Liste Fabian G.
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Brigade Detachment 0CP (Imperium - Astra Militarum) [115 PL, 5CP, 2,000pts]
Rules: Defenders of Humanity, Hammer of the Emperor
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Configuration [6CP]
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Battle Size [6CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]
Categories: Configuration
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Detachment Command Cost
Categories: Configuration
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Game Type
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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Regimental Doctrine
Selections: Regiment: Cadian
Categories: Configuration
Abilities: Born Soldiers
Abilities Description Born Soldiers Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead.
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Stratagems [-1CP]
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Tank Ace [-1CP]
Categories: Stratagems
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HQ [32 PL, 505pts]
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Company Commander [2 PL, 35pts]
Selections: Boltgun, Display Astra Militarum Orders, Frag grenades, Power sword, Warlord
Categories: Officer, Character, Company Commander, Faction: <REGIMENT>, Faction: Imperium, Infantry, Faction: Astra Militarum, HQ, Warlord, Cadian Warlord
Abilities: Refractor Field, Senior Officer, Voice of Command, Astra Militarum Orders: Bring it Down!, First Rank, Fire! Second Rank, Fire!, Fix Bayonets!, Forwards, for the Emperor!, Get back in the Fight!, Move! Move! Move!, Take Aim!, Unit: Company Commander, Weapon: Boltgun, Frag grenades, Power sword
Abilities Description Refractor Field This model has a 5+ invulnerable save. Senior Officer This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order. Voice of Command This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a <REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT> INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to: Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the Fight!; Fix Bayonets!Astra Militarum Orders Effect Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. First Rank, Fire! Second Rank, Fire! All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. Fix Bayonets! This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. Forwards, for the Emperor! The ordered unit can shoot this phase even if it Advanced in its Movement phase. Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Move! Move! Move! Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Unit M WS BS S T W A Ld Save Company Commander 6" 3+ 3+ 3 3 4 3 8 5+ Weapon Range Type S AP D Abilities Boltgun 24" Rapid Fire 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Power sword Melee Melee +1 -3 1 - -
Tank Commander [12 PL, 195pts]
Selections: Heavy Bolter [15pts], Stat Damage (Leman Russ Commander), Turret-mounted Demolisher Siege Cannon [5pts]
Categories: Leman Russ, Character, Faction: <REGIMENT>, Faction: Imperium, Officer, Tank Commander, Vehicle, Faction: Astra Militarum, HQ
Rules: Armour of Contempt
Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Tank Orders, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Demolisher cannon, Heavy bolter
Abilities Description Emergency Plasma Vents If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. Explodes When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds. Grinding Advance If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Tank Orders This model can issue one order each turn to a friendly <REGIMENT> VEHICLE at the start of your Shooting phase. To issue a Tank Order, pick a target <REGIMENT> VEHICLE (excluding TITANIC units) within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each <REGIMENT> VEHICLE can only be given a single order each turn. Stat Damage - M/BS/A Remaining W Movement BS Attacks TC Russ 1 7-12+ 10" 3+ 3 TC Russ 2 4-6 7" 4+ D3 TC Russ 3 1-3 4" 5+ 1 Unit M WS BS S T W A Ld Save Tank Commander * 6+ * 7 8 12 * 7 2+ Weapon Range Type S AP D Abilities Demolisher cannon 24" Heavy D6 10 -3 D6 Blast Heavy bolter 36" Heavy 3 5 -1 2 - -
Tank Commander [12 PL, 195pts]
Selections: Heavy Bolter [15pts], Stat Damage (Leman Russ Commander), Turret-mounted Demolisher Siege Cannon [5pts]
Categories: Leman Russ, Character, Faction: <REGIMENT>, Faction: Imperium, Officer, Tank Commander, Vehicle, Faction: Astra Militarum, HQ
Rules: Armour of Contempt
Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Tank Orders, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Demolisher cannon, Heavy bolter
Abilities Description Emergency Plasma Vents If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. Explodes When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds. Grinding Advance If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Tank Orders This model can issue one order each turn to a friendly <REGIMENT> VEHICLE at the start of your Shooting phase. To issue a Tank Order, pick a target <REGIMENT> VEHICLE (excluding TITANIC units) within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each <REGIMENT> VEHICLE can only be given a single order each turn. Stat Damage - M/BS/A Remaining W Movement BS Attacks TC Russ 1 7-12+ 10" 3+ 3 TC Russ 2 4-6 7" 4+ D3 TC Russ 3 1-3 4" 5+ 1 Unit M WS BS S T W A Ld Save Tank Commander * 6+ * 7 8 12 * 7 2+ Weapon Range Type S AP D Abilities Demolisher cannon 24" Heavy D6 10 -3 D6 Blast Heavy bolter 36" Heavy 3 5 -1 2 - -
Tempestor Prime [3 PL, 40pts]
Selections: Display Astra Militarum Orders, Frag & Krak grenades, Hot-shot Laspistol, Power sword
Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Character, Faction: Imperium, Faction: Militarum Tempestus, Infantry, Officer, Tempestor Prime, HQ
Abilities: Aerial Drop, Voice of Command, Astra Militarum Orders: Bring it Down!, First Rank, Fire! Second Rank, Fire!, Fix Bayonets!, Forwards, for the Emperor!, Get back in the Fight!, Move! Move! Move!, Take Aim!, Unit: Tempestor Prime, Weapon: Frag grenades, Hot-shot Laspistol, Krak grenades, Power sword
Abilities Description Aerial Drop During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Voice of Command This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a <REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT> INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to: Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the Fight!; Fix Bayonets!Astra Militarum Orders Effect Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. First Rank, Fire! Second Rank, Fire! All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. Fix Bayonets! This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. Forwards, for the Emperor! The ordered unit can shoot this phase even if it Advanced in its Movement phase. Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Move! Move! Move! Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Unit M WS BS S T W A Ld Save Tempestor Prime 6" 3+ 3+ 3 3 4 3 8 4+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Hot-shot Laspistol 6" Pistol 1 3 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - Power sword Melee Melee +1 -3 1 - -
Tempestor Prime [3 PL, 40pts]
Selections: Display Astra Militarum Orders, Frag & Krak grenades, Hot-shot Laspistol, Power sword
Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Character, Faction: Imperium, Faction: Militarum Tempestus, Infantry, Officer, Tempestor Prime, HQ
Abilities: Aerial Drop, Voice of Command, Astra Militarum Orders: Bring it Down!, First Rank, Fire! Second Rank, Fire!, Fix Bayonets!, Forwards, for the Emperor!, Get back in the Fight!, Move! Move! Move!, Take Aim!, Unit: Tempestor Prime, Weapon: Frag grenades, Hot-shot Laspistol, Krak grenades, Power sword
Abilities Description Aerial Drop During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Voice of Command This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a <REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT> INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to: Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the Fight!; Fix Bayonets!Astra Militarum Orders Effect Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. First Rank, Fire! Second Rank, Fire! All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. Fix Bayonets! This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. Forwards, for the Emperor! The ordered unit can shoot this phase even if it Advanced in its Movement phase. Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Move! Move! Move! Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Unit M WS BS S T W A Ld Save Tempestor Prime 6" 3+ 3+ 3 3 4 3 8 4+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Hot-shot Laspistol 6" Pistol 1 3 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - Power sword Melee Melee +1 -3 1 -
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Troops [18 PL, 380pts]
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Infantry Squad [3 PL, 60pts]
Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry Squad, Infantry, Faction: Astra Militarum, Troops
Weapon: Frag grenades
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5x Guardsman
Selections: 5x Lasgun
Unit: Guardsman, Weapon: Lasgun
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Guardsman W/ Special Weapon
Selections: Grenade launcher
Unit: Guardsman, Weapon: Grenade launcher (Frag), Grenade launcher (Krak)
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Guardsman w/ Vox-caster
Selections: Lasgun, Vox-caster
Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun
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Heavy Weapon Team
Selections: Lasgun, Missile launcher
Unit: Heavy Weapons Team, Weapon: Lasgun, Missile launcher, Frag missile, Missile launcher, Krak missile
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Sergeant
Selections: Plasma pistol, Power sword
Unit: Sergeant, Weapon: Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Abilities Description Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. Unit M WS BS S T W A Ld Save Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Grenade launcher (Frag) 24" Assault D6 3 0 1 Blast. Grenade launcher (Krak) 24" Assault 1 6 -1 D3 Lasgun 24 Rapid Fire 1 3 0 1 - Missile launcher, Frag missile 48" Heavy D6 4 0 1 Blast. Missile launcher, Krak missile 48" Heavy 1 8 -2 D6 - Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Power sword Melee Melee +1 -3 1 - -
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Infantry Squad [3 PL, 60pts]
Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry Squad, Infantry, Faction: Astra Militarum, Troops
Weapon: Frag grenades
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5x Guardsman
Selections: 5x Lasgun
Unit: Guardsman, Weapon: Lasgun
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Guardsman W/ Special Weapon
Selections: Grenade launcher
Unit: Guardsman, Weapon: Grenade launcher (Frag), Grenade launcher (Krak)
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Guardsman w/ Vox-caster
Selections: Lasgun, Vox-caster
Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun
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Heavy Weapon Team
Selections: Lasgun, Missile launcher
Unit: Heavy Weapons Team, Weapon: Lasgun, Missile launcher, Frag missile, Missile launcher, Krak missile
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Sergeant
Selections: Plasma pistol, Power sword
Unit: Sergeant, Weapon: Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Abilities Description Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. Unit M WS BS S T W A Ld Save Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Grenade launcher (Frag) 24" Assault D6 3 0 1 Blast. Grenade launcher (Krak) 24" Assault 1 6 -1 D3 Lasgun 24 Rapid Fire 1 3 0 1 - Missile launcher, Frag missile 48" Heavy D6 4 0 1 Blast. Missile launcher, Krak missile 48" Heavy 1 8 -2 D6 - Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Power sword Melee Melee +1 -3 1 - -
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Militarum Tempestus Scions [3 PL, 65pts]
Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops
Abilities: Aerial Drop
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Scion [9pts]
Selections: Frag & Krak grenades, Hot-shot lasgun
Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades
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Scion w/ Special Weapon [19pts]
Selections: Frag & Krak grenades, Meltagun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun
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Scion w/ Special Weapon [19pts]
Selections: Frag & Krak grenades, Meltagun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun
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Scion w/ Vox-caster [9pts]
Selections: Hot-Shot Lasgun, Hot-shot Laspistol, Vox-caster
Abilities: Vox-caster, Unit: Tempestus Scion, Weapon: Hot-shot Lasgun, Hot-shot Laspistol
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Tempestor [9pts]
Selections: Frag & Krak grenades, Plasma pistol, Power sword
Unit: Tempestor, Weapon: Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Abilities Description Aerial Drop During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. Unit M WS BS S T W A Ld Save Tempestor 6" 3+ 3+ 3 3 1 2 7 4+ Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Hot-shot Lasgun 18" Rapid Fire 1 3 -2 1 - Hot-shot Laspistol 6" Pistol 1 3 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Power sword Melee Melee +1 -3 1 - -
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Militarum Tempestus Scions [3 PL, 65pts]
Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops
Abilities: Aerial Drop
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Scion [9pts]
Selections: Frag & Krak grenades, Hot-shot lasgun
Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades
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Scion w/ Special Weapon [19pts]
Selections: Frag & Krak grenades, Meltagun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun
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Scion w/ Special Weapon [19pts]
Selections: Frag & Krak grenades, Meltagun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun
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Scion w/ Vox-caster [9pts]
Selections: Hot-Shot Lasgun, Hot-shot Laspistol, Vox-caster
Abilities: Vox-caster, Unit: Tempestus Scion, Weapon: Hot-shot Lasgun, Hot-shot Laspistol
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Tempestor [9pts]
Selections: Frag & Krak grenades, Plasma pistol, Power sword
Unit: Tempestor, Weapon: Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Abilities Description Aerial Drop During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. Unit M WS BS S T W A Ld Save Tempestor 6" 3+ 3+ 3 3 1 2 7 4+ Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Hot-shot Lasgun 18" Rapid Fire 1 3 -2 1 - Hot-shot Laspistol 6" Pistol 1 3 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Power sword Melee Melee +1 -3 1 - -
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Militarum Tempestus Scions [3 PL, 65pts]
Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops
Abilities: Aerial Drop
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Scion [9pts]
Selections: Frag & Krak grenades, Hot-shot lasgun
Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades
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Scion w/ Special Weapon [19pts]
Selections: Frag & Krak grenades, Meltagun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun
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Scion w/ Special Weapon [19pts]
Selections: Frag & Krak grenades, Meltagun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun
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Scion w/ Vox-caster [9pts]
Selections: Hot-Shot Lasgun, Hot-shot Laspistol, Vox-caster
Abilities: Vox-caster, Unit: Tempestus Scion, Weapon: Hot-shot Lasgun, Hot-shot Laspistol
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Tempestor [9pts]
Selections: Frag & Krak grenades, Plasma pistol, Power sword
Unit: Tempestor, Weapon: Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Abilities Description Aerial Drop During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. Unit M WS BS S T W A Ld Save Tempestor 6" 3+ 3+ 3 3 1 2 7 4+ Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Hot-shot Lasgun 18" Rapid Fire 1 3 -2 1 - Hot-shot Laspistol 6" Pistol 1 3 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Power sword Melee Melee +1 -3 1 - -
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Militarum Tempestus Scions [3 PL, 65pts]
Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops
Abilities: Aerial Drop
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Scion [9pts]
Selections: Frag & Krak grenades, Hot-shot lasgun
Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades
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Scion w/ Special Weapon [19pts]
Selections: Frag & Krak grenades, Meltagun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun
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Scion w/ Special Weapon [19pts]
Selections: Frag & Krak grenades, Meltagun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun
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Scion w/ Vox-caster [9pts]
Selections: Hot-Shot Lasgun, Hot-shot Laspistol, Vox-caster
Abilities: Vox-caster, Unit: Tempestus Scion, Weapon: Hot-shot Lasgun, Hot-shot Laspistol
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Tempestor [9pts]
Selections: Frag & Krak grenades, Plasma pistol, Power sword
Unit: Tempestor, Weapon: Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Abilities Description Aerial Drop During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. Unit M WS BS S T W A Ld Save Tempestor 6" 3+ 3+ 3 3 1 2 7 4+ Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Hot-shot Lasgun 18" Rapid Fire 1 3 -2 1 - Hot-shot Laspistol 6" Pistol 1 3 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Power sword Melee Melee +1 -3 1 - -
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Elites [6 PL, 85pts]
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Command Squad [2 PL, 35pts]
Categories: Command Squad, Faction: <REGIMENT>, Faction: Imperium, Infantry, Veterans, Faction: Astra Militarum, Elites
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Veteran w/ Medi-pack
Selections: Frag grenades, Lasgun, Medi-pack
Abilities: Medi-pack, Unit: Veteran, Weapon: Frag grenades, Lasgun
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Veteran w/ Vox-caster
Selections: Frag grenades, Lasgun, Vox-caster
Abilities: Vox-caster, Unit: Veteran, Weapon: Frag grenades, Lasgun
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Veteran Weapon Team [10pts]
Selections: Frag grenades, Mortar [10pts]
Unit: Veteran Heavy Weapons Team, Weapon: Frag grenades, Mortar
Abilities Description Medi-pack At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of a 4+, one model in the unit recovers a wound it lost earlier in the battle (if the model has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn. Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. Unit M WS BS S T W A Ld Save Veteran 6" 4+ 3+ 3 3 1 1 6 5+ Veteran Heavy Weapons Team 6" 4+ 3+ 3 3 2 2 6 5+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Lasgun 24 Rapid Fire 1 3 0 1 - Mortar 48" Heavy D6 4 0 1 Blast. This weapon can target units that are not visible to the firer. -
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Platoon Commander [2 PL, 25pts]
Selections: Display Astra Militarum Orders, Frag grenades, Plasma pistol, Power sword
Categories: Character, Faction: <REGIMENT>, Faction: Imperium, Infantry, Officer, Platoon Commander, Faction: Astra Militarum, Elites
Abilities: Refractor Field, Voice of Command, Astra Militarum Orders: Bring it Down!, First Rank, Fire! Second Rank, Fire!, Fix Bayonets!, Forwards, for the Emperor!, Get back in the Fight!, Move! Move! Move!, Take Aim!, Unit: Platoon Commander, Weapon: Frag grenades, Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Abilities Description Refractor Field This model has a 5+ invulnerable save. Voice of Command This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a <REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT> INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to: Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the Fight!; Fix Bayonets!Astra Militarum Orders Effect Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. First Rank, Fire! Second Rank, Fire! All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. Fix Bayonets! This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. Forwards, for the Emperor! The ordered unit can shoot this phase even if it Advanced in its Movement phase. Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Move! Move! Move! Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Unit M WS BS S T W A Ld Save Platoon Commander 6" 3+ 3+ 3 3 3 3 7 5+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Power sword Melee Melee +1 -3 1 - -
Platoon Commander [2 PL, 25pts]
Selections: Display Astra Militarum Orders, Frag grenades, Plasma pistol, Power sword
Categories: Character, Faction: <REGIMENT>, Faction: Imperium, Infantry, Officer, Platoon Commander, Faction: Astra Militarum, Elites
Abilities: Refractor Field, Voice of Command, Astra Militarum Orders: Bring it Down!, First Rank, Fire! Second Rank, Fire!, Fix Bayonets!, Forwards, for the Emperor!, Get back in the Fight!, Move! Move! Move!, Take Aim!, Unit: Platoon Commander, Weapon: Frag grenades, Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Abilities Description Refractor Field This model has a 5+ invulnerable save. Voice of Command This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a <REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT> INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to: Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the Fight!; Fix Bayonets!Astra Militarum Orders Effect Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. First Rank, Fire! Second Rank, Fire! All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. Fix Bayonets! This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. Forwards, for the Emperor! The ordered unit can shoot this phase even if it Advanced in its Movement phase. Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Move! Move! Move! Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Unit M WS BS S T W A Ld Save Platoon Commander 6" 3+ 3+ 3 3 3 3 7 5+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Power sword Melee Melee +1 -3 1 -
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Fast Attack [9 PL, 135pts]
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Scout Sentinels [3 PL, 45pts]
Categories: Scout Sentinels, Vehicle, Faction: Astra Militarum, Fast Attack, Faction: <REGIMENT>, Faction: Imperium
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Scout Sentinel [3 PL, 45pts]
Selections: Hunter-killer missile [5pts], Lascannon
Rules: Armour of Contempt
Abilities: Explodes, Scout Vehicle, Smoke Launchers, Unit: Scout Sentinel, Weapon: Hunter-killer missile, Lascannon
Abilities Description Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6+ it explodes, and each unit within 3" suffers 1 mortal wound. Scout Vehicle At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Unit M WS BS S T W A Ld Save Scout Sentinel 9" 4+ 4+ 5 5 6 1 7 4+ Weapon Range Type S AP D Abilities Hunter-killer missile 48" Heavy 1 10 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle. Lascannon 48" Heavy 1 9 -3 D6 - -
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Scout Sentinels [3 PL, 45pts]
Categories: Scout Sentinels, Vehicle, Faction: Astra Militarum, Fast Attack, Faction: <REGIMENT>, Faction: Imperium
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Scout Sentinel [3 PL, 45pts]
Selections: Hunter-killer missile [5pts], Lascannon
Rules: Armour of Contempt
Abilities: Explodes, Scout Vehicle, Smoke Launchers, Unit: Scout Sentinel, Weapon: Hunter-killer missile, Lascannon
Abilities Description Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6+ it explodes, and each unit within 3" suffers 1 mortal wound. Scout Vehicle At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Unit M WS BS S T W A Ld Save Scout Sentinel 9" 4+ 4+ 5 5 6 1 7 4+ Weapon Range Type S AP D Abilities Hunter-killer missile 48" Heavy 1 10 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle. Lascannon 48" Heavy 1 9 -3 D6 - -
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Scout Sentinels [3 PL, 45pts]
Categories: Scout Sentinels, Vehicle, Faction: Astra Militarum, Fast Attack, Faction: <REGIMENT>, Faction: Imperium
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Scout Sentinel [3 PL, 45pts]
Selections: Hunter-killer missile [5pts], Lascannon
Rules: Armour of Contempt
Abilities: Explodes, Scout Vehicle, Smoke Launchers, Unit: Scout Sentinel, Weapon: Hunter-killer missile, Lascannon
Abilities Description Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6+ it explodes, and each unit within 3" suffers 1 mortal wound. Scout Vehicle At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Unit M WS BS S T W A Ld Save Scout Sentinel 9" 4+ 4+ 5 5 6 1 7 4+ Weapon Range Type S AP D Abilities Hunter-killer missile 48" Heavy 1 10 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle. Lascannon 48" Heavy 1 9 -3 D6 - -
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Heavy Support [26 PL, 475pts]
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Basilisks [7 PL, 125pts]
Categories: Basilisk, Vehicle, Faction: Astra Militarum, Heavy Support, Faction: <REGIMENT>, Faction: Imperium
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Basilisk [7 PL, 125pts]
Selections: Earthshaker Cannon, Heavy Bolter, Stat Damage (HS)
Rules: Armour of Contempt
Abilities: Explodes, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Stat Damage (HS) 1, Stat Damage (HS) 2, Stat Damage (HS) 3, Unit: Basilisk, Weapon: Earthshaker Cannon, Heavy bolter
Abilities Description Explodes When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds. Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Vehicle Squadron The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. Stat Damage - M/BS/A Remaining W Movement BS Attacks Stat Damage (HS) 1 6-11+ 12" 4+ 3 Stat Damage (HS) 2 3-5 8" 5+ D3 Stat Damage (HS) 3 1-2 4" 6+ 1 Unit M WS BS S T W A Ld Save Basilisk * 6+ * 6 6 11 * 7 3+ Weapon Range Type S AP D Abilities Earthshaker Cannon 240" Heavy D6 9 -3 D3 Blast. Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. Heavy bolter 36" Heavy 3 5 -1 2 - -
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Leman Russ Battle Tanks [10 PL, 195pts]
Categories: Leman Russ, Leman Russ Battle Tank, Vehicle, Faction: Astra Militarum, Heavy Support, Faction: <REGIMENT>, Faction: Imperium
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Leman Russ Punisher [10 PL, 195pts]
Selections: Heavy Bolter [15pts], Stat Damage (Leman Russ), Turret-mounted Punisher Gatling Cannon [20pts]
Categories: Leman Russ
Rules: Armour of Contempt
Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Heavy bolter, Punisher Gatling Cannon
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2 Heavy Bolters [30pts]
Selections: 2x Heavy bolter
Weapon: Heavy bolter
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Abilities Description Emergency Plasma Vents If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. Explodes When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds. Grinding Advance If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Vehicle Squadron The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. Stat Damage - M/BS/A Remaining W Movement BS Attacks Leman Russ 1 7-12+ 10" 4+ 3 Leman Russ 2 4-6 7" 5+ D3 Leman Russ 3 1-3 4" 6+ 1 Unit M WS BS S T W A Ld Save Leman Russ * 6+ * 7 8 12 * 7 2+ Weapon Range Type S AP D Abilities Heavy bolter 36" Heavy 3 5 -1 2 - Punisher Gatling Cannon 24" Heavy 20 5 0 1 - -
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Manticore [9 PL, 155pts]
Selections: Heavy Bolter, Stat Damage (HS), 4x Storm Eagle Rockets
Categories: Faction: <REGIMENT>, Faction: Imperium, Manticore, Vehicle, Faction: Astra Militarum, Heavy Support
Rules: Armour of Contempt
Abilities: Smoke Launchers, Stat Damage - M/BS/A: Stat Damage (HS) 1, Stat Damage (HS) 2, Stat Damage (HS) 3, Unit: Manticore, Weapon: Heavy bolter, Storm Eagle Rockets
Abilities Description Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Stat Damage - M/BS/A Remaining W Movement BS Attacks Stat Damage (HS) 1 6-11+ 12" 4+ 3 Stat Damage (HS) 2 3-5 8" 5+ D3 Stat Damage (HS) 3 1-2 4" 6+ 1 Unit M WS BS S T W A Ld Save Manticore * 6+ * 6 7 11 * 7 3+ Weapon Range Type S AP D Abilities Heavy bolter 36" Heavy 3 5 -1 2 - Storm Eagle Rockets 120" Heavy 2D6 10 -2 D3 Blast. This weapon can target units that are not visible to the bearer. A model can only fire a single storm eagle rocket per turn. Each storm eagle rocket can only be fired once per battle.
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Flyer [14 PL, 240pts]
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Valkyries [7 PL, 120pts]
Categories: Faction: Astra Militarum, Faction: Aeronautica Imperialis, Fly, Transport, Valkyries, Vehicle, Flyer, Faction: Imperium
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Valkyrie [7 PL, 120pts]
Selections: 2x Multiple Rocket Pods, Multi-laser, Stat Damage (Gunships)
Categories: Aircraft
Rules: Armour of Contempt, Roving Gunship
Abilities: Airborne, Crash and Burn, Grav Chute Insertion, Hard to Hit, Hover Jet, Roving Gunship, Supersonic, Vehicle Squadron, Transport: Valkyrie, Unit: Valkyrie, Weapon: Multi-laser, Multiple Rocket Pod, Wound Track (M,BS): Gunship 1, Gunship 2, Gunship 3
Abilities Description Airborne Airborne: This model can not charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. Crash and Burn If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds. Grav Chute Insertion Models may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the vehicle moves 20" or more, you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models. Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase. Hover Jet Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. Roving Gunship If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase. Supersonic Each time this model moves, first pivot it on the spot up to 90" (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. Vehicle Squadron The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. Transport Capacity Valkyrie This model can transport 12 ASTRA MiLITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models. Unit M WS BS S T W A Ld Save Valkyrie * 6+ * 7 7 14 3 7 3+ Weapon Range Type S AP D Abilities Multi-laser 36" Heavy 3 6 0 1 - Multiple Rocket Pod 36" Assault D6 5 -1 1 Blast. Wound Track (M,BS) Remaining W M BS Gunship 1 8-14+ 20-45" 4+ Gunship 2 4-7 20-30" 5+ Gunship 3 1-3 20" 6+ -
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Valkyries [7 PL, 120pts]
Categories: Faction: Astra Militarum, Faction: Aeronautica Imperialis, Fly, Transport, Valkyries, Vehicle, Flyer, Faction: Imperium
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Valkyrie [7 PL, 120pts]
Selections: 2x Multiple Rocket Pods, Multi-laser, Stat Damage (Gunships)
Categories: Aircraft
Rules: Armour of Contempt, Roving Gunship
Abilities: Airborne, Crash and Burn, Grav Chute Insertion, Hard to Hit, Hover Jet, Roving Gunship, Supersonic, Vehicle Squadron, Transport: Valkyrie, Unit: Valkyrie, Weapon: Multi-laser, Multiple Rocket Pod, Wound Track (M,BS): Gunship 1, Gunship 2, Gunship 3
Abilities Description Airborne Airborne: This model can not charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. Crash and Burn If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds. Grav Chute Insertion Models may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the vehicle moves 20" or more, you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models. Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase. Hover Jet Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. Roving Gunship If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase. Supersonic Each time this model moves, first pivot it on the spot up to 90" (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. Vehicle Squadron The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. Transport Capacity Valkyrie This model can transport 12 ASTRA MiLITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models. Unit M WS BS S T W A Ld Save Valkyrie * 6+ * 7 7 14 3 7 3+ Weapon Range Type S AP D Abilities Multi-laser 36" Heavy 3 6 0 1 - Multiple Rocket Pod 36" Assault D6 5 -1 1 Blast. Wound Track (M,BS) Remaining W M BS Gunship 1 8-14+ 20-45" 4+ Gunship 2 4-7 20-30" 5+ Gunship 3 1-3 20" 6+ -
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Dedicated Transport [10 PL, 180pts]
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Chimera [5 PL, 90pts]
Selections: Heavy Flamer [10pts], Heavy Flamer [10pts], 2x Lasgun Arrays, Stat Damage (Chimera), Track guards [5pts]
Categories: Chimera, Transport, Vehicle, Faction: Astra Militarum, Dedicated Transport, Faction: <REGIMENT>, Faction: Imperium
Rules: Armour of Contempt
Abilities: Explodes, Smoke Launchers, Track guards, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3, Transport: Transport: Chimera, Unit: Chimera, Weapon: Heavy flamer, Lasgun Array
Abilities Description Explodes When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds. Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Track guards A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e., its Move characteristic does not decrease as it suffers wounds). Stat Damage - M/BS/A Remaining W Movement BS Attacks Chimera 1 6-10+ 12" 4+ 3 Chimera 2 3-5 8" 5+ D3 Chimera 3 1-2 4" 6+ 1 Transport Capacity Transport: Chimera This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models. Unit M WS BS S T W A Ld Save Chimera * 6+ * 6 7 10 * 7 3+ Weapon Range Type S AP D Abilities Heavy flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target. Lasgun Array 24" Rapid Fire 3 3 0 1 This weapon can only be fired if a unit is embarked upon the vehicle equipped with it. -
Chimera [5 PL, 90pts]
Selections: Heavy Flamer [10pts], Heavy Flamer [10pts], 2x Lasgun Arrays, Stat Damage (Chimera), Track guards [5pts]
Categories: Chimera, Transport, Vehicle, Faction: Astra Militarum, Dedicated Transport, Faction: <REGIMENT>, Faction: Imperium
Rules: Armour of Contempt
Abilities: Explodes, Smoke Launchers, Track guards, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3, Transport: Transport: Chimera, Unit: Chimera, Weapon: Heavy flamer, Lasgun Array
Abilities Description Explodes When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds. Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Track guards A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e., its Move characteristic does not decrease as it suffers wounds). Stat Damage - M/BS/A Remaining W Movement BS Attacks Chimera 1 6-10+ 12" 4+ 3 Chimera 2 3-5 8" 5+ D3 Chimera 3 1-2 4" 6+ 1 Transport Capacity Transport: Chimera This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models. Unit M WS BS S T W A Ld Save Chimera * 6+ * 6 7 10 * 7 3+ Weapon Range Type S AP D Abilities Heavy flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target. Lasgun Array 24" Rapid Fire 3 3 0 1 This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
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Force Rules
Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models in range as normal.
Hammer of the Emperor:
If every unit from your army has the ASTRA MILITARUM keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED), and if every <REGIMENT> unit in your army is drawn from the same regiment, then each time an ASTRA MILITARUM model from your army makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.’
Designer’s Note: MILITARUM TEMPESTUS units will benefit from this rule if they are included in an army alongside other ASTRA MILITARUM units (e.g. CADIANS units, CATACHANS units etc.) but if they are from a Tempestus Scions regiment (see Psychic Awakening: The Greater Good), they must all be from the same Tempestus Scions regiment in order to gain this rule.
Selection Rules
Armour of Contempt:
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
Roving Gunship: If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase.
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