1 Archon
Faction Specific Rules:
Strength in Diversity: This faction gains +1 to every priority roll for every race included in their army composition to a maximum of +3.
Designer's note: This rule costs 3 points and is already reflected on the Archon's profile.
No Friendly Fire: This Faction will not shoot if an ally is in the way.
Orcus Assault: If your army is composed of only Orcs, Geck, Croc, Raptors, and Carnivores then every unit in this army gains +3 to the priority role.
Designer's note: This rule costs 3 points and is already reflected on the Archon's profile.
Faction Specific Secondary Missions:
The Citadel scores secondary points based on zone control and asset management, no more than 15 secondary points may be scored per round. At the start of every round, roll a 1d6 and consult the table below:
Subterfuge and espionage: Score 3 victory points at the end of the round for each unit within your enemy's deployment zone.
Establish Order: Score 3 Victory point at the end of the round for each unit within 3" of the middle of the board.
Dominate the Field: At the end of the round, if you have units on 3 table quarters, score victory points equal the the least ammount of units you have on a table quarter.
Assassination: Score 5 Victory points for every enemy hero killed this turn.
Whittle them down: Score 3 Victory points for every enemy unit killed this turn.
Hold the Line: Score 15 Victory points at the end of the round if there are no enemies within your deployment zone.
Heroes of the Citadel are paragons of order and discipline, drawn from across the galaxy to enforce unity. Whether commanding officers, spiritual leaders, or masters of Affinity, they embody structure, loyalty, and the unbreakable will of the state.
Archons make up the command structure on the battlefield for The Citadel. They are leaders with experience and strong discipline.
Wargear options: Armor 3, Melee 2, Ranged 2
Enhancement Options: Limit 30
Strategos make up the support for the command structure on the battlefield for The Citadel. They support their Archons with the upmost loyalty.
Wargear options: Armor 2, Melee 2, Ranged 2
Enhancement Options: Limit 20
The Reverant are experts of Affinity used to support The Citadel Battleline with magical aid.
Wargear options: Armor 2, Melee 1, Ranged 1, Affinity 2
Enhancement Options: Limit 20
Heralds truly believe in the cause of The Citadel, they are bastions of faith that are beloved by their common man and they truly see all as their comrades.
Wargear options: Armor 2, Melee 1, Ranged 1
Enhancement Options: Limit 20
Rally: May spend 1 point of faith when a unit within coherency is wounded, on a 4+ ignore that wound. 5 points
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.
Wargear options: Armor 3, Stealth 2, Melee 2, Ranged 3, Affinity 2
Enhancement Options: Limit 100
Deflection: When not in coherency, non-spell, non-quick shot ranged attacks miss on a 4+. 5 points
Reflect X: Within X" ranged attacks that miss this unit cause a wound on the attacker on a 4+. X points
Racial Paragon: Do not apply any racial template to this model. The orc profile is already included.
The rank and file of the Citadel fight as one. Cohorts, Neophytes, and elite specialists operate with precision and coordination, forming an unyielding line that advances not through chaos—but through control.
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.
Wargear options: Armor 1, Melee 1, Ranged 1
Enhancement Options: Limit 5
The Cohorts form the backbone of the Citadel’s military. Drawn from across its vast population, they are disciplined, reliable, and bound together by doctrine. Where the Cohorts stand, the line holds—not through fear, but through shared purpose and absolute trust in one another.
Wargear options: Armor 2, Melee 2, Ranged 1
Enhancement Options: Limit 10
Exemplars are those who have risen above the many, embodying the ideals of the Citadel in both word and action. They lead from the front, guiding their fellow soldiers not through command alone, but through presence. To fight beside an Exemplar is to be reminded of what the Citadel demands—and what it promises.
Wargear options: Armor 3, Melee 2, Ranged 2
Enhancement Options: Limit 15
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.
Wargear options: Armor 3, Melee 2
Enhancement Options: Limit 5
Key to Citadel Operations are the Sentinel teams that are known to break into any fortress and compromise any are behind enemy lines.
Wargear options: Armor 1, Melee 1, Ranged 2, Stealth 2
Enhancement Options: Limit 10
When discipline alone is not enough, the Citadel calls upon ancient allies and controlled beasts of war. These creatures are not wild—they are weapons, unleashed with purpose and restraint.
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.
Wargear options: Melee 2
Enhancement Options: Limit 20
Refuse Death: This unit gains +1 on Heroic Resolve Rolls. 2 points
This unit has [Shield X]. X points
Special Rules:
This unit may only spend Destiny on Heroic Resolve.
Some of the ancient beasts evolved into large mindless monsters, the Old Ones called them Carnivores named after ancient creatures from Terra.
Wargear options: Armor 3
Enhancement Options:
Enchancement Limit 10
Pack Hunter: Add +1 Integrity for each model of the same class within 1" of this model up to a maximum of 3. 1 Point
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 Hunger: Raptors must attack the closest enemy within 8", otherwise they may act freely.
Citadel Titans are rare and devastating assets, deployed only in moments of absolute necessity. Whether war-beasts or advanced military craft, they represent the full might of a civilization willing to do whatever it takes to maintain order.
When faced with a true crisis, the Citadel will release the Leviathan, though they remain unruly and untamable.
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
Titanic Grab (Ranged Attack): 0", S8, Full Penalty [Light], [Quick Attack] If this attack would kill a model, this unit may immediately use it's titanic throw ability. 12 points
Titanic Throw: 6", S8, Full Penalty [Light], This attack can only be used through the Titanic Grab ability. 8 points
Consume: Regain 1 wound for every unit that dies when within range 1 of them. 10 Points
Special Rules:
Mindless Hunger: Leviathans must attack the closest enemy within 8", otherwise they may act freely.
Leviathan Mount: Any Orc Hero unit may be mounted upon a Leviathan. They become one model, adding the Leviathan's Aggression and Wounds to the total, and choosing the Highest Defense, Martial, and Strength stats among the two models. If mounted, ignore the Mindless Hunger rule.
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.
Wargear options: Ranged 2
Enhancement Options: Limit 100
Armored Hull: This model has [Shield X]. X Points
Special Rules:
Aircraft: This model may move over heroes and basic units but may not stop on top of them. This model may also be removed from play during the movement phase or placed anywhere on the map during the movement phase as long as it is not placed on top of terrain or any models. If this model is not in play and no other allied units are on the map, this model and all models inside count as destroyed.
Air Transport: This unit may have up to 10 Basic or Hero units, 5 Monstrous Units or 1 Titanic Unit stored inside it. Models may start the game already inside this transport. If this unit is slain, each model inside it placed on the map nearest to the location of this model and each model 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 10" into it using the Air Transport rule, or it may disembark models anywhere within 10". This rule can only be used once per shooting phase to either store or disembark.