Liste Marco
Marco Jaskolka Astra militarum GDL#4 (Warhammer 40,000 9th Edition) [109 PL, 2CP, 2,000pts]
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Super-Heavy Auxiliary Detachment -3CP (Imperium - Astra Militarum) [22 PL, , 380pts]
Rules: Defenders of Humanity, Hammer of the Emperor
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Configuration []
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Detachment Command Cost [-3CP]
Categories: Configuration
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Regimental Doctrine
Selections: Regiment: Cadian
Categories: Configuration
Abilities: Born Soldiers
Abilities Description Ref 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. -
Shared Faction Bonus [3CP]
Categories: Configuration
Rules: Shared Faction Bonus
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Lord of War [22 PL, 380pts]
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Stormblade [22 PL, 380pts]
Selections: Adamantium Tracks, Heavy bolter, Steadfast Leviathan, Stormblade Plasma Blastgun
Categories: Titanic, Stormblade, Faction: <REGIMENT>, Faction: Imperium, Vehicle, Faction: Astra Militarum, Lord of War
Rules: Armour of Contempt
Abilities: Explodes, Smoke Launchers, Steadfast Leviathan, Steel Behemoth, Unit: Stormblade [1] (14-26+ wounds remaining), Stormblade [2] (7-13 wounds remaining), Stormblade [3] (1-6 wounds remaining), Weapon: Adamantium Tracks, Heavy bolter, Stormblade plasma blastgun – standard, Stormblade plasma blastgun – supercharge
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2 Lascannons & 2 Stormblade Twin Heavy Bolters [20pts]
Selections: 2x Lascannon, 2x Stormblade Twin Heavy Bolter [20pts]
Weapon: Lascannon, Stormblade Twin Heavy Bolter
Abilities Description Ref Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 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. Warhammer 40,000 Core Book Steadfast Leviathan “If your army is Battle-forged, this model gains the Regimental Doctrine of its <REGIMENT>even if it is in a Super-heavy Auxiliary Detachment”
Steel Behemoth This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model is selected to shoot while it is within Engagement Range of any enemy units, it can make attacks against eligible enemy units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it. Unit M WS BS S T W A Ld Save Ref Stormblade [1] (14-26+ wounds remaining) 10" 6+ 4+ 7 8 26 6 8 2+ Imperial Armour: Compendium p76 Stormblade [2] (7-13 wounds remaining) 7" 6+ 5+ 7 8 N/A D6 8 2+ Imperial Armour: Compendium p76 Stormblade [3] (1-6 wounds remaining) 4" 6+ 6+ 7 8 N/A D3 8 2+ Imperial Armour: Compendium p76 Weapon Range Type S AP D Abilities Ref Adamantium Tracks - Melee User -2 D3 Heavy bolter 36" Heavy 3 5 -1 2 - Lascannon 48" Heavy 1 9 -3 D6 - Stormblade plasma blastgun – standard 72" Heavy 2D6 9 -4 3 Blast Imperial Armour: Compendium p76 Stormblade plasma blastgun – supercharge 72" Heavy 2D6 10 -4 4 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 3 mortal wounds after shooting with this weapon. Imperial Armour: Compendium p76 Stormblade Twin Heavy Bolter 36" Heavy 6 5 -1 2 - Imperial Armour: Compendium p76 -
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Battalion Detachment 0CP (Imperium - Astra Militarum) [87 PL, 2CP, 1,620pts]
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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Gametype
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 Ref 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 [-2CP]
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Imperial Commander's Armoury [-1CP]
Selections: 1 additional Heirloom of Conquest [-1CP]
Categories: Stratagems, No Force Org Slot
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Tank Ace [-1CP]
Categories: Stratagems
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HQ [38 PL, -2CP, 735pts]
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Knight Commander Pask [14 PL, 275pts]
Selections: Display Tank Orders, Heavy Flamer [15pts], Hunter-Killer Missile [5pts], Turret-mounted Demolisher Siege Cannon [5pts]
Categories: Faction: Cadian, Character, Faction: Imperium, Knight Commander Pask, Leman Russ, Officer, Tank Commander, Vehicle, Faction: Astra Militarum, HQ
Rules: Armour of Contempt
Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Knight Commander, Smoke Launchers, Stat Damage - M/BS/A: Pask Russ 1, Pask Russ 2, Pask Russ 3, Tank Orders: Full Throttle!, Gunners, Kill on Sight!, Pound Them to Dust!, Strike and Shroud!, Tank Orders (Pask), Unit: Knight Commander Pask, Weapon: Demolisher cannon, Heavy flamer, Hunter-killer missile
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2 Multi-meltas [50pts]
Selections: 2x Multi-melta
Weapon: Multi-melta
Abilities Description Ref 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. Codex: Astra Militarum p114 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.Knight Commander Knight Commander Pask may use the Tank Orders ability twice in each of your turns. Resolve the effects of the first order before issuing the second. 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. Warhammer 40,000 Core Book Stat Damage - M/BS/A Remaining W Movement BS Attacks Ref Pask Russ 1 7-12+ 10" 2+ 3 Pask Russ 2 4-6 7" 3+ D3 Pask Russ 3 1-3 4" 4+ 1 Tank Orders Effect Ref Full Throttle! Instead of shooting this phase the ordered model 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. Gunners, Kill on Sight! Re-roll hit rolls of 1 for the ordered model until the end of the phase. Pound Them to Dust! For the duration of this phase, you can re-roll the dice when determining the number of attacks the ordered model can make with turret weapons (as described in the Grinding Advance ability above) that use a randomly determined number (e.g. Heavy D6). Strike and Shroud! This order can only be issued to a model that has not yet used its smoke launchers during the battle. The ordered model can shoot its weapons and launch its smoke launchers during this phase. Tank Orders (Pask) Knight Commander Pask can issue an order to a friendly CADIAN LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of Knight Commander Pask and choose which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order each turn. Unit M WS BS S T W A Ld Save Ref Knight Commander Pask * 6+ * 7 8 12 * 8 2+ Weapon Range Type S AP D Abilities Ref Demolisher cannon 24" Heavy D6 10 -3 D6 Blast Heavy flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target. 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. Multi-melta 24" Heavy 2 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. -
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Tank Commander [12 PL, -1CP, 230pts]
Selections: Heavy Bolter [15pts], Hunter-Killer Missile [5pts], Stat Damage (Leman Russ Commander), Stratagem: Warlord Trait [-1CP], Turret-mounted Demolisher Siege Cannon [5pts], Warlord, WT: Old Grudges
Categories: Leman Russ, Character, Faction: <REGIMENT>, Faction: Imperium, Officer, Tank Commander, Vehicle, Faction: Astra Militarum, HQ, Warlord, Cadian Warlord
Rules: Armour of Contempt
Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Old Grudges, Smoke Launchers, Stratagem: Warlord Trait, Tank Orders, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Demolisher cannon, Heavy bolter, Hunter-killer missile
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2 Heavy Bolters [30pts]
Selections: 2x Heavy bolter
Weapon: Heavy bolter
Abilities Description Ref 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. Codex: Astra Militarum p114 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.Old Grudges After deployment, but before the first battle round begins, choose a unit in your opponent’s army. You can re-roll failed wound rolls for ASTRA MILITARUM units from your army that target the unit you chose whilst they are within 6" of your Warlord. 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. Warhammer 40,000 Core Book Stratagem: Warlord Trait Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. If your WARLORD is a CHARACTER model, determine a Warlord Trait for them (this must be a Warlord Trait they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament 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 Ref 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 Ref Tank Commander * 6+ * 7 8 12 * 7 2+ Weapon Range Type S AP D Abilities Ref Demolisher cannon 24" Heavy D6 10 -3 D6 Blast Heavy bolter 36" Heavy 3 5 -1 2 - 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. -
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Tank Commander [12 PL, -1CP, 230pts]
Selections: Battle Cannon [5pts], Heavy Bolter [15pts], Hunter-Killer Missile [5pts], Relic (Cadia): Gatekeeper, Stat Damage (Leman Russ Commander), Stratagem: Relic [-1CP]
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, Gatekeeper, Grinding Advance, Smoke Launchers, Stratagem: Relic, Tank Orders, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Battle cannon, Gatekeeper, Heavy bolter, Hunter-killer missile
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2 Heavy Bolters [30pts]
Selections: 2x Heavy bolter
Weapon: Heavy bolter
Abilities Description Ref 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. Codex: Astra Militarum p114 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. Gatekeeper Model with battle cannon only. This Relic replaces a battle cannon and has the following profile (it still counts as a battle cannon for all rules purposes): 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. Warhammer 40,000 Core Book Stratagem: Relic Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. Select one CHARACTER model from your army that is not a named character; give that model one Relic (this must be a Relic they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament 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 Ref 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 Ref Tank Commander * 6+ * 7 8 12 * 7 2+ Weapon Range Type S AP D Abilities Ref Battle cannon 72" Heavy D6 8 -2 D3 Blast Gatekeeper 72" Heavy D6 8 -2 3 Blast. Each time an attack is made with this weapon against a CHADS unit, add 1 to that attack's wound roll. Heavy bolter 36" Heavy 3 5 -1 2 - 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. -
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Troops [18 PL, 350pts]
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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: Meltagun
Unit: Guardsman, Weapon: Meltagun
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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: Laspistol, Power sword
Unit: Sergeant, Weapon: Laspistol, Power sword
Abilities Description Ref 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 Ref Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36 Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36 Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Lasgun 24 Rapid Fire 1 3 0 1 - Laspistol 12" Pistol 1 3 0 1 - 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. Missile launcher, Frag missile 48" Heavy D6 4 0 1 Blast. Missile launcher, Krak missile 48" Heavy 1 8 -2 D6 - 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: Meltagun
Unit: Guardsman, Weapon: Meltagun
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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: Laspistol, Power sword
Unit: Sergeant, Weapon: Laspistol, Power sword
Abilities Description Ref 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 Ref Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36 Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36 Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Lasgun 24 Rapid Fire 1 3 0 1 - Laspistol 12" Pistol 1 3 0 1 - 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. Missile launcher, Frag missile 48" Heavy D6 4 0 1 Blast. Missile launcher, Krak missile 48" Heavy 1 8 -2 D6 - 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: Meltagun
Unit: Guardsman, Weapon: Meltagun
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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: Laspistol
Unit: Sergeant, Weapon: Laspistol
Abilities Description Ref 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 Ref Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36 Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36 Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Lasgun 24 Rapid Fire 1 3 0 1 - Laspistol 12" Pistol 1 3 0 1 - 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. Missile launcher, Frag missile 48" Heavy D6 4 0 1 Blast. Missile launcher, Krak missile 48" Heavy 1 8 -2 D6 - -
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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: Meltagun
Unit: Guardsman, Weapon: Meltagun
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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: Laspistol
Unit: Sergeant, Weapon: Laspistol
Abilities Description Ref 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 Ref Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36 Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36 Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Lasgun 24 Rapid Fire 1 3 0 1 - Laspistol 12" Pistol 1 3 0 1 - 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. Missile launcher, Frag missile 48" Heavy D6 4 0 1 Blast. Missile launcher, Krak missile 48" Heavy 1 8 -2 D6 - -
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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: Meltagun
Unit: Guardsman, Weapon: Meltagun
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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: Laspistol
Unit: Sergeant, Weapon: Laspistol
Abilities Description Ref 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 Ref Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36 Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36 Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Lasgun 24 Rapid Fire 1 3 0 1 - Laspistol 12" Pistol 1 3 0 1 - 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. Missile launcher, Frag missile 48" Heavy D6 4 0 1 Blast. Missile launcher, Krak missile 48" Heavy 1 8 -2 D6 - -
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Militarum Tempestus Scions [3 PL, 50pts]
Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops
Abilities: Aerial Drop
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3x Scion [27pts]
Selections: 3x Frag & Krak grenades, 3x Hot-shot Lasgun
Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades
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Scion w/ Special Weapon [14pts]
Selections: Frag & Krak grenades, Hot-shot Volley Gun [5pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Hot-Shot Volley Gun, Krak grenades
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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 Ref 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. Unit M WS BS S T W A Ld Save Ref Tempestor 6" 3+ 3+ 3 3 1 2 7 4+ Codex: Astra Militarum p39 Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+ Codex: Astra Militarum p39 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Hot-shot Lasgun 18" Rapid Fire 1 3 -2 1 - Warhammer 40,000 Core Book Hot-Shot Volley Gun 24" Heavy 4 4 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - 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 [8 PL, 120pts]
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Astropath [2 PL, 35pts]
Selections: Nightshroud, Telepathica Stave
Categories: Astropath, Character, Faction: Astra Telepathica, Faction: Imperium, Infantry, Faction: Scholastica Psykana, Psyker, Faction: Astra Militarum, Elites
Abilities: Astral Divination, Telepathic Assault, Psychic Power: 4) Nightshroud, Psyker: Psyker, Unit: Astropath, Weapon: Telepathica Stave
Abilities Description Ref Astral Divination At the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the phase, the unit you picked gains no bonus to their saving throws for being in cover when it is targeted by attacks made by friendly ASTRA MILITARUM units within 6" of this model. Telepathic Assault Each time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6. Psychic Power Warp Charge Range Details Ref 4) Nightshroud 6 12" Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls. Psyker Cast Deny Powers Known Other Ref Psyker 1 1 Smite & 1 Psykana Unit M WS BS S T W A Ld Save Ref Astropath 6" 5+ 6+ 3 3 3 1 6 6+ Weapon Range Type S AP D Abilities Ref Telepathica Stave Melee Melee +1 0 D3 -
Astropath [2 PL, 35pts]
Selections: Psychic Barrier, Telepathica Stave
Categories: Astropath, Character, Faction: Astra Telepathica, Faction: Imperium, Infantry, Faction: Scholastica Psykana, Psyker, Faction: Astra Militarum, Elites
Abilities: Astral Divination, Telepathic Assault, Psychic Power: 3) Psychic Barrier, Psyker: Psyker, Unit: Astropath, Weapon: Telepathica Stave
Abilities Description Ref Astral Divination At the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the phase, the unit you picked gains no bonus to their saving throws for being in cover when it is targeted by attacks made by friendly ASTRA MILITARUM units within 6" of this model. Telepathic Assault Each time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6. Psychic Power Warp Charge Range Details Ref 3) Psychic Barrier 6 12" Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's saving throws. Psyker Cast Deny Powers Known Other Ref Psyker 1 1 Smite & 1 Psykana Unit M WS BS S T W A Ld Save Ref Astropath 6" 5+ 6+ 3 3 3 1 6 6+ Weapon Range Type S AP D Abilities Ref Telepathica Stave Melee Melee +1 0 D3 -
Platoon Commander [2 PL, 25pts]
Selections: Frag grenades, Laspistol, Power sword, Relic (Cadia): Relic of Lost Cadia
Categories: Character, Faction: <REGIMENT>, Faction: Imperium, Infantry, Officer, Platoon Commander, Faction: Astra Militarum, Elites
Abilities: Refractor Field, Relic of Lost Cadia, Voice of Command, Unit: Platoon Commander, Weapon: Frag grenades, Laspistol, Power sword
Abilities Description Ref Refractor Field This model has a 5+ invulnerable save. Relic of Lost Cadia CADIAN model only. Once per battle, the bearer can unveil this relic at the start of any turn. Until the end of that turn, you can re-roll hit and wound rolls of 1 for all CADIAN units within 12" of the bearer. You can instead re-roll all failed hit and wound rolls for these units until the end of the turn if they are targeting a CHAOS unit. 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!Unit M WS BS S T W A Ld Save Ref Platoon Commander 6" 3+ 3+ 3 3 3 3 7 5+ Index: Imperium 2 p14 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Laspistol 12" Pistol 1 3 0 1 - Power sword Melee Melee +1 -3 1 - -
Platoon Commander [2 PL, 25pts]
Selections: Frag grenades, Laspistol, Power sword
Categories: Character, Faction: <REGIMENT>, Faction: Imperium, Infantry, Officer, Platoon Commander, Faction: Astra Militarum, Elites
Abilities: Refractor Field, Voice of Command, Unit: Platoon Commander, Weapon: Frag grenades, Laspistol, Power sword
Abilities Description Ref 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!Unit M WS BS S T W A Ld Save Ref Platoon Commander 6" 3+ 3+ 3 3 3 3 7 5+ Index: Imperium 2 p14 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Laspistol 12" Pistol 1 3 0 1 - Power sword Melee Melee +1 -3 1 -
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Heavy Support [23 PL, 415pts]
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Armageddon-pattern Basilisk [14 PL, 260pts]
Categories: Armageddon-pattern Basilisk, Basilisk, Faction: <REGIMENT>, Faction: Imperium, Vehicle, Faction: Astra Militarum, Heavy Support
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Armageddon-pattern Basilisk [7 PL, 130pts]
Selections: Earthshaker Cannon, Heavy Bolter
Rules: Armour of Contempt
Abilities: Explodes, Smoke Launchers, Vehicle Squadron, Unit: Armageddon-pattern Basilisk [1] (6-11+ wounds remaining), Armageddon-pattern Basilisk [2] (3-5 wounds remaining), Armageddon-pattern Basilisk [3] (1-2 wounds remaining), Weapon: Earthshaker Cannon, Heavy bolter
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Armageddon-pattern Basilisk [7 PL, 130pts]
Selections: Earthshaker Cannon, Heavy Bolter
Rules: Armour of Contempt
Abilities: Explodes, Smoke Launchers, Vehicle Squadron, Unit: Armageddon-pattern Basilisk [1] (6-11+ wounds remaining), Armageddon-pattern Basilisk [2] (3-5 wounds remaining), Armageddon-pattern Basilisk [3] (1-2 wounds remaining), Weapon: Earthshaker Cannon, Heavy bolter
Abilities Description Ref 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. Warhammer 40,000 Core Book 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. Unit M WS BS S T W A Ld Save Ref Armageddon-pattern Basilisk [1] (6-11+ wounds remaining) 12" 6+ 4+ 6 7 11 3 7 3+ Imperial Armour: Compendium p60 Armageddon-pattern Basilisk [2] (3-5 wounds remaining) 8" 6+ 5+ 6 7 N/A D3 7 3+ Imperial Armour: Compendium p60 Armageddon-pattern Basilisk [3] (1-2 wounds remaining) 4" 6+ 6+ 6 7 N/A 1 7 3+ Imperial Armour: Compendium p60 Weapon Range Type S AP D Abilities Ref 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. Codex: Astra Militarum Heavy bolter 36" Heavy 3 5 -1 2 - -
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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 Ref 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. Warhammer 40,000 Core Book Stat Damage - M/BS/A Remaining W Movement BS Attacks Ref 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 Ref Manticore * 6+ * 6 7 11 * 7 3+ Codex: Astra Militarum p52 Weapon Range Type S AP D Abilities Ref 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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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.
(April 2022 Balance Dataslate p2)
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.
(The Balance Dataslate p1)
Shared Faction Bonus: If a player's army includes one or more Super-Heavy Auxiliary Detachments, you can change the Command Benefits of one of them to: '+3 Command points if the unit in this Detachment is not your WARLORD, but it is from the same Faction as your WARLORD's Detachment, and that faction is not CHAOS, IMPERIUM, AELDARI , YNNARI or TYRANIDS.' (Chapter Approved 2021 p4)
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