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Battalion Detachment +3CP (Imperium - Astra Militarum) [28 PL, 505pts]

No Force Org Slot

Regiment
Selections: Vostroyan
Categories: No Force Org Slot
Abilities: Heirloom Weapons

Abilities Description Ref

Heirloom Units with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire
Weapons which would normally have a range of 24" or more.

Dedicated Transport

Taurox [4 PL, 78pts]


Selections: 2x Autocannon, Heavy Stubber
Categories: (REGIMENT), Astra Militarum, Dedicated Transport, Imperium, Taurox, Transport, Vehicle
Abilities: Explodes (6+/6"/D3), Stat Damage - M/BS/A: Taurox 1, Taurox 2, Taurox 3, Transport: Transport: Taurox, Unit:
Taurox, Weapon: Autocannon, Heavy stubber

Abilities Description Ref

Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
(6+/6"/D3) embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Stat Damage -
Remaining W Movement BS Attacks Ref
M/BS/A

Taurox 1 6-10+ 14" 4+ 3

Taurox 2 3-5 10" 5+ D3

Taurox 3 1-2 6" 6+ 1

Transport Capacity Ref

This model can transport 10 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or
Transport:
Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space
Taurox
of three other models.

Unit M WS BS S T W A Ld Save Ref

Codex: Astra Militarum


Taurox * 6+ * 6 6 10 * 7 3+
p41

Weapon Range Type S AP D Abilities Ref

Autocannon 48" Heavy 2 7 -1 2 -

Heavy
36" Heavy 3 4 0 1 -
stubber

Heavy Support

Heavy Weapons Squad [3 PL, 33pts]


Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Heavy Support, Heavy Weapons Squad
Weapon: Frag grenade

Heavy Weapon Team


Heavy Weapon Team
Selections: Mortar
Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Heavy Weapon Team


Selections: Mortar
Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Heavy Weapon Team


Selections: Mortar
Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Unit M WS BS S T W A Ld Save Ref

Heavy Weapons
6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36
Team

Weapon Range Type S AP D Abilities Ref

Frag
6" Grenade D6 3 0 1 -
grenade

Lasgun 24 Rapid Fire 1 3 0 1 -

Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.

Heavy Weapons Squad [3 PL, 70pts]


Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Heavy Support, Heavy Weapons Squad
Weapon: Frag grenade

Heavy Weapon Team


Selections: Lascannon
Unit: Heavy Weapons Team, Weapon: Lascannon, Lasgun

Heavy Weapon Team


Selections: Lascannon
Unit: Heavy Weapons Team, Weapon: Lascannon, Lasgun

Heavy Weapon Team


Selections: Autocannon
Unit: Heavy Weapons Team, Weapon: Autocannon, Lasgun

Unit M WS BS S T W A Ld Save Ref

Heavy Weapons
6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36
Team

Weapon Range Type S AP D Abilities Ref

Autocannon 48" Heavy 2 7 -1 2 -

Frag
6" Grenade D6 3 0 1 -
grenade

Lascannon 48" Heavy 1 9 -3 D6 -

Lasgun 24 Rapid Fire 1 3 0 1 -

HQ

Company Commander [2 PL, 31pts]


Selections: Bolt pistol, Chainsword, Grand Strategist, Kurov's Aquila, Warlord
Categories: Astra Militarum, Imperium, (REGIMENT), Character, Infantry, Company Commander, Officer, HQ
Abilities: Grand Strategist, Kurov's Aquila, 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!, Repel the Enemy!, Take Aim!, Unit: Company Commander, Weapon: Bolt pistol, Chainsword, Frag grenade
Abilities Description Ref

Whilst your Warlord is alive, you can re-roll a single hit roll, wound roll or saving throw per battle. In
Grand
addition, if your army is Battle-forged and this Warlord is on the battlefield, roll a dice for each Command
Strategist
Point spent when using Stratagems. On a 5+ that Command Point is immediately refunded

Kurov's OFFICERS only. Each time your opponent uses a Stratagem, roll a D6. On a 5+ you gain 1 Command
Aquila Point.

Refractor
This model has a 5+ invulnerable save.
Field

Senior This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the
Officer first order before issuing the second order.

This unit may issue one order per turn to the soldiers under their command at the start of their Shooting
Voice of phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same
Command <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.

Astra Militarum
Effect Ref
Orders

Index:
Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium 2
p10

First Rank, Fire! Index:


All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire
Second Rank, Imperium 2
2 until the end of the phase.
Fire! p10

Index:
This order can only be issued to units that are within 1" of an enemy unit. The ordered
Fix Bayonets! Imperium 2
unit immediately fights as if it were the Fight phase.
p10

Index:
Forwards, for the
The ordered unit can shoot this phase even if it Advanced in its Movement phase. Imperium 2
Emperor!
p10

Index:
Get back in the
The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Imperium 2
Fight!
p10

Instead of shooting this phase the ordered unit immediately moves as if it were the Index:
Move! Move!
Movement phase. It must Advance as part of this move, and cannot declare a charge Imperium 2
Move!
during this turn. p10

Until the end of the phase, the ordered unit can fire any of its weapons while it is within
Repel the Enemy! 1" of the enemy, regardless of the weapon’s type. If they do so, they must target enemy
units within 1", even if friendly units are within 1" of these units.

Index:
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium 2
p10

Unit M WS BS S T W A Ld Save Ref

Company
6" 3+ 3+ 3 3 4 3 8 5+/5++ Codex: Astra Militarum p30
Commander

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Each time the bearer fights, it can make 1 additional attack with
Chainsword Melee Melee User 0 1
this weapon.

Frag Grenade
6" 3 0 1 -
grenade D6

Primaris Psyker [2 PL, 46pts]


Selections: 2) Gaze of the Emperor, 4) Nightshroud, Force Stave
Categories: Astra Militarum, Astra Telepathica, Character, HQ, Imperium, Infantry, Primaris Psyker, Psyker, Scholastica Psykana
Abilities: It's For Your Own Good, Psychic Power: 2) Gaze of the Emperor, 4) Nightshroud, Psyker: Psyker, Unit: Primaris
Psyker, Weapon: Force Stave, Laspistol
Abilities Description Ref

If this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR they are
It's For Your
executed before anything untoward can happen -- the power they were attempting still fails, but units
Own Good
within 6" of them do not suffer D3 mortal wounds as normal.

Warp
Psychic Power Range Details Ref
Charge

Draw a straight line 2D6" long directly away from the psyker. Roll a die for each
2) Gaze of the
6 2D6" model the center of the line passes over. On a 4+ that model's unit suffers a
Emperor
mortal wound.

Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the
4) Nightshroud 6 12" 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

Smite & 2
Psyker 1 1
Psykana

Unit M WS BS S T W A Ld Save Ref

Primaris
6" 3+ 3+ 3 3 4 3 8 5+
Psyker

Weapon Range Type S AP D Abilities Ref

Force
Melee Melee +2 -1 D3
Stave

Laspistol 12 Pistol 1 3 0 1 -

Elites

Veterans [5 PL, 90pts]


Categories: (REGIMENT), Astra Militarum, Elites, Imperium, Infantry, Veterans
Weapon: Frag grenade

Veteran Sergeant
Selections: Bolt pistol, Power fist
Unit: Veteran Sergeant, Weapon: Bolt pistol, Power fist

6x Veteran w/ Lasgun
Unit: Veteran, Weapon: Lasgun

Veteran w/ Special Weapon


Selections: Flamer
Unit: Veteran, Weapon: Flamer

Veteran w/ Special Weapon


Selections: Flamer
Unit: Veteran, Weapon: Flamer

Veteran w/ Special Weapon


Selections: Flamer
Unit: Veteran, Weapon: Flamer

Unit M WS BS S T W A Ld Save Ref

Veteran 6" 4+ 3+ 3 3 1 1 6 5+ Codex: Astra Militarum p30

Veteran
6" 4+ 3+ 3 3 1 2 7 5+ Codex: Astra Militarum p38
Sergeant

Weapon Range Type S AP D Abilities Ref


Bolt pistol 12" Pistol 1 4 0 1 -

Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.

Frag Grenade
6" 3 0 1 -
grenade D6

Rapid Fire
Lasgun 24 3 0 1 -
1

When attacking with this weapon, you must subtract 1 from the hit
Power fist Melee Melee x2 -3 D3
roll.

Troops

Infantry Squad [3 PL, 55pts]


Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade

6x Guardsman
Unit: Guardsman, Weapon: Lasgun

Guardsman W/ Special Weapon


Selections: Plasma gun
Unit: Guardsman, Weapon: Plasma gun, Standard, Plasma gun, Supercharge

Heavy Weapon Team


Selections: Heavy bolter
Unit: Heavy Weapons Team, Weapon: Heavy bolter, Lasgun

Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol

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
6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36
Team

Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36

Weapon Range Type S AP D Abilities Ref

Grenade
Frag grenade 6" 3 0 1 -
D6

Heavy bolter 36" Heavy 3 5 -1 1 -

Rapid Fire
Lasgun 24 3 0 1 -
1

Laspistol 12 Pistol 1 3 0 1 -

Plasma gun, Rapid Fire


24" 7 -3 1 -
Standard 1

Plasma gun, Rapid Fire On a hit roll of 1, the bearer is slain after all of this weapon's
24" 8 -3 2
Supercharge 1 shots have been resolved.

Infantry Squad [3 PL, 55pts]


Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade

6x Guardsman
Unit: Guardsman, Weapon: Lasgun

Guardsman W/ Special Weapon


Selections: Plasma gun
Unit: Guardsman, Weapon: Plasma gun, Standard, Plasma gun, Supercharge

Heavy Weapon Team


Selections: Heavy bolter
Unit: Heavy Weapons Team, Weapon: Heavy bolter, Lasgun

Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol

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
6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36
Team

Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36

Weapon Range Type S AP D Abilities Ref

Grenade
Frag grenade 6" 3 0 1 -
D6

Heavy bolter 36" Heavy 3 5 -1 1 -

Rapid Fire
Lasgun 24 3 0 1 -
1

Laspistol 12 Pistol 1 3 0 1 -

Plasma gun, Rapid Fire


24" 7 -3 1 -
Standard 1

Plasma gun, Rapid Fire On a hit roll of 1, the bearer is slain after all of this weapon's
24" 8 -3 2
Supercharge 1 shots have been resolved.

Infantry Squad [3 PL, 47pts]


Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade

8x Guardsman
Unit: Guardsman, Weapon: Lasgun

Guardsman W/ Special Weapon


Selections: Plasma gun
Unit: Guardsman, Weapon: Plasma gun, Standard, Plasma gun, Supercharge

Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol

Unit M WS BS S T W A Ld Save Ref

Codex: Astra Militarum


Guardsman 6" 4+ 4+ 3 3 1 1 6 5+
p36

Codex: Astra Militarum


Sergeant 6" 4+ 4+ 3 3 1 2 7 5+
p36

Weapon Range Type S AP D Abilities Ref

Grenade
Frag grenade 6" 3 0 1 -
D6

Rapid Fire
Lasgun 24 3 0 1 -
1

Laspistol 12 Pistol 1 3 0 1 -

Plasma gun, Rapid Fire


24" 7 -3 1 -
Standard 1
Plasma gun, Rapid Fire On a hit roll of 1, the bearer is slain after all of this weapon's
24" 8 -3 2
Supercharge 1 shots have been resolved.

Spearhead Detachment +1CP (Imperium - Astra Militarum) [38 PL, 651pts]

No Force Org Slot

Regiment
Selections: Vostroyan
Categories: No Force Org Slot
Abilities: Heirloom Weapons

Abilities Description Ref

Heirloom Units with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire
Weapons which would normally have a range of 24" or more.

Heavy Support

Basilisks [14 PL, 216pts]


Categories: (REGIMENT), Astra Militarum, Basilisk, Heavy Support, Imperium, Vehicle

Basilisk
Selections: Heavy Bolter
Abilities: Explodes (6+/6"/D3), 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

Basilisk
Selections: Heavy Bolter
Abilities: Explodes (6+/6"/D3), 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 Ref

Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
(6+/6"/D3) embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for BRB
Launchers
ranged weapons that target this vehicle.

The first time this unit is set up, all models in this unit must be placed within 6" of each other. From
Vehicle
that point onwards, each operates independently and is treated as a separate unit for all rules
Squadron
purposes.

Stat Damage -
Remaining W Movement BS Attacks Ref
M/BS/A

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

Codex: Astra Militarum


Basilisk * 6+ * 6 6 11 * 7 3+
p50

Weapon Range Type S AP D Abilities Ref

Roll two dice for the number of attacks when firing this
Earthshaker Heavy Codex: Astra
240" 9 -3 D3 weapon and discard the lowest result. This weapon can
Cannon D6 Militarum
target units that are not visible to the bearer.
Heavy
Heavy bolter 36" 5 -1 1 -
3

Leman Russ Battle Tanks [10 PL, 190pts]


Categories: (REGIMENT), Astra Militarum, Heavy Support, Imperium, Leman Russ, Leman Russ Battle Tank, Vehicle

Leman Russ Battle Tank


Selections: Battle Cannon, Heavy Bolters, Lascannon, Track guards
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Track guards, Vehicle
Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle
Cannon, Heavy bolter, Lascannon

Abilities Description Ref

Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not
Astra
Plasma automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all
Militarum
Vents of this weapon's shots have been resolved.
p114

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before
Explodes
any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal
(6+/6"/D3)
wounds.

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
Grinding times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving
Advance and shooting a Heavy weapon. 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.

Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit BRB
Launchers
rolls for ranged weapons that target this vehicle.

A vehicle with track guards always counts as having its starting number of Wounds when
Track
determining its Move characteristic (i.e., its Move characteristic does not decrease as it suffers
guards
wounds).

The first time this unit is set up, all models in this unit must be placed within 6" of each other.
Vehicle
From that point onwards, each operates independently and is treated as a separate unit for all
Squadron
rules purposes.

Stat Damage -
Remaining W Movement BS Attacks Ref
M/BS/A

Leman Russ 1 7-12+ 10" 4+ 3

Leman Russ 2 4-6 7" 5+ D3

Leman Russ 3 1-3 4" 6+ 1

Unit M WS BS S T W A Ld Save Ref

Leman
* 6+ * 7 8 12 * 7 3+ Codex: Astra Militarum p46
Russ

Weapon Range Type S AP D Abilities Ref

Battle
72" Heavy D6 8 -2 D3 -
Cannon

Heavy bolter 36" Heavy 3 5 -1 1 -

Lascannon 48" Heavy 1 9 -3 D6 -

Leman Russ Battle Tanks [10 PL, 190pts]


Categories: (REGIMENT), Astra Militarum, Heavy Support, Imperium, Leman Russ, Leman Russ Battle Tank, Vehicle

Leman Russ Battle Tank


Selections: Battle Cannon, Heavy Bolters, Lascannon, Track guards
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Track guards, Vehicle
Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle
Cannon, Heavy bolter, Lascannon

Abilities Description Ref

Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not
Astra
Plasma automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all
Militarum
Vents of this weapon's shots have been resolved.
p114

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before
Explodes
any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal
(6+/6"/D3)
wounds.

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
Grinding times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving
Advance and shooting a Heavy weapon. 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.

Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit BRB
Launchers
rolls for ranged weapons that target this vehicle.

A vehicle with track guards always counts as having its starting number of Wounds when
Track
determining its Move characteristic (i.e., its Move characteristic does not decrease as it suffers
guards
wounds).

The first time this unit is set up, all models in this unit must be placed within 6" of each other.
Vehicle
From that point onwards, each operates independently and is treated as a separate unit for all
Squadron
rules purposes.

Stat Damage -
Remaining W Movement BS Attacks Ref
M/BS/A

Leman Russ 1 7-12+ 10" 4+ 3

Leman Russ 2 4-6 7" 5+ D3

Leman Russ 3 1-3 4" 6+ 1

Unit M WS BS S T W A Ld Save Ref

Leman
* 6+ * 7 8 12 * 7 3+ Codex: Astra Militarum p46
Russ

Weapon Range Type S AP D Abilities Ref

Battle
72" Heavy D6 8 -2 D3 -
Cannon

Heavy bolter 36" Heavy 3 5 -1 1 -

Lascannon 48" Heavy 1 9 -3 D6 -

HQ

Lord Commissar [4 PL, 55pts]


Selections: Bolt pistol, Power sword
Categories: HQ, Officio Prefectus, Astra Militarum, Character, Commissar, Imperium, Infantry, Lord Commissar
Abilities: Aura of Discipline, Refractor Field, Summary Execution, Unit: Lord Commissar, Weapon: Bolt pistol, Power sword

Abilities Description Ref

Aura of Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of
Discipline their own.

Refractor
This model has a 5+ invulnerable save.
Field
The rst time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of
Summary
any friendly Commissars, one model of your choice in that unit is slain and the Morale test is re-rolled
Execution
(do not include this slain model when re-rolling the Morale test).

Unit M WS BS S T W A Ld Save Ref

Lord
6" 2+ 2+ 3 3 4 3 9 4+ Codex: Astra Militarum p33
Commissar

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Power
Melee Melee User -3 1 -
sword

Vanguard Detachment +1CP (Imperium - Astra Militarum) [14 PL, 337pts]

No Force Org Slot

Regiment
Selections: Millitarum Tempestus
Categories: No Force Org Slot
Abilities: Storm Troopers

Abilities Description Ref

If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the
Storm
same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do
Troopers
not themselves generate any more additional shots.

HQ

Tempestor Prime [3 PL, 45pts]


Selections: Bolt Pistol, Power maul
Categories: Tempestus Scions, Astra Militarum, HQ, Imperium, Infantry, Character, Officer, Tempestor Prime, Militarum
Tempestus
Abilities: Aerial Drop, Voice of Command, Astra Militarum Orders: Bring it Down!, Elimination Protocol Sanctioned!, 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: Bolt pistol, Frag grenade, Krak grenade, Power maul

Abilities Description Ref

During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute,
Aerial Drop 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.

This unit may issue one order per turn to the soldiers under their command at the start of their Shooting
Voice of phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same
Command <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.

Astra Militarum
Effect Ref
Orders

Index:
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the
Bring it Down! Imperium 2
phase.
p10

Elimination Protocol You can re-roll failed wound rolls for models from the ordered unit when attacking
Sanctioned! any enemy VEHICLES or MONSTERS this phase.

Index:
First Rank, Fire! All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid
Imperium 2
Second Rank, Fire! Fire 2 until the end of the phase.
p10
Index:
This order can only be issued to units that are within 1" of an enemy unit. The
Fix Bayonets! Imperium 2
ordered unit immediately fights as if it were the Fight phase.
p10

Index:
Forwards, for the
The ordered unit can shoot this phase even if it Advanced in its Movement phase. Imperium 2
Emperor!
p10

Index:
Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Imperium 2
p10

Instead of shooting this phase the ordered unit immediately moves as if it were the Index:
Move! Move! Move! Movement phase. It must Advance as part of this move, and cannot declare a Imperium 2
charge during this turn. p10

Index:
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium 2
p10

Unit M WS BS S T W A Ld Save Ref

Tempestor
6" 3+ 3+ 3 3 4 3 8 4+ Codex: Astra Militarum p39
Prime

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Frag
6" Grenade D6 3 0 1 -
grenade

Krak
6" Grenade 1 6 -1 D3 -
grenade

Power maul Melee Melee +2 -1 1 -

Elites

Astropath [1 PL, 36pts]


Selections: 4) Nightshroud, Telepathica Stave
Categories: Astra Militarum, Astra Telepathica, Astropath, Character, Elites, Imperium, Infantry, Psyker, Scholastica Psykana
Abilities: Astral Devination, Telepathic Assault, Psychic Power: 4) Nightshroud, Psyker: Psyker, Unit: Astropath, Weapon:
Telepathica Stave

Abilities Description Ref

At the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the
Astral
phase, the unit you picked gains no bonus to ther saving throws for being in cover when it is targeted by
Devination
attacks made by friendly ASTRA MILITARUM units within 6" of this model.

Telepathic Each time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of
Assault 2D6.

Psychic Warp
Range Details Ref
Power Charge

Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start
4)
6 12" of your next turn, any enemy unit that targets the chosen unit with a ranged weapon
Nightshroud
suffers a -1 penalty to its hit rolls.

Psyker Cast Deny Powers Known Other Ref

Smite & 1
Psyker 1 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
Melee Melee +1 0 D3
Stave

Master of Ordnance [2 PL, 30pts]


Categories: (REGIMENT), Astra Militarum, Character, Elites, Infantry, Imperium, Master of Ordnance, Officer
Abilities: Master of Ballistics, Unit: Master of Ordnance, Weapon: Artillery Barrage, Laspistol

Abilities Description Ref

You can re-roll any hit rolls of 1 made for friendly <Regiment> Basilisks, Wyverns, Manticores or
Master of
Deathstrikes when they target enemy units over 36" away in the Shooting phase, if they are within 6" of
Ballistics
this model.

Unit M WS BS S T W A Ld Save Ref

Master of
6" 4+ 3+ 3 3 3 2 6 5+
Ordnance

Weapon Range Type S AP D Abilities Ref

This weapon can only be fired once per battle, and cannot be used
if the bearer moves. This weapon can target units that are not Codex:
Artillery Heavy
100" 8 -2 D3 visible to the bearer (when doing so, subtract 1 from the hit rolls). Astra
Barrage D6
You may only use one artillery barrage per turn, regardless of how Militarum
many Masters of Ordnance you have in your army.

Pistol
Laspistol 12 3 0 1 -
1

Militarum Tempestus Command Squad [3 PL, 88pts]


Categories: Tempestus Scions, Astra Militarum, Elites, Imperium, Infantry, Tempestus Scions, Tempestus Command Squad,
Militarum Tempestus
Abilities: Aerial Drop

Tempestus Scion
Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Tempestus Scion
Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Tempestus Scion
Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Tempestus Scion
Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Abilities Description Ref

During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute,
Aerial
instead of placing it on the battlefield. At the end of any of your movement phases the model can make an
Drop
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

Tempestus
6" 4+ 3+ 3 3 1 1 6 4+ Codex: Astra Militarum p39
Scion

Weapon Range Type S AP D Abilities Ref

Grenade
Frag grenade 6" 3 0 1 -
D6
Krak grenade 6" Grenade 1 6 -1 D3 -

Plasma gun, Rapid Fire


24" 7 -3 1 -
Standard 1

Plasma gun, Rapid Fire On a hit roll of 1, the bearer is slain after all of this weapon's
24" 8 -3 2
Supercharge 1 shots have been resolved.

Troops

Militarum Tempestus Scions [5 PL, 138pts]


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

4x Scion
Selections: 4x Hot-shot Lasgun
Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade

Scion w/ Special Weapon


Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Scion w/ Special Weapon


Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Scion w/ Special Weapon


Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Scion w/ Special Weapon


Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Tempestor
Selections: Chainsword, Hot-shot Laspistol
Unit: Tempestor, Weapon: Frag grenade, Hot-shot Laspistol, Krak grenade

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
6" 4+ 3+ 3 3 1 1 6 4+ Codex: Astra Militarum p39
Scion

Weapon Range Type S AP D Abilities Ref

Grenade
Frag grenade 6" 3 0 1 -
D6

Rapid Fire
Hot-shot Lasgun 18" 3 -2 1 - BRB
1

Hot-shot Laspistol 6" Pistol 1 3 -2 1 - BRB

Krak grenade 6" Grenade 1 6 -1 D3 -

Plasma gun, Rapid Fire


24" 7 -3 1 -
Standard 1

Plasma gun, Rapid Fire On a hit roll of 1, the bearer is slain after all of this
24" 8 -3 2
Supercharge 1 weapon's shots have been resolved.

Total: [80 PL, 1493pts]

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