"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 Centurion
5 legionnaires
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:
The Empire of Sol plays progressive secondaries, consult the table below to see what secondary coorelates with the game round.
Hold the Line: Score 3 victory points at the end of the round if no enemies are within your deployment zone.
Extend Battle lines: Score 3 victory points at the end of the round if no enemies are within 6" of your deployment zone.
Hold the Middle: Score 3 Victory points at the end of the round if no enemies are within 3" of the middle of the board.
Recover Assets: Score 3 Victory points at the end of the round if you have units on 3 table quarters.
Break Their Lines: Score 3 victory points at the end of the round if you have units within your enemy's deployment zone.
Heroes of the Empire of Sol lead with discipline and aggression. From hardened Centurions to relentless Hunters and Affinity-wielding Magi, they are living instruments of imperial will, destined to reclaim a galaxy in the Emperor’s name.
Hunters are elite inquisitors of the Empire. They route out dissidents wherever they may be found. Their Profile is one focused on stealth, scouting, and access to all wargear.
Wargear options: Hunters are equipped with a hand weapon and armor and may add the following options:
Heavy Armor (1 pt1)
Exo-suite (1 pt)
Off Hand Weapon or Buckler (1 Pt)
Throwing weapon (4 pts)
Bow or Longbow (7pts), Composite Bow or Crossbow (6 pts)
Bubble Shield (5 pts, may be taken multiple times )
Camo Cloak (5 pts) or Invisibility Cloak (10 pts)
Talisman (25 pts)
Spell Book (20 pts)
Spell book (Hunters have access to the following spells): Blast.
Centurions are the commanding officers of the Empire of Sol, they demand respect and revere the Emperor.
Wargear options: Centurions are equipped with a hand weapon and armor and may add the following options:
Replace Hand Weapon with Spear (1 pts)
Heavy Armor (1 pts)
Exo-suite (1 pts)
Shield or Tower Shield (2 pts)
Bubble Shield (5 pts, may be taken multiple times )
Voice of Command: Centurions add their Integrity (I) to any fight that is within 12" of them.
Magus are the Affinity blessed powerhouses of the Empire of Sol using their spells to bolster their legions and deal ranged damage.
Wargear options: Magus are equipped with hand weapons and may add the following options:
Staff (5 pts)
Armor (1 pt) or Heavy Armor (2 pts)
Shield (2 pts )or Two Handed Weapon (1 pt)
Talisman (25 Pts)
Spell book (Magus have access to the following spells): Blast, Root, Lightning.
Apprentices are the Magus in training, with access to less wargear options and spell power.
Wargear options: Apprentices are equipped with hand weapons and may add the following options:
Staff (5 pts)
Armor (1 pts)
Spell book (Apprentices have access to the following spells): Blast, Root.
The Legions of Sol march in perfect formation, each soldier a piece of a greater whole. Legionnaires, Praetorians, and Scouts bring structure, flexibility, and unwavering loyalty to every battlefield.
Praetorians make up the elite inner circle of the Empire of Sol. They are tasked with either the hardest fights or the most difficult tasks
Wargear options: Praetorians are equipped with hand weapons and armor and may add the following options:
Spear or Pike (1 pt)
Shield or Tower Shield (2 pts)
Cross Bow (6 Pt)
Heavy Armor (1 pt)
Exo-Suite (1pt)
Legionnaires make up the bulk of the Empire of Sol warfare.
Wargear options: Legionnaires are equipped with hand weapons and armor and may add the following options:
Heavy Armor (1 pt)
Spear (1 Pt) or Pike (2 pt)
Shield or Tower Shield (2 pts)
Short Bow (5 pt)
Scouts are light units that keep an eye on the battlefield for the rest of the legion.
Wargear options: Scouts are equipped with hand weapons and Composite Bows and may add the following options:
Exchange Composite Bow for Longbow (1 Pt) or Crossbow (Free)
Camo Cloak (5 pt)
The Empire bends even war-beasts and machines to its purpose. Engineered constructs and ancient creatures are reforged into tools of conquest, serving not as allies—but as extensions of imperial dominance.
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.
Wargear options: Siege Golems are equipped with Hand Weapons and Off Hand Weapon and may add the following options:
Exchange Off Hand Weapon for Long Bow (19) or Tower Shield (free).
Special Rules:
Armored Hull: This model ignores wounds on a 4+, Tower shields on this unit Ignore wounds on a 3+
Ballista: Weapons of the Siege Golems are oversized, to represent this double the Range, and Strength of their bows, they will also inflict 2 wounds if they hit.
Battering Ram: Weapons of the Siege Golems are oversized, to represent this his melee attacks have range 3 and deal 3 damage if they hit.
Ranging back to the time of the Domnus, Beasts of burden were created for the Sovereign called Bestia, the Sovereign themselves have long since abbandoned the use of these creatures but the Empire of Sol has taken up their breeding for war.
Wargear options: Bestia are equipped with Apendages that operate as Hand Weapons and may add the following options:
Armor (1pt)
Heavy Armor (2 pts)
Pike (2 pt)
Special Rules:
Mount: Any Hero or Basic unit may be mounted upon a mount. They become one model, adding the mounts Aggression and Wounds to the total, and choosing the Highest Defense, Martial, and Strength stats among the two models.
Joust Maneuver: If this model is equipped with a Pike, it will always wound on a 3+ in the fight phase if it moved that round.
Mindless: this model cannot be taken without a rider assigned to it.
Oblong: This unit is modeled on a 90mm x 52 mm Oval Base
Towering war machines of ancient design, the Titans of Sol are relics of overwhelming power. When they march, they do not simply fight—they redefine the battlefield itself.
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.
Wargear options: Atlas Warsuits are equipped with Hand Weapons and Off Hand Weapon and may add the following options:
Exchange Off Hand Weapon for Long Bow (19) or Tower Shield (free).
Special Rules:
Warsuit: When an Atlas Warsuit has 3 wounds left, replace this model with a Siege Golem that has the same wargear options selected as the Atlast Warsuit.
Emergency Upgrade: During Deployment, players may leave the Atlas Warsuit off the table and instead deploy a Siege Golem with the same wargear options. During any of your movement phases, players may replace a Siege Golem with the Atlas Warsuit that has the same wargear options and any missing wounds. provided there is enough space to fit the larger base. Halve the movement for the Siege Golem and Atlas Warsuit that phase.
Armored Hull: This model ignores wounds on a 4+, Tower shields on this unit Ignore wounds on a 3+
Juggernaut: 1's always count as 6's when rolling in the Fight Phase.
Ballista: Weapons of the Atlas are oversized, to represent this double the Range, and Strength of their bows, they will also inflict 2 wounds if they hit.
Battering Ram: Weapons of the Atlas are oversized, to represent this his melee attacks have range 3 and deal 3 damage if they hit.