  Don’t rely on them for damaging enemy ships, though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5.1km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 29 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 85,000 crew, 15,000 pilots and support personnel; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.5 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
=== Lance-Boat ===&lt;br /&gt;
&lt;br /&gt;
==== Gothic ====&lt;br /&gt;
&lt;br /&gt;
[[File:BFGAGothic.jpg|300px|thumb|right|Not compensating for anything.]]&lt;br /&gt;
&lt;br /&gt;
Take the &#039;&#039;Lunar&#039;&#039;, replace the [[Macrocannon]]s with even &#039;&#039;more&#039;&#039; [[Lance Weapon|Lance]] batteries, and you get the &#039;&#039;Gothic&#039;&#039;-class.  Due to its weaponry, this class can easily deal with heavier ship types, but often have to work in conjunction with another ship to deal with enemy shields. This weaponry is also its main weakness: unlike macro cannons, lance batteries are delicate things, making it much easier to destroy the ships weapons. Lances are also less effective than macro cannons in a short-range broadside battle. &lt;br /&gt;
&lt;br /&gt;
The ship has the distinctive armoured prow of the Imperial Navy and the standard six torpedo tubes of an Imperial cruiser. The class is as fast and manoeuvrable as any other Imperial cruiser type, with an equally good shield and turret coverage. Supported properly, however, and the Gothic becomes an effective capital ship killer.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Battlefleet Gothic: Armada&#039;&#039; 1 &amp;amp; 2, the Gothic does well against heavily-armored foes thanks to the armor penetration of its Lances. The fact that Lances never miss doesn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 28 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 79,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.5 gravities max sustainable acceleration&lt;br /&gt;
=== Ordinance-Boat ===&lt;br /&gt;
&lt;br /&gt;
==== Dominator ====&lt;br /&gt;
&lt;br /&gt;
[[File:Dominator.jpg|300px|thumb|right|The most well-named class since Planet Killer.  Your pocket Retribution, right here.]]&lt;br /&gt;
&lt;br /&gt;
Another variant based on the &#039;&#039;Lunar&#039;&#039;-class hull, the &#039;&#039;Dominator&#039;&#039; is essentially [[Awesome|a &#039;&#039;Retribution&#039;&#039;-class Battleship in miniature]] (minus the range of course).  The ship was originally designed as a long-range support vessel, using its massive Nova Cannon from behind fleet battle lines. In this function, however, it never really excelled and only gained a handful of victories to its name. &lt;br /&gt;
&lt;br /&gt;
It was never truly appreciated by its crew(s) until the start of the Gothic War. In a particular battle, a single Dominator, the Hammer of Justice, found itself between two Chaos cruisers. The Dominator&#039;s true role was found that day when the Hammer of Justice gave both of its rivals a full broadside to the face and crippled them in the one volley.&lt;br /&gt;
&lt;br /&gt;
Armed with [[Macrocannon]]s with a prow-mounted [[Nova Cannon]] thrown in, the class was designed primarily around planetary assaults, and in-universe was rarely seen in fleet actions.  It can still provide support, however, and any ship that gets within range of a &#039;&#039;Dominator&#039;&#039; is guaranteed to get hurt badly.&lt;br /&gt;
&lt;br /&gt;
One of these, the Depth of Fury, nearly killed the Terminus Est.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Battlefleet Gothic: Armada&#039;&#039; 1 &amp;amp; 2, the &#039;&#039;Dominator&#039;&#039; can wreak havoc on enemy fleets with its regular armaments alone. Throw in its stasis bomb and disruption bomb abilities, and a properly-placed squadron of &#039;&#039;Dominators&#039;&#039; can slow enemies, strip their shields, and THEN blast them to kingdom come with the Nova Cannon.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 30 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 90,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.5 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Tyrant ====&lt;br /&gt;
&lt;br /&gt;
[[File:TyrantCruiserBGA.png|300px|right|thumb|Meet the pinnacle of false advertising.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Tyrant&#039;&#039; was initially conceptualized as a long-ranged plasma ordinance boat. At the end of the 38th Millennium, a new technique was found for extending the range of [[Proteus Plasma Projector|plasma-based weaponry]]. The super-fired plasma weapons developed by Adeptus Mechanicus Artisan-Magos Hyus N&#039;dai were built into the Tyrant class cruiser. In the 39th Millennium, the Tyrant class was popular, due to its superior range over other cruiser classes. It was theorised that the Tyrant would be able to deliver both long-range fire, and short-range fire, of the same power. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, [[Meme|reality is often dissapointing]], as design compromises (to not tax the plasma reactor) led to it to being armed instead [[Fail|with an ineffective mix of short-ranged batteries and long-ranged plasma macrocannon]].  The Navy is still trying to make the class work, but now has to scavenge the replacements to the short-ranged weapons either from enemy vessels or the odd [[Space Hulk]].  This is stupid, just use a different short-ranged weapon that takes comparatively little energy like railguns or missiles and devote the rest to the long-range plasma cannons to make up for their lack of numbers. Or use this as a lesson to change the Dictator by replacing its weapons with long-range plasma and abandon the Tyrant. And bring back the Hades, which had no problems and the Tyrant is doing a very bad job of replacing.&lt;br /&gt;
&lt;br /&gt;
The ship is popular with [[Rogue Trader]]s, who mostly just strip out the plasma weaponry to maximize all that reactor power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 27.2 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 90,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.4 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
==== Ambition ====&lt;br /&gt;
&lt;br /&gt;
[[File:AmbitionCruiser.jpg|300px|right|thumb|The Super-Yachts of Cruisers.]]&lt;br /&gt;
&lt;br /&gt;
The Ambition-Class Cruiser is a type of Cruiser class vessel used by various Human fleets. These cruisers are often produced by Adeptus Mechanicus shipyards for extremely wealthy individuals, Rogue Traders, or the System Defence Forces of noble dynasties. &lt;br /&gt;
&lt;br /&gt;
These are rare vessels, as it is not common for shipbuilders to contract their services to buyers outside of the Imperial Navy. Despite being operated by various clans, houses, and fleets these are true Cruisers, packing as much firepower as the Lunar or Tyrant classes. &lt;br /&gt;
&lt;br /&gt;
They also invariably incorporate luxurious quarters and amenities for their buyers. These are ships built efficiently, and lacks some of the ultra-conservative redundancies built into Imperial Navy vessels. As a result, some have claimed that these ships are more fragile than &amp;quot;true cruisers&amp;quot;, but most Rogue Traders and noble families are willing to take the risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 4.9km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 25 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 89,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 3 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Cardinal ====&lt;br /&gt;
&lt;br /&gt;
[[File:CardinalCruiser.jpg|300px|right|thumb|The black sheep of Imperial Cruisers.]]&lt;br /&gt;
&lt;br /&gt;
A ship that&#039;s plagued by its [[Chaos|ancestors.]]&lt;br /&gt;
&lt;br /&gt;
The Cardinal-Class Heavy Cruiser is a class of Cruiser used by the Imperial Navy. Seeing as how this ship used the original template for the ill-fated [[Acheron-class Heavy Cruiser|Acheron Class,]] one can see why this class of ship proved a [[Extra Heresy|&#039;&#039;tad&#039;&#039; bit too controversial for the Imperial Navy.]] But no, you can’t see the controversy past the ten thousand years of Imperial ships turning to Chaos without their entire classes being censured.&lt;br /&gt;
&lt;br /&gt;
The failure of the Acherons and their supposed use of [[Heresy|xenos technology]] has haunted the Cardinal Class and now only a handful of Imperial Navy fleets use the ageing ships in service. &lt;br /&gt;
&lt;br /&gt;
As its design was Great Crusade-era, the Cardinal lack the armored prow of its modern cousins and is more suited for long-range engagements instead of being target practice. Which means it probably was named Cardinal during the violently atheist time before the violently religious time.  Cardinal then may have been in reference to the secular meanings of the word and now lives on as an amusing joke.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 32 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 89,400 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.3 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Rogue Trader Cruiser ====&lt;br /&gt;
&lt;br /&gt;
[[File:RTCruiser.jpg|300px|right|thumb|[[Star Trek|To boldly go where no man has gone before.]]]]&lt;br /&gt;
&lt;br /&gt;
The ship used by everyone&#039;s favourite [[Rogue Trader|space smugglers.]]&lt;br /&gt;
&lt;br /&gt;
Rogue Trader Cruisers refer to a variety of vessels operated by Rogue Traders. Not possessing the wealth or resources to build Cruiser class vessels themselves, Rogue Traders often rely on vessels built by others. Such vessels are often gifts to loyal and successful Rogue Traders from the Administratum or retired Imperial Navy ships. In exchange for such a gift, however, a Rogue Trader may be called upon to lead an expedition into uncharted space.&lt;br /&gt;
&lt;br /&gt;
Rogue Trader Vessels are unique, exotic ships. Often exhibiting many signs of the Traders own tastes and colonial adventures, they are subject to constant refit and adornment, much of it [[Heresy|alien in origin.]] The business of a Rogue Trader can take him/her all over the galaxy and while their vessel&#039;s class may be common in its sector of origin, it may also be virtually unknown to other regions of the Imperium.&lt;br /&gt;
&lt;br /&gt;
They often have their own miniature launch bays for exoatmospheric and interplanetary expeditions, as such, they also have their own flight crew. Often these small space and aircraft aren&#039;t really suited for combat, often carrying a small compliment of [[Gun-Cutter]]s, [[Arvus Lighter]]s and [[Aquila Lander]]s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 28 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 75,000 crew, including 2,000 pilots and support personnel; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.6 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Inquisitorial Cruiser ====&lt;br /&gt;
&lt;br /&gt;
[[File:InqCruiser.jpg|300px|right|thumb|EXTERMINATUS MOTHERFUCKERS!]]&lt;br /&gt;
&lt;br /&gt;
Personal pimp boat for everyone&#039;s favourite [[Inquisitor|psychopaths.]]&lt;br /&gt;
&lt;br /&gt;
Inquisitorial Cruisers are Cruiser-class vessels used by the [[Inquisition]]. These vessels are specially constructed for the Inquisition and wield technology and weaponry available only to the fleets of Mars itself such as a certain [[Exterminatus|cyclonic torpedo]]. This also means that they are proof that the Mechanicus will share it’s technology (the goods, not the knowledge) if you pay them and the Imperium is a cheapskate.&lt;br /&gt;
&lt;br /&gt;
As a result, they are faster, better armed, and better protected than Imperial Navy ships of the same class. While a few standard patterns are used by the Inquisition, they are just as often purpose-constructed and optimized for specific roles. These ships are usually used by Inquisitors mission-to-mission before being transferred, though it is not unheard of for individual Inquisitors to have permanent Cruisers attached to their names.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 29 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 84,500 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 3.2 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
&lt;br /&gt;
[[File:ConquestClass.jpg|300px|right|thumb|The fat bastard of Cruisers.]]&lt;br /&gt;
&lt;br /&gt;
The big, fat and &amp;lt;u&amp;gt;&#039;&#039;THICC&#039;&#039;&amp;lt;/u&amp;gt; boy of Cruisers.&lt;br /&gt;
&lt;br /&gt;
The Conquest-Class Star Galleon is an ancient Cruiser design still used in older fleets of the Imperial Navy as well as some Rogue Traders. They are thought to be treasure ships from the very first Rogue Traders on the orders of the Emperor himself. &lt;br /&gt;
&lt;br /&gt;
Ships still in service have [[Archeotech|technical wonders]] that have since become a lost art of the Imperium, capable of conducting both long-range exploration missions and having enough combat capacity to carve apart renegade empires. &lt;br /&gt;
&lt;br /&gt;
By the 41st Millennium, few of these ships remain in service and are seen as precious relics from the legendary founding time of the Imperium. Remaining Conquest Star Galleons are mostly used by Rogue Traders, as Imperial Navy officers tend to view them as under-gunned for their size and fragile. This opinion, however, misses the obvious fact that [[Derp|it is an armed freighter, not a warship.]] Double stupid since it clearly has two rows of guns to each gun deck.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5.1km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 30 megatonnes approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 65,000 crew, approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.1 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
== In Battlefleet Gothic: Armada 1 &amp;amp; 2 ==&lt;br /&gt;
&lt;br /&gt;
Much like in-universe, the Cruiser will be the bread and butter of any Imperial Navy fleet. While having a [[Imperial Navy Battleship|Battleship]] is all good and well, any decent list out there will feature &#039;&#039;multiple&#039;&#039; Cruisers (of any flavor) simply due to their low point cost (one can get two Cruisers for the cost of a Battleship).  Run with [[Imperial Navy Escort|Destroyer squadrons]] for maximum fun.&lt;br /&gt;
&lt;br /&gt;
Though lacking standard prow weapons, and ostensibly focused on broadsides, Imperial Navy cruisers can be surprisingly deadly on a frontal charge. A full six-torpedo spread can devastate enemy ships, the heavy prow armour allows them to survive long enough to close to ranges where landing all six is reliably possible, and the forward ramming spur allows them to deliver a brutal follow-up to survivors. Most of your ships are reliable picks, and can be counted on to give a good account of themselves.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, there are winners and losers here.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lunar&#039;&#039;&#039; is, as on the tabletop, your standard cruiser. Its mixed-loadout of lances and macrobatteries means it&#039;ll always be effective but never efficient when considering any target, but it is one of your cheaper options. If you&#039;re good at micro and want to specialise your ships to take advantage of that you&#039;ll get better results elsewhere, but if you&#039;d rather spend your clicks elsewhere, it&#039;s a solid choice.  Generally, though, it takes long enough to take down shields that you might as well focus on specialized ships and choose your preferred range and ships which compliment that approach.  A Jack of all Trades ship is okay but really only for assisting specialized ships.  But, since those ships are more expensive and their effectiveness means you don’t strictly need a bunch of them, Lunars are a good mortar to their brick.  On the other-hand, there are other general purpose ships than the Lunar in different flavors of deck combinations: launch bays, lances, and macro.  Pick your strategy, your engagement range, and build your fleet on those factors.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dictator&#039;&#039;&#039; is your carrier option, but oddly enough isn&#039;t a particularly great carrier. Its batteries are short-ranged enough that it can&#039;t really hang back from a fight without sacrificing its guns, and if that&#039;s what you want you can save a few points and just take a Defiant. Instead, treat it as a fairly typical close-range ship of the line with some optional strike craft support, and you&#039;ll get far better use from it.  Remember that you don’t have to use your attack craft on the same target as your guns.  You can deploy them against other targets to assist other ships or as part of a greater attack craft wave.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gothic&#039;&#039;&#039; is your next option, and is both the cheapest and most specialised. A full lance broadside is devastatingly powerful against enemy hulls, and if you can knock out their generators, the Gothic can be incredibly points-efficient. The only issue is that its lances are unfortunately, as with most of the imperial navy, fairly short-ranged.&lt;br /&gt;
&lt;br /&gt;
Your last two options are the &#039;&#039;&#039;Dominator&#039;&#039;&#039; and &#039;&#039;&#039;Tyrant&#039;&#039;&#039;. The &#039;&#039;&#039;Dominator&#039;&#039;&#039; is &#039;&#039;painfully&#039;&#039; close to perfect, with a very powerful broadside at close range. However, it&#039;s the only cruiser to sport a Nova Cannon and lack the spur, meaning that it can&#039;t pull off the torpedo-ram combo which is so effective at the ranges where it wants to fight.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tyrant&#039;&#039;&#039; has the opposite problem; its plasma macrobatteries have an extremely long range, but only make up half its battery complement, with the rest taken up by regular macros. At long range it just doesn&#039;t have the damage output to justify itself, and in close-range broadsides the weaker plasma means it can&#039;t really keep up with the Dominator, Lunar or Gothic. (However, astonishingly, although its broadside DPS is lower than the Dominator, because it&#039;s a bit cheaper you actually get more marginally more efficient &#039;pure&#039; DPS out of it than the Dominator. This doesn&#039;t account for the Nova cannon or torps, but it&#039;s a surprise to see that the Tyrants would actually defeat an even point value of Dominators in a straight shooting slugfest. [[Just As Planned|Turns out Hyus N&#039;dai knew what he was doing after all!]])&lt;br /&gt;
&lt;br /&gt;
If their prow weapons were swapped, both of these ships would be significantly stronger, allowing the Dominator to be one of the most effective brawlers in the game while the Tyrant could justify staying at range with a combination of plasma macros and nova cannon shells. Take notes, [[Belisarius_Cawl|Cawl!]] (It would be nice if the close-range guns were replaced with launch bays, too - but then you&#039;d basically be going for stripped-down [[Mars-class Battlecruiser]]).&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Battlefleet Gothic]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial Navy]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Ships]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Ships}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Imperial_Navy_Cruiser&amp;diff=268276</id>
		<title>Imperial Navy Cruiser</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Imperial_Navy_Cruiser&amp;diff=268276"/>
		<updated>2023-01-10T10:22:51Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Tyrant */ &amp;gt;What are macrobatteries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The workhorse of the [[Imperial Navy]]&#039;s fleets, the &#039;&#039;&#039;Cruiser&#039;&#039;&#039; is a medium-sized warship, sitting at the midpoint between the [[Imperial Navy Battleship|Battleship]] and the Destroyer escort.  Though they are less powerful than a Battleship, they are faster and much more common, and as such are used for typical fleet duties like sector patrols, planetary blockades, and lightning raids into enemy territory.&lt;br /&gt;
&lt;br /&gt;
Cruisers fall into four broad categories: Basic (mix of weapons batteries, lances, and usually torpedoes), Ordinance-boats (those armed mostly with Macrocannons), Lance-boats (likewise, armed mostly with [[Lance Weapon|Lance]] batteries), and Carriers.&lt;br /&gt;
&lt;br /&gt;
== Cruiser Classes per Category ==&lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
&lt;br /&gt;
==== Lunar ====&lt;br /&gt;
&lt;br /&gt;
[[File:BFGALunar.jpg|300px|thumb|right|Your bread and butter.]]&lt;br /&gt;
&lt;br /&gt;
The [[Leman Russ Battle Tank|Leman Russ Battle Tanks]] of Imperial Cruisers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;standard&amp;quot; Imperial Cruiser, the &#039;&#039;Lunar&#039;&#039;-class is one of the oldest Cruiser designs still used by the Imperium.  It&#039;s also easy-to-build and maintain, which explains its continued popularity with the Imperial Navy. Due to its standard load-out ([[Macrocannon|Macrobatteries]], [[Lance Weapon|Lance]]s, and [[Torpedo|Torpedoes]]), the Lunar is very versatile and easily slot into any fleet role given to it.&lt;br /&gt;
&lt;br /&gt;
Usually, cruisers operate in pairs, and the Lunar is no exception, as it allows twice the firepower to be brought against the enemy, whilst forcing them to halve their reply. Although lore-wise Imperial cruisers are few and mostly operate like pocket battleships for light cruiser or patrol squadrons that encounter serious trouble. The standard tactic with the Lunar class is to fire the torpedoes whilst closing with the enemy. This will cause some disruption as the enemy attempts to manoeuvre away from the torpedoes. This disruption will hamper attempts to fire upon the pair of cruisers, and they will get within range, and turn their broadsides to face the enemy. From here, they will fire volley after volley into the enemy while circling at full speed.&lt;br /&gt;
&lt;br /&gt;
The Lunar class is represented in almost any Imperial Fleet that one will see, as it is uncomplicated to produce. Roughly six hundred Lunar class vessels are in service in Segmentum Obscurus alone (also this is probably a lowball considering Imperial record-keeping being shit). Even a Hive World with no shipbuilding expertise can build a Lunar class in short periods of time. The ship Lord Daros was built in orbit of the [[Wat|Feral World of Unloth]], using materials mined unknowingly by the natives below. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Battlefleet Gothic: Armada&#039;&#039; 1 &amp;amp; 2, the &#039;&#039;Lunar&#039;&#039;-class is the generalist of the Cruisers, and can fill any role in a fleet.  It&#039;s also one of the cheapest points-wise, which is a steal given how versatile it is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 28 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 95,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.5 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
=== Carriers ===&lt;br /&gt;
&lt;br /&gt;
==== Dictator ====&lt;br /&gt;
&lt;br /&gt;
[[File:BFGADictator.jpg|300px|thumb|right|Now with fighter support!]]&lt;br /&gt;
&lt;br /&gt;
A retrofit of damaged &#039;&#039;Lunar&#039;&#039;-class ships, where any destroyed Lance battery gets swapped out for a pair of Launch Bays for [[Fury Interceptor|fighters]] and [[Starhawk Bomber|bombers]], although the Dictator retains the Lunar&#039;s [[Macrocannon|weapons batteries]] and [[torpedo]] capabilities, as well as the armoured prow. The shield, turret, and engines also remain unchanged. This elegant solution makes the &#039;&#039;Dictator&#039;&#039; even more effective than the Lunar at some roles, just don&#039;t expect it to win in a straight out broadside duel. Of course, you shouldn’t be getting close until after your attack craft weaken your target’s weapons to give you the advantage. If you’re dueling.  But really, a squadron of Dictators can be used tactically beyond just “open fire”.&lt;br /&gt;
&lt;br /&gt;
It was originally designed as a stop-gap method to deliver the huge numbers of atmospheric craft that an opposed planetary landing needs. In these situations it is unusual to have an airfield under the control of the invaders, and therefore the Dictator fills the role of the airfield for the bombers and fighters supporting the landings.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Battlefleet Gothic: Armada&#039;&#039; 1 &amp;amp; 2,  the &#039;&#039;Dictator&#039;&#039; is an Imperial player&#039;s first serious Carrier (unlike the &#039;&#039;Defiant&#039;&#039;-class), but it&#039;s also the smallest available.  Don&#039;t expect those two Launch Bays to do much, unless you run the Dictator in support for another Carrier.  However, they can be helpful for stripping turrets in support of torpedo attacks.  Don’t rely on them for damaging enemy ships, though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5.1km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 29 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 85,000 crew, 15,000 pilots and support personnel; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.5 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
=== Lance-Boat ===&lt;br /&gt;
&lt;br /&gt;
==== Gothic ====&lt;br /&gt;
&lt;br /&gt;
[[File:BFGAGothic.jpg|300px|thumb|right|Not compensating for anything.]]&lt;br /&gt;
&lt;br /&gt;
Take the &#039;&#039;Lunar&#039;&#039;, replace the [[Macrocannon]]s with even &#039;&#039;more&#039;&#039; [[Lance Weapon|Lance]] batteries, and you get the &#039;&#039;Gothic&#039;&#039;-class.  Due to its weaponry, this class can easily deal with heavier ship types, but often have to work in conjunction with another ship to deal with enemy shields. This weaponry is also its main weakness: unlike macro cannons, lance batteries are delicate things, making it much easier to destroy the ships weapons. Lances are also less effective than macro cannons in a short-range broadside battle. &lt;br /&gt;
&lt;br /&gt;
The ship has the distinctive armoured prow of the Imperial Navy and the standard six torpedo tubes of an Imperial cruiser. The class is as fast and manoeuvrable as any other Imperial cruiser type, with an equally good shield and turret coverage. Supported properly, however, and the Gothic becomes an effective capital ship killer.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Battlefleet Gothic: Armada&#039;&#039; 1 &amp;amp; 2, the Gothic does well against heavily-armored foes thanks to the armor penetration of its Lances. The fact that Lances never miss doesn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 28 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 79,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.5 gravities max sustainable acceleration&lt;br /&gt;
=== Ordinance-Boat ===&lt;br /&gt;
&lt;br /&gt;
==== Dominator ====&lt;br /&gt;
&lt;br /&gt;
[[File:Dominator.jpg|300px|thumb|right|The most well-named class since Planet Killer.  Your pocket Retribution, right here.]]&lt;br /&gt;
&lt;br /&gt;
Another variant based on the &#039;&#039;Lunar&#039;&#039;-class hull, the &#039;&#039;Dominator&#039;&#039; is essentially [[Awesome|a &#039;&#039;Retribution&#039;&#039;-class Battleship in miniature]] (minus the range of course).  The ship was originally designed as a long-range support vessel, using its massive Nova Cannon from behind fleet battle lines. In this function, however, it never really excelled and only gained a handful of victories to its name. &lt;br /&gt;
&lt;br /&gt;
It was never truly appreciated by its crew(s) until the start of the Gothic War. In a particular battle, a single Dominator, the Hammer of Justice, found itself between two Chaos cruisers. The Dominator&#039;s true role was found that day when the Hammer of Justice gave both of its rivals a full broadside to the face and crippled them in the one volley.&lt;br /&gt;
&lt;br /&gt;
Armed with [[Macrocannon]]s with a prow-mounted [[Nova Cannon]] thrown in, the class was designed primarily around planetary assaults, and in-universe was rarely seen in fleet actions.  It can still provide support, however, and any ship that gets within range of a &#039;&#039;Dominator&#039;&#039; is guaranteed to get hurt badly.&lt;br /&gt;
&lt;br /&gt;
One of these, the Depth of Fury, nearly killed the Terminus Est.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Battlefleet Gothic: Armada&#039;&#039; 1 &amp;amp; 2, the &#039;&#039;Dominator&#039;&#039; can wreak havoc on enemy fleets with its regular armaments alone. Throw in its stasis bomb and disruption bomb abilities, and a properly-placed squadron of &#039;&#039;Dominators&#039;&#039; can slow enemies, strip their shields, and THEN blast them to kingdom come with the Nova Cannon.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 30 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 90,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.5 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Tyrant ====&lt;br /&gt;
&lt;br /&gt;
[[File:TyrantCruiserBGA.png|300px|right|thumb|Meet the pinnacle of false advertising.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Tyrant&#039;&#039; was initially conceptualized as a long-ranged plasma ordinance boat. At the end of the 38th Millennium, a new technique was found for extending the range of [[Proteus Plasma Projector|plasma-based weaponry]]. The super-fired plasma weapons developed by Adeptus Mechanicus Artisan-Magos Hyus N&#039;dai were built into the Tyrant class cruiser. In the 39th Millennium, the Tyrant class was popular, due to its superior range over other cruiser classes. It was theorised that the Tyrant would be able to deliver both long-range fire, and short-range fire, of the same power. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, [[Meme|reality is often dissapointing]], as design compromises (to not tax the plasma reactor) led to it to being armed instead [[Fail|with an ineffective mix of short-ranged batteries and long-ranged plasma macrocannon]].  The Navy is still trying to make the class work, but now has to scavenge the replacements to the short-ranged weapons either from enemy vessels or the odd [[Space Hulk]].  This is stupid, just use a different short-ranged weapon that takes comparatively little energy like railguns or missiles and devote the rest to the long-range plasma cannons to make up for their lack of numbers. Or use this as a lesson to change the Dictator by replacing its weapons with long-range plasma and abandon the Tyrant. And bring back the Hades, which had no problems and the Tyrant is doing a very bad job of replacing.&lt;br /&gt;
&lt;br /&gt;
The ship is popular with [[Rogue Trader]]s, who mostly just strip out the plasma weaponry to maximize all that reactor power.&lt;br /&gt;
&lt;br /&gt;
By using different weapons that take comparatively little energy like railguns or missiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 27.2 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 90,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.4 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
==== Ambition ====&lt;br /&gt;
&lt;br /&gt;
[[File:AmbitionCruiser.jpg|300px|right|thumb|The Super-Yachts of Cruisers.]]&lt;br /&gt;
&lt;br /&gt;
The Ambition-Class Cruiser is a type of Cruiser class vessel used by various Human fleets. These cruisers are often produced by Adeptus Mechanicus shipyards for extremely wealthy individuals, Rogue Traders, or the System Defence Forces of noble dynasties. &lt;br /&gt;
&lt;br /&gt;
These are rare vessels, as it is not common for shipbuilders to contract their services to buyers outside of the Imperial Navy. Despite being operated by various clans, houses, and fleets these are true Cruisers, packing as much firepower as the Lunar or Tyrant classes. &lt;br /&gt;
&lt;br /&gt;
They also invariably incorporate luxurious quarters and amenities for their buyers. These are ships built efficiently, and lacks some of the ultra-conservative redundancies built into Imperial Navy vessels. As a result, some have claimed that these ships are more fragile than &amp;quot;true cruisers&amp;quot;, but most Rogue Traders and noble families are willing to take the risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 4.9km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 25 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 89,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 3 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Cardinal ====&lt;br /&gt;
&lt;br /&gt;
[[File:CardinalCruiser.jpg|300px|right|thumb|The black sheep of Imperial Cruisers.]]&lt;br /&gt;
&lt;br /&gt;
A ship that&#039;s plagued by its [[Chaos|ancestors.]]&lt;br /&gt;
&lt;br /&gt;
The Cardinal-Class Heavy Cruiser is a class of Cruiser used by the Imperial Navy. Seeing as how this ship used the original template for the ill-fated [[Acheron-class Heavy Cruiser|Acheron Class,]] one can see why this class of ship proved a [[Extra Heresy|&#039;&#039;tad&#039;&#039; bit too controversial for the Imperial Navy.]] But no, you can’t see the controversy past the ten thousand years of Imperial ships turning to Chaos without their entire classes being censured.&lt;br /&gt;
&lt;br /&gt;
The failure of the Acherons and their supposed use of [[Heresy|xenos technology]] has haunted the Cardinal Class and now only a handful of Imperial Navy fleets use the ageing ships in service. &lt;br /&gt;
&lt;br /&gt;
As its design was Great Crusade-era, the Cardinal lack the armored prow of its modern cousins and is more suited for long-range engagements instead of being target practice. Which means it probably was named Cardinal during the violently atheist time before the violently religious time.  Cardinal then may have been in reference to the secular meanings of the word and now lives on as an amusing joke.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 32 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 89,400 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.3 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Rogue Trader Cruiser ====&lt;br /&gt;
&lt;br /&gt;
[[File:RTCruiser.jpg|300px|right|thumb|[[Star Trek|To boldly go where no man has gone before.]]]]&lt;br /&gt;
&lt;br /&gt;
The ship used by everyone&#039;s favourite [[Rogue Trader|space smugglers.]]&lt;br /&gt;
&lt;br /&gt;
Rogue Trader Cruisers refer to a variety of vessels operated by Rogue Traders. Not possessing the wealth or resources to build Cruiser class vessels themselves, Rogue Traders often rely on vessels built by others. Such vessels are often gifts to loyal and successful Rogue Traders from the Administratum or retired Imperial Navy ships. In exchange for such a gift, however, a Rogue Trader may be called upon to lead an expedition into uncharted space.&lt;br /&gt;
&lt;br /&gt;
Rogue Trader Vessels are unique, exotic ships. Often exhibiting many signs of the Traders own tastes and colonial adventures, they are subject to constant refit and adornment, much of it [[Heresy|alien in origin.]] The business of a Rogue Trader can take him/her all over the galaxy and while their vessel&#039;s class may be common in its sector of origin, it may also be virtually unknown to other regions of the Imperium.&lt;br /&gt;
&lt;br /&gt;
They often have their own miniature launch bays for exoatmospheric and interplanetary expeditions, as such, they also have their own flight crew. Often these small space and aircraft aren&#039;t really suited for combat, often carrying a small compliment of [[Gun-Cutter]]s, [[Arvus Lighter]]s and [[Aquila Lander]]s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 28 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 75,000 crew, including 2,000 pilots and support personnel; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.6 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Inquisitorial Cruiser ====&lt;br /&gt;
&lt;br /&gt;
[[File:InqCruiser.jpg|300px|right|thumb|EXTERMINATUS MOTHERFUCKERS!]]&lt;br /&gt;
&lt;br /&gt;
Personal pimp boat for everyone&#039;s favourite [[Inquisitor|psychopaths.]]&lt;br /&gt;
&lt;br /&gt;
Inquisitorial Cruisers are Cruiser-class vessels used by the [[Inquisition]]. These vessels are specially constructed for the Inquisition and wield technology and weaponry available only to the fleets of Mars itself such as a certain [[Exterminatus|cyclonic torpedo]]. This also means that they are proof that the Mechanicus will share it’s technology (the goods, not the knowledge) if you pay them and the Imperium is a cheapskate.&lt;br /&gt;
&lt;br /&gt;
As a result, they are faster, better armed, and better protected than Imperial Navy ships of the same class. While a few standard patterns are used by the Inquisition, they are just as often purpose-constructed and optimized for specific roles. These ships are usually used by Inquisitors mission-to-mission before being transferred, though it is not unheard of for individual Inquisitors to have permanent Cruisers attached to their names.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 29 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 84,500 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 3.2 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
&lt;br /&gt;
[[File:ConquestClass.jpg|300px|right|thumb|The fat bastard of Cruisers.]]&lt;br /&gt;
&lt;br /&gt;
The big, fat and &amp;lt;u&amp;gt;&#039;&#039;THICC&#039;&#039;&amp;lt;/u&amp;gt; boy of Cruisers.&lt;br /&gt;
&lt;br /&gt;
The Conquest-Class Star Galleon is an ancient Cruiser design still used in older fleets of the Imperial Navy as well as some Rogue Traders. They are thought to be treasure ships from the very first Rogue Traders on the orders of the Emperor himself. &lt;br /&gt;
&lt;br /&gt;
Ships still in service have [[Archeotech|technical wonders]] that have since become a lost art of the Imperium, capable of conducting both long-range exploration missions and having enough combat capacity to carve apart renegade empires. &lt;br /&gt;
&lt;br /&gt;
By the 41st Millennium, few of these ships remain in service and are seen as precious relics from the legendary founding time of the Imperium. Remaining Conquest Star Galleons are mostly used by Rogue Traders, as Imperial Navy officers tend to view them as under-gunned for their size and fragile. This opinion, however, misses the obvious fact that [[Derp|it is an armed freighter, not a warship.]] Double stupid since it clearly has two rows of guns to each gun deck.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 5.1km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 30 megatonnes approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 65,000 crew, approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 2.1 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
== In Battlefleet Gothic: Armada 1 &amp;amp; 2 ==&lt;br /&gt;
&lt;br /&gt;
Much like in-universe, the Cruiser will be the bread and butter of any Imperial Navy fleet. While having a [[Imperial Navy Battleship|Battleship]] is all good and well, any decent list out there will feature &#039;&#039;multiple&#039;&#039; Cruisers (of any flavor) simply due to their low point cost (one can get two Cruisers for the cost of a Battleship).  Run with [[Imperial Navy Escort|Destroyer squadrons]] for maximum fun.&lt;br /&gt;
&lt;br /&gt;
Though lacking standard prow weapons, and ostensibly focused on broadsides, Imperial Navy cruisers can be surprisingly deadly on a frontal charge. A full six-torpedo spread can devastate enemy ships, the heavy prow armour allows them to survive long enough to close to ranges where landing all six is reliably possible, and the forward ramming spur allows them to deliver a brutal follow-up to survivors. Most of your ships are reliable picks, and can be counted on to give a good account of themselves.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, there are winners and losers here.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lunar&#039;&#039;&#039; is, as on the tabletop, your standard cruiser. Its mixed-loadout of lances and macrobatteries means it&#039;ll always be effective but never efficient when considering any target, but it is one of your cheaper options. If you&#039;re good at micro and want to specialise your ships to take advantage of that you&#039;ll get better results elsewhere, but if you&#039;d rather spend your clicks elsewhere, it&#039;s a solid choice.  Generally, though, it takes long enough to take down shields that you might as well focus on specialized ships and choose your preferred range and ships which compliment that approach.  A Jack of all Trades ship is okay but really only for assisting specialized ships.  But, since those ships are more expensive and their effectiveness means you don’t strictly need a bunch of them, Lunars are a good mortar to their brick.  On the other-hand, there are other general purpose ships than the Lunar in different flavors of deck combinations: launch bays, lances, and macro.  Pick your strategy, your engagement range, and build your fleet on those factors.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dictator&#039;&#039;&#039; is your carrier option, but oddly enough isn&#039;t a particularly great carrier. Its batteries are short-ranged enough that it can&#039;t really hang back from a fight without sacrificing its guns, and if that&#039;s what you want you can save a few points and just take a Defiant. Instead, treat it as a fairly typical close-range ship of the line with some optional strike craft support, and you&#039;ll get far better use from it.  Remember that you don’t have to use your attack craft on the same target as your guns.  You can deploy them against other targets to assist other ships or as part of a greater attack craft wave.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gothic&#039;&#039;&#039; is your next option, and is both the cheapest and most specialised. A full lance broadside is devastatingly powerful against enemy hulls, and if you can knock out their generators, the Gothic can be incredibly points-efficient. The only issue is that its lances are unfortunately, as with most of the imperial navy, fairly short-ranged.&lt;br /&gt;
&lt;br /&gt;
Your last two options are the &#039;&#039;&#039;Dominator&#039;&#039;&#039; and &#039;&#039;&#039;Tyrant&#039;&#039;&#039;. The &#039;&#039;&#039;Dominator&#039;&#039;&#039; is &#039;&#039;painfully&#039;&#039; close to perfect, with a very powerful broadside at close range. However, it&#039;s the only cruiser to sport a Nova Cannon and lack the spur, meaning that it can&#039;t pull off the torpedo-ram combo which is so effective at the ranges where it wants to fight.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tyrant&#039;&#039;&#039; has the opposite problem; its plasma macrobatteries have an extremely long range, but only make up half its battery complement, with the rest taken up by regular macros. At long range it just doesn&#039;t have the damage output to justify itself, and in close-range broadsides the weaker plasma means it can&#039;t really keep up with the Dominator, Lunar or Gothic. (However, astonishingly, although its broadside DPS is lower than the Dominator, because it&#039;s a bit cheaper you actually get more marginally more efficient &#039;pure&#039; DPS out of it than the Dominator. This doesn&#039;t account for the Nova cannon or torps, but it&#039;s a surprise to see that the Tyrants would actually defeat an even point value of Dominators in a straight shooting slugfest. [[Just As Planned|Turns out Hyus N&#039;dai knew what he was doing after all!]])&lt;br /&gt;
&lt;br /&gt;
If their prow weapons were swapped, both of these ships would be significantly stronger, allowing the Dominator to be one of the most effective brawlers in the game while the Tyrant could justify staying at range with a combination of plasma macros and nova cannon shells. Take notes, [[Belisarius_Cawl|Cawl!]] (It would be nice if the close-range guns were replaced with launch bays, too - but then you&#039;d basically be going for stripped-down [[Mars-class Battlecruiser]]).&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Battlefleet Gothic]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial Navy]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Ships]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Ships}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chaos_Escort&amp;diff=118407</id>
		<title>Chaos Escort</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chaos_Escort&amp;diff=118407"/>
		<updated>2023-01-10T08:31:52Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Idolator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(This article is about the starships in a Chaos void fleet. For the other type of Chaos escort, look [[Daemonette|here]].)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smallest and most common type of warship available, &#039;&#039;&#039;Chaos Escorts&#039;&#039;&#039; are lightly armed and armored, but compensate for this by being extremely fast and manoeuvrable. As their designation suggests, they often accompany larger ships during fleet actions, screening them against torpedo attacks or enemy escorts.&lt;br /&gt;
&lt;br /&gt;
In the [[Fleets of Chaos]], Escorts normally act as raiders, penetrating deep into Imperial Space to prey on vulnerable supply ships and transports. Weak individually, such Raiders group up in squadrons for both mutual protection.&lt;br /&gt;
&lt;br /&gt;
Since Chaos fleets are generally very heavy on the Cruiser and rarely have anything between escort and capital ship, they wisely (wisdom should be Chaos heresy) have pretty powerful escorts for their size and cheap enough to come in ridiculously vast numbers. Pretty good at countering Imperial torpedo spam, too. Or rival Chaos fleets&#039; attack craft.&lt;br /&gt;
&lt;br /&gt;
Escorts fall under two broad types: the much larger &#039;&#039;Raider&#039;&#039;, which is better-armed and protected, and the smaller &#039;&#039;Destroyer&#039;&#039;, which is a lot nimbler and faster.&lt;br /&gt;
&lt;br /&gt;
== Destroyers ==&lt;br /&gt;
&lt;br /&gt;
=== Ordnance-Boat ===&lt;br /&gt;
&lt;br /&gt;
==== Iconoclast ====&lt;br /&gt;
&lt;br /&gt;
[[File:BFGAIconoclast.jpg|300px|thumb|right|Waaaay too common]]&lt;br /&gt;
&lt;br /&gt;
A constant peril to shipping, roving squadrons of these Destroyers are a regular part of pirate fleets. Weak on their own, this is normally compensated by sheer numbers, and enough Destroyers working together can even bring down a Cruiser. Other than swarm tactics, they are usually seen engaging enemy escorts, destroying attack craft, and shooting down incoming torpedoes.&lt;br /&gt;
&lt;br /&gt;
The Iconoclast itself is armed by a short-ranged [[Naval Missile Turret|Missile Launching Weapons Battery turret]]. Sooo...what are those tubes on the sides for if not guns or torpedoes? [[Derp|Chaos, that’s what.]] Being crazy-stupid for its own sake. Lore-wise it is actually a well-armed ship.&lt;br /&gt;
&lt;br /&gt;
...This ship does look pretty cool, though. Rogue Traders like it.&lt;br /&gt;
&lt;br /&gt;
The Iconoclast is equipped with 6 [[Naval Missile Turret|Light Missile Turrets.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 1.3km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 6.1 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 16,500 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 7.2 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
== Raiders ==&lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
&lt;br /&gt;
==== Infidel ====&lt;br /&gt;
&lt;br /&gt;
[[File:BFGAInfidel.jpg|300px|thumb|right|Underestimate at your own peril.]]&lt;br /&gt;
&lt;br /&gt;
[[Meme|ALLAHU AKBAR!]]&lt;br /&gt;
&lt;br /&gt;
Jokes aside, originating from the Monsk orbital shipyards, this was meant to replace the [[Cobra-class Destroyer|&#039;&#039;Cobra&#039;&#039;-class Destroyer]], the [[Blood Ravens|designs were found to have been stolen.]] A few years later, ships bearing the same description were reported to be attacking Imperial supply convoys. As a result of this, the class was redesignated as the &#039;&#039;&#039;Infidel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Imperial efforts to reconstruct the stolen plans resulted in the development of the [[Falchion-class Escort|Falchion Escort class]]. In 938 or 939.M41, the two &amp;quot;sister&amp;quot; classes (the Falchion and the Infidel) would confront each other for the first time in a naval battle over Sabatine.&lt;br /&gt;
 &lt;br /&gt;
The Infidel is armed with 2 front [[Torpedo]] tubes, as well as 4 short-ranged [[Naval Missile Turret|Light Missile Turrets]] in front. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 1.8-2km; approx&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 12 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 24,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 7.0 gravities max sustainable acceleration&lt;br /&gt;
=== Lance-Boat ===&lt;br /&gt;
&lt;br /&gt;
==== Apostate ====&lt;br /&gt;
&lt;br /&gt;
[[File:15097906_f1024.jpg|300px|right|thumb|[[Brundlepenis|Putting the word &#039;prostate&#039; in apostate.]]]]&lt;br /&gt;
&lt;br /&gt;
The Apostate is one of four new ships (not including Titans) added to the Chaos Navy with the release of the Chaos Expansion pack and not present in the original game.&lt;br /&gt;
&lt;br /&gt;
The Apostate packs a pair of [[Lance Weapon|Light Lance Artilleries]], making it a bit unique in that it doesn&#039;t have any macro weapons at all. The benefit is that all of the damage and CPM the Apostate deals will be very reliable no matter what range it is firing at, given the 100% accuracy of the lances.&lt;br /&gt;
&lt;br /&gt;
While the 90 degree firing arc, customary to prow most lance weapons, limits the ability for the Apostate to move and fire, it seems quite potent as a cheap harasser. Micromanaging their flight path during the long reload times of the lances and using &amp;quot;Stealth&amp;quot; or &amp;quot;Lock On!&amp;quot; will maximize their lifespan while the whittle away the hitpoints of your enemies at range.&lt;br /&gt;
&lt;br /&gt;
The last thing worth mentioning, though important to remember, is the slower speed of the Apostate which is at 200, the same as Cruiser class vessels in the Chaos fleet. [[Derp|Why that&#039;s the case or how the fuck an escort got this mangled,]] we have no idea. So best to let these boys sit out of the back.&lt;br /&gt;
&lt;br /&gt;
The Apostate is armed with the aforementioned 2 [[Lance Weapon|Light Lance Artillery]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 1.8-2km; approx&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 10 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 22,000 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 5.5 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==== Idolator ====&lt;br /&gt;
&lt;br /&gt;
[[File:BFGAIdolator.jpg|300px|thumb|right|Your guess on the nature of these prongs are as good as mine.]]&lt;br /&gt;
&lt;br /&gt;
A giant tuning fork with rocket engines.&lt;br /&gt;
&lt;br /&gt;
Said to be the product of the [[Dark Mechanicus]] [[Forge World]] of Xana II, the &#039;&#039;&#039;Idolator&#039;&#039;&#039;-class Raider incorporate features and systems of possibly [[Heresy|xenos origin.]] These ships were also infamous for their incredible long-ranged gunnery, which points to a targeting system that the [[Adeptus Mechanicus]] cannot readily duplicate. [[Heresy|Why they&#039;re trying to duplicate Dark Mechanicum technology is an important question that no one has answered]].&lt;br /&gt;
&lt;br /&gt;
It is easily identifiable for its bizarre prong-shaped prow. Don&#039;t ask us why the forces of Chaos like to stick four flimsy-looking prongs at the front of their ship, it is not like it is reinforced to withstand a ram like their Imperial counterparts. It&#039;s quite possible this is meant to be the lance and/or the targeting system, probably the latter given that&#039;s mentioned to be unique to them.&lt;br /&gt;
&lt;br /&gt;
The Idolator is armed with a short-ranged front-facing [[Lance Weapon|Lance]] battery as well as 4  mid-ranged [[Naval Missile Turret|Light Missile Turrets.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 1.8-2km; approx&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 11.3 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 23,200 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 7.0 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
== In Battlefleet Gothic ==&lt;br /&gt;
&lt;br /&gt;
The cheapest and smallest ship type available, the Escorts are also some of the fastest and agile ships available.  There is no limit to the number of Escorts that can be included in a list except points, so use them to round of a fleet.&lt;br /&gt;
&lt;br /&gt;
That aside, use Escorts to screen your much more expensive units from Ordinance or Torpedoes, or harass isolated ships.&lt;br /&gt;
&lt;br /&gt;
== In Battlefleet Gothic: Armada 1 &amp;amp; 2 ==&lt;br /&gt;
&lt;br /&gt;
Much like their counterparts on the tabletop, Escorts are cheap and quick ships.  Aside from their obvious role as Torpedo screens for much more expensive vessels, they&#039;ve also been used as scouts and spotters.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Battlefleet Gothic]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Fleets of Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Ships]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Chaos-Ships}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ark_of_Omen&amp;diff=50396</id>
		<title>Ark of Omen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ark_of_Omen&amp;diff=50396"/>
		<updated>2023-01-10T06:58:02Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Arks_of_Omen.JPG|300px|right|thumb|[[Huron Blackheart]] must be laughing his ass off after Abby replaced his Blackstone for this...junk...]]&lt;br /&gt;
&#039;&#039;&#039;Arks of Omen&#039;&#039;&#039; are [[Failbaddon]]&#039;s new copeship needed to aid his faltering [[Black Crusade]] after he [[Butthurt|raged-quit]] and [[Exterminatus|yeeted]] his last remaining (And priceless!) [[Blackstone Fortress]] on [[Cadia]]. These things were for all intents and purposes, [[Space Hulk]]s. Literally, that&#039;s what they are. Except, rather than being filled with [[Orks|mushrooms]] and [[Genestealers|cockroaches]], they are now filled with literal [[Chaos|edgelords]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 20-60+km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 0.3-2.1+ gigatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 600,000+ crew, 140,000 pilots and support staff; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 1.2 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Being nothing more than a colossal [[Black Legion]] void craft, they were unleashed to reinforce the Black Legion&#039;s Balefleets and seize the Nachmund Gauntlet from the Imperium. &lt;br /&gt;
&lt;br /&gt;
Each Ark of Omen is heavily weaponised and augmented with a piece of [[Vashtorr]]&#039;s own fleshmetal, granting its master as much control over the craft as any other voidship could offer. Abaddon the Despoiler awards them to a favoured Warband – seeded, naturally, with loyal enforcers and informants – and he also dispatches the Arks to claim artefacts of mysterious provenance. It is not yet clear what the Despoiler&#039;s ultimate plan is for these vast warships and the artefacts they seek, because like all good prophecies, the one Abaddon follows is vague and could mean a number of different things. Or he&#039;s just hedging his bets so whenever he has his next fuck-up he can claim it was all [[just as planned]]. Like he has the last [[Black Crusade|13 times before]].&lt;br /&gt;
&lt;br /&gt;
{{40k-Chaos-Ships}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Battlefleet Gothic]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Fleets of Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Word Bearers]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Ships]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Badab_Primaris&amp;diff=77879</id>
		<title>Badab Primaris</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Badab_Primaris&amp;diff=77879"/>
		<updated>2023-01-10T01:38:27Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:415E:FC20:8188:7392: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Badab Primaris&#039;&#039;&#039;, also known as [[Wat|&#039;&#039;&#039;Badab II&#039;&#039;&#039;]], is a Dead World located near the Maelstrom Warp rift in the southwestern portion of Segmentum Ultima. It was the homeworld of the [[Astral Claws]] Chapter and a thriving, productive Hive World, until shit went sideways and [[Lugft Huron]] decided to take matters into his own hands.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Badab Primaris was first settled in the late 38th Millennium and quickly became a trade hub and industrial powerhouse in the region. Everything was fine until some idiots decided to throw a civil war in 718.M41 and the [[Astral Claws]] stepped in to shut that shit down. In the aftermath, Lugft Huron decided that the Badab government couldn&#039;t be trusted and took personal control of the planet. Styling himself the &amp;quot;Tyrant of Badab&amp;quot;, he purged Badab&#039;s nobility and government, then did the same to the rest of the system, proclaiming it to be the Claws&#039; personal fief. He went on to purge the surrounding star systems&#039; governments and install his own cronies as rulers on these worlds, turning the entire region into a kind of pocket empire along the lines of [[Ultramar]]. This actually pretty well at first; the sector&#039;s defenses had never been stronger and its planets had never been more productive, and Huron was a fairly evenhanded and effective ruler. Things went sideways when Huron asked the Administratum to exempt Badab from its Imperial tithe so that he could use those resources to strengthen the defenses around the Maelstrom. When the Administratum presented him with a counter-offer of &amp;quot;fuck you, give us more&amp;quot;, Huron promptly turned off the taps and turned the sector into a heavily fortified no-go zone. After a century and a half of increasing tension, Huron seceded from the Imperium entirely, then set about making the lives of everyone on Badab a living hell. Every symbol of Imperial authority on the planet was torn down and destroyed, while Administratum and Ecclesiarchy personnel were ruthlessly executed. Any baseline human who dared look an Astral Claw in the eye would be blinded, and after an assassin nearly killed Huron in his palace, thousands of innocents were massacred by Astral Claws squads in retaliation.&lt;br /&gt;
&lt;br /&gt;
By the end of the [[Badab War]], Badab Primaris was one of the few worlds still in rebel hands. The Space Marine chapters assigned to the conflict laid siege to the planet, with the [[Star Phantoms]] storming the Palace of Thorns while the [[Exorcists]] and [[Sons of Medusa]] dealt with the orbital defenses and the [[Carcharodons]] went after the planet&#039;s infrastructure. Being who they were, the Carcharodons quickly got bored with trashing hives and breaking defenses and decided that what they were going to do instead was sabotage Badab&#039;s network of atomic and geothermal reactors. [[Exterminatus|Badab&#039;s power grid promptly went berserk, with entire hives shaking themselves to pieces or being swallowed by gigantic fissures as colossal earthquakes split tectonic plates and continents wide open, spraying millions of tons of ash and radioactive fallout into the atmosphere]]. As Badab Primaris tore itself apart, the loyalist Space Marines had to effect a hasty retreat, and the planet&#039;s civilian population was eradicated entirely within a few days, either consumed by the earthquakes and fissures or killed by ash storms and fallout. With Badab Primaris now a burnt, radioactive ball of glass and ash, the Carcharodons figured it was a job well done and were a bit confused when the Star Phantoms started yelling at them about all the Space Marines who&#039;d been killed in the retreat.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
Badab has its origins in the [[Warhammer 40,000: Rogue Trader|early days of 40K]], having first appeared in 1988. In White Dwarf 97, it was mentioned that Badab survived the end of the war and was taken over by an Imperial Mission. It was also the homeworld of [[Illiyan Nastase]] before he disappeared into the Retconnian and got spit back out 30-odd years later as Illiyanne Natasé. &lt;br /&gt;
&lt;br /&gt;
{{40k-Planets}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:415E:FC20:8188:7392</name></author>
	</entry>
</feed>