"Law and Order to the Galaxy!"
A remnant of the once-great United Solar Systems of the Galactic Council, the Citadel stands as a beacon of order, discipline, and unity. Highly regimented and communistic in structure, they believe in the iron rule of law and the strict regulation of society. Their vast network spans countless planets, ensuring that each world is governed under the same rigid code. Their goal is to maintain peace and stability, though at the cost of individual freedoms.
1 Nexus
3 Comrades
2 Sentinels
Faction Specific Rules:
Inspiration for the cause: This faction gains +1 to every priority roll for every unit with the [Herald] Keyword on the field to a maximum of +3.
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 building in each table quarter
2. Release the Leviathan: build a leviathan and reach the enemy HQ with it.
3. Fund the citadel: Bank 100 points from mines.
The standard base of field command, Nexus provide Sentinels and Neophytes
Key Words: [HQ] [Starter]
1 2 R
21 R
The Gauntlet is the testing grounds for Neophytes tohone their edge in battle.
Key Words:
1 2 R
1 2 R
[Locked] Exo-suits, Tower Shields, Heavy Armor.
1 2 R
1 2 R
[Locked] Strategos
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
The Longhouses are great meadhalls where the Tauros, Orcs, Borii and other races drink in revalrie drawn to the cause.
Key Words: [Commander][Temple][Harvest 20]
5 R
26 R
The Managerie contains great beasts of Orcus, trained and deadly.
Key Words: [Commander]
5 R
26 R
26 R
Ballista: 12", Perception 2, Strength 3 [Fortress]
The Forge contains all the great technology of the Citadel, ready to bring victory to the comrade.
Key Words: [Fortress]
5 R
5 R
5 R
8 R
10 R
[Locked] Shields
Mines are special facilities dedicated to harvesting minerals or gas.
Key Words: [Mine] [Harvest 20]
The common worker is the backbone of the Empire.
Key Words: [Build][Harvest 20][Starter]
The Neophytes are the newest to the Citadel, freshly inducted from its many member species. Though untested, they are unwavering in their belief, eager to prove themselves worthy of unity. They fight not for glory, but to take their first step toward becoming something greater than they were.
Key Words:
Special Rules:
Cohort: The first time this unit slays a model, increase the Martial and Perception of this model by 1.
Exemplar: The second time this unit slays a model, increase the Martial, Perception, Integrity, Destiny, and Faith by 1.
Herald: The Third time this unit slays a model, increase Faith by 5 and this unit gains the [Herald] Keyword.
Upgrades:
Strategos: +1 Destiny [Locked Strategos]
Archon: +1 Destiny, +1 Faith [Locked Archon]
Shields: 5+ Saves [Locked Shields]
Formations: +1 Aggression [Locked Pikes]
Exo-Suits: +1 Strength [Locked Exo-Suits]
Armor: +1 Defense [Locked Echo-Tech]
Key to Citadel Operations are the Sentinel teams that are known to break into any fortress and compromise any are behind enemy lines.
Key Words: [Starter]
Long Bows: 6", Strength 2, Half Penalty [Arc]
Camo Cloaks: Cover 2
The Aegis are the unyielding shield of the Citadel, clad in heavy armor and entrusted with the most dangerous fronts. They advance where resistance is strongest, absorbing the fury of the enemy so that others may endure. When the Aegis are deployed, it is a declaration: the line will not break.
Key Words: [Elite]
Tower Shields: 4+ Saves
In times of great need The Citadel will call upon the legendary services of the Taurus Juggernauts as when they subdued the Orcs in millennia past.
Key Words: [Elite]
Special Rules:
Berserker Frenzy: Taurus Berserkers ignore wounds on a 4+ and may use their Destiny points to reroll these rolls.
One of the Original Orcs who consumed the flesh of the Old ones. They became like demigods among their own kind. After millennia they have abandoned their savage ways and are known as great masters and wise men.
Key Words: [Elite]
Special Rules:
Legendary: This unit cannot be built unless a Relic is stored in the Longhouse
Deflection: Orc Blademasters can cut projectiles from the air, they get a 3+ save against ranged attacks that are not spells.
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.
Some of the ancient orcs evolved into large mindless monsters, the Old Ones called them Raptors named after ancient creatures from Terra.
Key Words:
Upgrades:
Armor: +1 Defense [Locked Echo-Tech]
Neophytes mounted on raptors can make devastating moves on a wider battlefield.
Key Words:
Upgrades:
Armor: +1 Defense [Locked Echo-Tech]
Shield: 5+ Saves [Locked Shields]
Sentinels mounted on raptors add melee lethality to these already deadly scouts.
Key Words:
Long Bows: 6", Strength 2, Half Penalty [Arc]
Camo Cloaks: Cover 2
Upgrades:
Armor: +1 Defense [Locked Echo-Tech]
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 Citadel utilizes drop ships to plant troops where they are needed most, and at times to deliver dangerous cargo. When needed, these operate as mobile command barges to safely dominate the battlefield from the sky.
Key Words: [Elite][Builder][Harvest 10]
Armored Hull: This model ignores wounds on a 4+
Aircraft: This model may move over heroes and basic units but may not stop on top of them.
Air Transport: This unit may have 1 Unit stored inside it. If this unit is slain, the model inside it placed on the map nearest to the location of this model and suffers 1 wound.
Open Top: Any models inside this transport may fire ranged attacks.
Tractor Beam: During the Shooting Phase, this model may store models within 1" into it using the Air Transport rule, or it may disembark models anywhere within 1". This rule can only be used once per shooting phase to either store or disembark.
When faced with a true crisis, the Citadel will release the Leviathan, though they remain unruly and untamable.
Key Words: [Elite]
Legendary: This unit cannot be built unless a Relic is stored in the Longhouse
Scaly Carapace: This model ignores wounds on a 5+
Juggernaut: 1's always count as 6's when rolling in the Fight Phase.
Titanic Claws: Weapons of the Titans are oversized, to represent this his melee attacks deal 3 damage if they hit.
Devour and Evolve: Carnivores regain 1 wound for every unit they kill.
Mindless Hunger: Carnivores must attack the closest enemy within 3", otherwise they may act freely.