1 Centurion
5 legionnaires
Faction Specific Rules:
Every Unit may add this enhancement and it does not count against their Enhancement Limit: Shield of Faith: Any unit may spend 1 faith to use heroic resolve with a -1 on the roll. 1 point.
No Friendly Fire: This Faction will not shoot if an ally is in the way.
Faction Specific Secondary Missions:
The Empire of Sol plays accumulative secondaries, consult the table below and score points for every secondary objective that applies, no more than 15 secondary points may be scored per 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 4 Victory points at the end of the round if no enemies are within 3" of the middle of the board.
Recover Assets: Score 4 Victory points at the end of the round if you have units on 3 table quarters.
Break Their Lines: Score 5 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: Armor 2, Melee 2, Ranged 3, Affinity 2, Stealth 2, Blacksun 1.
Enhancement Options: Limit 100
Centurions are the commanding officers of the Empire of Sol, they demand respect and revere the Emperor.
Wargear options: Armor 3, Melee 2, Ranged 2
Enhancement Options: Limit 30
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: Armor 2, Melee 1, Ranged 1, Affinity 2
Enhancement Options: Limit 30
Apprentices are the Magus in training, with access to less wargear options and spell power.
Wargear options: Armor 1, Melee 1, Ranged 1, Affinity 2
Enhancement Options: Limit 10
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: Armor 3, Melee 2, Ranged 1
Enhancement Options: Limit 10
Legionnaires make up the bulk of the Empire of Sol warfare.
Wargear options: Armor 2, Melee 2
Enhancement Options: Limit 5
Scouts are light units that keep an eye on the battlefield for the rest of the legion.
Wargear options: Armor 1, Melee 1, Ranged 2, Stealth 2
Enhancement Options: Limit 5
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: Melee 2, Ranged 2
Enhancement Options: Limit 50
Armored Hull [Shield X]. X Points
Hulking Pull: Ranged weapons gain +24" Range and Strength +2 and +1 Wound. 9 points
Hulking Might: Melee Weapons gain Range 3, [Wound 3]. 13 points
Special Rules:
This is a [Machine Unit].
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: Armor 3
Enhancement Options:
Enchancement Limit 10
Joust Maneuver: If this model is equipped with a Pike and moved in the movement phase, +1 to Melee Attack Rolls:. 2 Points
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.
Mindless: this model cannot be taken without a rider assigned to it.
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: Melee 2, Ranged 2
Enhancement Options: Limit 100
Armored Hull: This model has [Shield X]. X Points
Juggernaut: 1's always count as 6's when rolling in the Fight Phase. 2 Point
Hulking Pull: Ranged weapons gain +24" Range and Strength +2 and +1 Wound. 9 points
Hulking Might: Melee Weapons gain Range 3, [Wound 3]. 13 points
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.
This is a [Machine Unit].