"We must prepare for His Return."
Once loyal to Emperor Zephon and bound by the Prophecy of his return, the Empire of Sol is a powerful imperialistic faction built on order, strength, and a desire for conquest. Strong in its Terran roots and full of awe for the Old Ones, the Empire believes that a return to imperial rule is the key to restoring their lost glory. Though they are rigid in their hierarchy, all races are welcome within their ranks—provided they adhere to the Empire's unwavering laws and prove to be good custodians until his return.
1 Castrum
3 Oprarius
2 Scouts
Faction Specific Rules:
Shield of Faith: Any unit may spend 1 faith to ignore a wound on a 5+
No Friendly Fire: This Faction will not shoot if an ally is in the way.
Faction Specific Secondary Missions:
Secondaries: roll a d3 to pick one.
1. Establish outpost: build one of every building.
2. Make the effigy: erect a giant monument to zephon
3. Stake a claim: build one building in each table quarter
The standard base of field command, Castrums provide Scouts, Builders, and Training for Legionnaires.
Key Words: [HQ] [Starter]
1 2 R
16 R
[Locked] Bestia
21 R
5 R
24 R
[Locked] Armatura
The Officio Scholae is the officer school of the Empire of Sol.
Key Words:
26 R
9 A
Lighting: 6", Perception 2, Strength 6 [Fortress]
The Collegium is a center for studying the arcane arts within the Empire of Sol.
Key Words: [Fortess]
33 R 7 A
17 R 9 A
2 R 1 A
The Trugarium is where calvary units are trained and Bestia are stabled.
Key Words:
5 R
26 R
Ballista: 12", Perception 2, Strength 3 [Fortress]
The Fabricae is a mechanized forge which yields seige equipment for the Empire of Sol.
Key Words: [Fortress]
5 R
30 R
[Locked] Siege Golems
5 R
10 R
[Locked] Echo-Tech
[Locked] Pikes
42 R
[Locked] Tower Shields
The Imperial Cult dedicated to Zephon incresses the affinity yield from Relics.
Key Words: [Temple] [Harvest 20]
Mines are special facilities dedicated to harvesting minerals or gas.
Key Words: [Mine] [Harvest 20]
Special Rules:
Bastion of Faith: This building generates 20 [A] in the Harvest Phase.
This giant statue of Zephon inspires all who gaze upon it.
Key Words:
The common worker is the backbone of the Empire.
Key Words: [Build][Harvest 20][Starter]
Bestia driven cargo holds, faster and store more.
Key Words: [Harvest 40]
Forward scouts of the legion, they find danger and report it.
Key Words: [Starter]
Long Bows: 6", Strength 2, Half Penalty [Arc]
Upgrades:
Wraiths: +2 Movement, Ignore Terrain [Locked Wraith Scouts]
Standard disciplined force, dependable on all fronts.
Bows: 3", Strength 2, No penalty [Arc]
Shields: 5+ Saves
Upgrades:
Centurion: +1 Martial, Integrity and Destiny [Locked Centurion]
Testudo: 4+ Saves [Locked Tower Shields]
Phalanx: +1 Aggression [Locked Pikes]
Elite Veterans of the Empire.
Cross Bows: 1", Strength 4, Full Penalty
Shields: 5+ Saves
Upgrades:
Centurion: +1 Martial, Integrity and Destiny [Locked Centurion]
Testudo: 4+ Saves [Locked Tower Shields]
Phalanx: +1 Aggression [Locked Pikes]
Hunters are elite inquisitors of the Empire. They route out dissidents wherever they may be found.
Key Words: [Commander]
Cross Bows: 1", Strength 4, Full Penalty
Long Bows: 6", Strength 2, Half Penalty [Arc]
Camo Cloaks: Cover 2
Spell Book:
Blast: Charge: 1, Range: 1", Strength: 2, Damage: 1, Special Rules: Shooting Phase.
Magus are the Affinity blessed powerhouses of the Empire of Sol using their spells to bolster their legions and deal ranged damage.
Key Words: [Commander]
Spell Book:
Blast: Charge: 1, Range: 1", Strength: 2, Damage: 1, Special Rules: Shooting Phase.
Lighting: Charge: 2, Range: 1", Strength: 6, Damage: 1, Special Rules: Shooting Phase.
Root: Charge: 1, Range: 1", Special Rules: Shooting Phase. Reduce Movement and Marital of the target by 2.
Cloak: Charge: 1, Range: Self, Special Rules: Movement Phase. This unit and any coherent unit has cover 4.
The Equites are the calvary of te Empire. Many epics are told of legendary victories due to these humble units.
Bows: 3", Strength 2, No penalty [Arc]
Special Rules:
Calvary Charge: This unit may move, then fight in the move phase and keep moving up to its full distance. Fighting again in the Fight phase if eligible.
Upgrades:
Centurion: +1 Martial, Integrity and Destiny [Locked Centurion]
Joust Maneuver: +2 Aggression, +3 Strength on the turn this unit charges [Locked Pikes]
Siege Golems are Cyborii captured and modified for the express purpose of serving the Empire of Sol. They have been de-personalized and are kept as equipment more than servants.
Ballista: 3", Strength 4, No penalty.
Special Rules:
Armored Hull: This model has a 3+ save.
Seige Weapons: This model deals 2 wounds when it deals damage.
The Atlas is a warsuit for Siege Golems working as an exo-suit for a living machine. Due to power consumption, the Suit itself can only last a few hours before it must be recharged.
Key Words: [Elite]
Ballista: 3", Strength 4, No penalty.
Special Rules:
Armored Hull: This model has a 3+ save.
Seige Weapons: This model deals 2 wounds when it deals damage.
Juggernaut: 1's always count as 6's when rolling in the Fight Phase.