Liste Fabian G.

  • Brigade Detachment 0CP (Imperium - Astra Militarum) [115 PL, 5CP, 2,000pts]

    Rules: Defenders of Humanity, Hammer of the Emperor

    • Configuration [6CP]

      • Battle Size [6CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Game Type

        Selections: 4. Chapter Approved: War Zone Nephilim

        Categories: Configuration

      • 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.
    • Stratagems [-1CP]

      • Tank Ace [-1CP]

        Categories: Stratagems

    • HQ [32 PL, 505pts]

      • 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 MWSBSSTWALdSave
        Company Commander 6"3+3+334385+
        Weapon RangeTypeSAPDAbilities
        Boltgun 24"Rapid Fire 1401-
        Frag grenades 6"Grenade D6301Blast.
        Power sword MeleeMelee+1-31-
      • 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 WMovementBSAttacks
        TC Russ 1 7-12+10"3+3
        TC Russ 2 4-67"4+D3
        TC Russ 3 1-34"5+1
        Unit MWSBSSTWALdSave
        Tank Commander *6+*7812*72+
        Weapon RangeTypeSAPDAbilities
        Demolisher cannon 24"Heavy D610-3D6Blast
        Heavy bolter 36"Heavy 35-12-
      • 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 WMovementBSAttacks
        TC Russ 1 7-12+10"3+3
        TC Russ 2 4-67"4+D3
        TC Russ 3 1-34"5+1
        Unit MWSBSSTWALdSave
        Tank Commander *6+*7812*72+
        Weapon RangeTypeSAPDAbilities
        Demolisher cannon 24"Heavy D610-3D6Blast
        Heavy bolter 36"Heavy 35-12-
      • 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 MWSBSSTWALdSave
        Tempestor Prime 6"3+3+334384+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Hot-shot Laspistol 6"Pistol 13-21-
        Krak grenades 6"Grenade 16-1D3-
        Power sword MeleeMelee+1-31-
      • 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 MWSBSSTWALdSave
        Tempestor Prime 6"3+3+334384+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Hot-shot Laspistol 6"Pistol 13-21-
        Krak grenades 6"Grenade 16-1D3-
        Power sword MeleeMelee+1-31-
    • Troops [18 PL, 380pts]

      • Infantry Squad [3 PL, 60pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry Squad, Infantry, Faction: Astra Militarum, Troops

        Weapon: Frag grenades

        • 5x Guardsman

          Selections: 5x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon

          Selections: Grenade launcher

          Unit: Guardsman, Weapon: Grenade launcher (Frag), Grenade launcher (Krak)

        • Guardsman w/ Vox-caster

          Selections: Lasgun, Vox-caster

          Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

        • Heavy Weapon Team

          Selections: Lasgun, Missile launcher

          Unit: Heavy Weapons Team, Weapon: Lasgun, Missile launcher, Frag missile, Missile launcher, Krak missile

        • 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 MWSBSSTWALdSave
        Guardsman 6"4+4+331165+
        Heavy Weapons Team 6"4+4+332265+
        Sergeant 6"4+4+331275+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Grenade launcher (Frag) 24"Assault D6301Blast.
        Grenade launcher (Krak) 24"Assault 16-1D3
        Lasgun 24Rapid Fire 1301-
        Missile launcher, Frag missile 48"Heavy D6401Blast.
        Missile launcher, Krak missile 48"Heavy 18-2D6-
        Plasma pistol, Standard 12"Pistol 17-31-
        Plasma pistol, Supercharge 12"Pistol 18-32If 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 MeleeMelee+1-31-
      • Infantry Squad [3 PL, 60pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry Squad, Infantry, Faction: Astra Militarum, Troops

        Weapon: Frag grenades

        • 5x Guardsman

          Selections: 5x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon

          Selections: Grenade launcher

          Unit: Guardsman, Weapon: Grenade launcher (Frag), Grenade launcher (Krak)

        • Guardsman w/ Vox-caster

          Selections: Lasgun, Vox-caster

          Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

        • Heavy Weapon Team

          Selections: Lasgun, Missile launcher

          Unit: Heavy Weapons Team, Weapon: Lasgun, Missile launcher, Frag missile, Missile launcher, Krak missile

        • 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 MWSBSSTWALdSave
        Guardsman 6"4+4+331165+
        Heavy Weapons Team 6"4+4+332265+
        Sergeant 6"4+4+331275+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Grenade launcher (Frag) 24"Assault D6301Blast.
        Grenade launcher (Krak) 24"Assault 16-1D3
        Lasgun 24Rapid Fire 1301-
        Missile launcher, Frag missile 48"Heavy D6401Blast.
        Missile launcher, Krak missile 48"Heavy 18-2D6-
        Plasma pistol, Standard 12"Pistol 17-31-
        Plasma pistol, Supercharge 12"Pistol 18-32If 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 MeleeMelee+1-31-
      • Militarum Tempestus Scions [3 PL, 65pts]

        Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops

        Abilities: Aerial Drop

        • Scion [9pts]

          Selections: Frag & Krak grenades, Hot-shot lasgun

          Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Meltagun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Meltagun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun

        • 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

        • 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 MWSBSSTWALdSave
        Tempestor 6"3+3+331274+
        Tempestus Scion 6"4+3+331164+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Hot-shot Lasgun 18"Rapid Fire 13-21-
        Hot-shot Laspistol 6"Pistol 13-21-
        Krak grenades 6"Grenade 16-1D3-
        Meltagun 12"Assault 18-4D6Each 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 17-31-
        Plasma pistol, Supercharge 12"Pistol 18-32If 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 MeleeMelee+1-31-
      • Militarum Tempestus Scions [3 PL, 65pts]

        Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops

        Abilities: Aerial Drop

        • Scion [9pts]

          Selections: Frag & Krak grenades, Hot-shot lasgun

          Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Meltagun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Meltagun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun

        • 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

        • 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 MWSBSSTWALdSave
        Tempestor 6"3+3+331274+
        Tempestus Scion 6"4+3+331164+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Hot-shot Lasgun 18"Rapid Fire 13-21-
        Hot-shot Laspistol 6"Pistol 13-21-
        Krak grenades 6"Grenade 16-1D3-
        Meltagun 12"Assault 18-4D6Each 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 17-31-
        Plasma pistol, Supercharge 12"Pistol 18-32If 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 MeleeMelee+1-31-
      • Militarum Tempestus Scions [3 PL, 65pts]

        Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops

        Abilities: Aerial Drop

        • Scion [9pts]

          Selections: Frag & Krak grenades, Hot-shot lasgun

          Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Meltagun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Meltagun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun

        • 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

        • 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 MWSBSSTWALdSave
        Tempestor 6"3+3+331274+
        Tempestus Scion 6"4+3+331164+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Hot-shot Lasgun 18"Rapid Fire 13-21-
        Hot-shot Laspistol 6"Pistol 13-21-
        Krak grenades 6"Grenade 16-1D3-
        Meltagun 12"Assault 18-4D6Each 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 17-31-
        Plasma pistol, Supercharge 12"Pistol 18-32If 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 MeleeMelee+1-31-
      • Militarum Tempestus Scions [3 PL, 65pts]

        Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops

        Abilities: Aerial Drop

        • Scion [9pts]

          Selections: Frag & Krak grenades, Hot-shot lasgun

          Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Meltagun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Meltagun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun

        • 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

        • 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 MWSBSSTWALdSave
        Tempestor 6"3+3+331274+
        Tempestus Scion 6"4+3+331164+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Hot-shot Lasgun 18"Rapid Fire 13-21-
        Hot-shot Laspistol 6"Pistol 13-21-
        Krak grenades 6"Grenade 16-1D3-
        Meltagun 12"Assault 18-4D6Each 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 17-31-
        Plasma pistol, Supercharge 12"Pistol 18-32If 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 MeleeMelee+1-31-
    • Elites [6 PL, 85pts]

      • Command Squad [2 PL, 35pts]

        Categories: Command Squad, Faction: <REGIMENT>, Faction: Imperium, Infantry, Veterans, Faction: Astra Militarum, Elites

        • Veteran w/ Medi-pack

          Selections: Frag grenades, Lasgun, Medi-pack

          Abilities: Medi-pack, Unit: Veteran, Weapon: Frag grenades, Lasgun

        • Veteran w/ Vox-caster

          Selections: Frag grenades, Lasgun, Vox-caster

          Abilities: Vox-caster, Unit: Veteran, Weapon: Frag grenades, Lasgun

        • 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 MWSBSSTWALdSave
        Veteran 6"4+3+331165+
        Veteran Heavy Weapons Team 6"4+3+332265+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Lasgun 24Rapid Fire 1301-
        Mortar 48"Heavy D6401Blast. This weapon can target units that are not visible to the firer.
      • 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 MWSBSSTWALdSave
        Platoon Commander 6"3+3+333375+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Plasma pistol, Standard 12"Pistol 17-31-
        Plasma pistol, Supercharge 12"Pistol 18-32If 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 MeleeMelee+1-31-
      • 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 MWSBSSTWALdSave
        Platoon Commander 6"3+3+333375+
        Weapon RangeTypeSAPDAbilities
        Frag grenades 6"Grenade D6301Blast.
        Plasma pistol, Standard 12"Pistol 17-31-
        Plasma pistol, Supercharge 12"Pistol 18-32If 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 MeleeMelee+1-31-
    • Fast Attack [9 PL, 135pts]

      • Scout Sentinels [3 PL, 45pts]

        Categories: Scout Sentinels, Vehicle, Faction: Astra Militarum, Fast Attack, Faction: <REGIMENT>, Faction: Imperium

        • 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 MWSBSSTWALdSave
        Scout Sentinel 9"4+4+556174+
        Weapon RangeTypeSAPDAbilities
        Hunter-killer missile 48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lascannon 48"Heavy 19-3D6-
      • Scout Sentinels [3 PL, 45pts]

        Categories: Scout Sentinels, Vehicle, Faction: Astra Militarum, Fast Attack, Faction: <REGIMENT>, Faction: Imperium

        • 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 MWSBSSTWALdSave
        Scout Sentinel 9"4+4+556174+
        Weapon RangeTypeSAPDAbilities
        Hunter-killer missile 48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lascannon 48"Heavy 19-3D6-
      • Scout Sentinels [3 PL, 45pts]

        Categories: Scout Sentinels, Vehicle, Faction: Astra Militarum, Fast Attack, Faction: <REGIMENT>, Faction: Imperium

        • 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 MWSBSSTWALdSave
        Scout Sentinel 9"4+4+556174+
        Weapon RangeTypeSAPDAbilities
        Hunter-killer missile 48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lascannon 48"Heavy 19-3D6-
    • Heavy Support [26 PL, 475pts]

      • Basilisks [7 PL, 125pts]

        Categories: Basilisk, Vehicle, Faction: Astra Militarum, Heavy Support, Faction: <REGIMENT>, Faction: Imperium

        • 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 WMovementBSAttacks
        Stat Damage (HS) 1 6-11+12"4+3
        Stat Damage (HS) 2 3-58"5+D3
        Stat Damage (HS) 3 1-24"6+1
        Unit MWSBSSTWALdSave
        Basilisk *6+*6611*73+
        Weapon RangeTypeSAPDAbilities
        Earthshaker Cannon 240"Heavy D69-3D3Blast. 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 35-12-
      • Leman Russ Battle Tanks [10 PL, 195pts]

        Categories: Leman Russ, Leman Russ Battle Tank, Vehicle, Faction: Astra Militarum, Heavy Support, Faction: <REGIMENT>, Faction: Imperium

        • 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

          • 2 Heavy Bolters [30pts]

            Selections: 2x Heavy bolter

            Weapon: 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.
        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 WMovementBSAttacks
        Leman Russ 1 7-12+10"4+3
        Leman Russ 2 4-67"5+D3
        Leman Russ 3 1-34"6+1
        Unit MWSBSSTWALdSave
        Leman Russ *6+*7812*72+
        Weapon RangeTypeSAPDAbilities
        Heavy bolter 36"Heavy 35-12-
        Punisher Gatling Cannon 24"Heavy 20501-
      • 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 WMovementBSAttacks
        Stat Damage (HS) 1 6-11+12"4+3
        Stat Damage (HS) 2 3-58"5+D3
        Stat Damage (HS) 3 1-24"6+1
        Unit MWSBSSTWALdSave
        Manticore *6+*6711*73+
        Weapon RangeTypeSAPDAbilities
        Heavy bolter 36"Heavy 35-12-
        Storm Eagle Rockets 120"Heavy 2D610-2D3Blast. 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.
    • Flyer [14 PL, 240pts]

      • Valkyries [7 PL, 120pts]

        Categories: Faction: Astra Militarum, Faction: Aeronautica Imperialis, Fly, Transport, Valkyries, Vehicle, Flyer, Faction: Imperium

        • 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 MWSBSSTWALdSave
        Valkyrie *6+*7714373+
        Weapon RangeTypeSAPDAbilities
        Multi-laser 36"Heavy 3601-
        Multiple Rocket Pod 36"Assault D65-11Blast.
        Wound Track (M,BS) Remaining WMBS
        Gunship 1 8-14+20-45"4+
        Gunship 2 4-720-30"5+
        Gunship 3 1-320"6+
      • Valkyries [7 PL, 120pts]

        Categories: Faction: Astra Militarum, Faction: Aeronautica Imperialis, Fly, Transport, Valkyries, Vehicle, Flyer, Faction: Imperium

        • 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 MWSBSSTWALdSave
        Valkyrie *6+*7714373+
        Weapon RangeTypeSAPDAbilities
        Multi-laser 36"Heavy 3601-
        Multiple Rocket Pod 36"Assault D65-11Blast.
        Wound Track (M,BS) Remaining WMBS
        Gunship 1 8-14+20-45"4+
        Gunship 2 4-720-30"5+
        Gunship 3 1-320"6+
    • Dedicated Transport [10 PL, 180pts]

      • 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 WMovementBSAttacks
        Chimera 1 6-10+12"4+3
        Chimera 2 3-58"5+D3
        Chimera 3 1-24"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 MWSBSSTWALdSave
        Chimera *6+*6710*73+
        Weapon RangeTypeSAPDAbilities
        Heavy flamer 12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
        Lasgun Array 24"Rapid Fire 3301This 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 WMovementBSAttacks
        Chimera 1 6-10+12"4+3
        Chimera 2 3-58"5+D3
        Chimera 3 1-24"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 MWSBSSTWALdSave
        Chimera *6+*6710*73+
        Weapon RangeTypeSAPDAbilities
        Heavy flamer 12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
        Lasgun Array 24"Rapid Fire 3301This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.

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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