Beruflich Dokumente
Kultur Dokumente
Regimental Doctrine
Selections: Astra Millitarum
Categories: No Force Org Slot
HQ
Company Commander
Selections: Chainsword, Display Astra Militarum Orders, Laspistol
Categories: Officer, Astra Militarum, Imperium, (REGIMENT), Character, Infantry, Company Commander, HQ
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: Chainsword,
Frag grenade, Laspistol
Abilities Description
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 first order before issuing the
Officer second order.
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
Voice of
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
Command
unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Unit M WS BS S T W A Ld Save
Company Commander 6" 3+ 3+ 3 3 4 3 8 5+/5++
Abilities Description
Emergency
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
Plasma
each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Vents
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
(6+/6"/D3) a 6 it explodes, and each unit within 6" suffers D3 mortal 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
Grinding same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy
Advance 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.
Knight Knight Commander Pask may use the Tank Orders ability twice in each of your turns. Resolve the effects of the first order before
Commander issuing the second.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
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
Effect
Orders
Full Instead of shooting this phase the ordered model immediately moves as if it were the Movement phase. It must Advance as part of this
Throttle! move, and cannot declare a charge during this turn.
Gunners,
Kill on Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Sight!
Strike
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
and
weapons and launch its smoke launchers during this phase.
Shroud!
Tank Knight Commander Pask can issue an order to a friendly CADIAN LEMAN RUSS at the start of your Shooting phase. To issue a Tank
Orders Order, pick a target LEMAN RUSS within 6" of Knight Commander Pask and choose which order you wish to issue from the Tank Orders
(Pask) table. Each LEMAN RUSS can only be given a single order each turn.
Unit M WS BS S T W A Ld Save
Knight Commander Pask * 6+ * 7 8 12 * 8 3+
Leman Russ * 6+ * 7 8 12 * 7 3+
Abilities Description
Refractor
This model has a 5+ invulnerable save.
Field
Supreme Lord Castellan Creed's Voice of Command ability has a range of 12", and he may use this abililty three times in each of your turns.
Commander Resolve the effects of the first order before issuing the second order, and so on.
Tactical
If your army is Battle-forged, you receive an additional 2 Command Points if Lord Castellan Creed is your Warlord.
Genius
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
Voice of
issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a
Command
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.
Unit M WS BS S T W A Ld Save
Lord Castellan
6" 3+ 3+ 3 3 4 3 9 4+
Creed
Lord Commissar
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
Aura of
Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of their own.
Discipline
Refractor
This model has a 5+ invulnerable save.
Field
The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of any friendly Commissars, you can
Summary
execute a model. If you do, one model of your choice in that unit is slain and the Morale test is re- rolled (do not include this slain model
Execution
when re-rolling the Morale test).
Unit M WS BS S T W A Ld Save
Lord
6" 2+ 2+ 3 3 4 3 9 4+
Commissar
Abilities Description
Emergency
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
Plasma
each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Vents
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
(6+/6"/D3) a 6 it explodes, and each unit within 6" suffers D3 mortal 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
Grinding same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy
Advance 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.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
TC Russ 1 7-12+ 10" 3+ 3
TC Russ 2 4-6 7" 4+ D3
TC Russ 3 1-3 4" 5+ 1
Tank
Effect
Orders
Full Instead of shooting this phase the ordered model immediately moves as if it were the Movement phase. It must Advance as part of this
Throttle! move, and cannot declare a charge during this turn.
Gunners,
Kill on Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Sight!
Strike
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
and
weapons and launch its smoke launchers during this phase.
Shroud!
This model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the start of your Shooting phase. To issue a Tank
Tank
Order, pick a target LEMAN RUSS within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each
Orders
LEMAN RUSS can only be given a single order each turn.
Unit M WS BS S T W A Ld Save
Leman Russ * 6+ * 7 8 12 * 7 3+
Tank Commander * 6+ * 7 8 12 * 7 3+
Abilities Description
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
Aerial
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
Drop
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 phase. Orders may only be
Voice of
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
Command
unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Unit M WS BS S T W A Ld Save
Tempestor
6" 3+ 3+ 3 3 4 3 8 4+
Prime
Troops
Conscripts
Selections: 20x Conscript
Categories: Troops, (REGIMENT), Astra Militarum, Imperium, Infantry, Conscript, Troops
Abilities: Raw Recruits, Weapon: Frag grenade
Abilities Description
Raw Roll a D6 each time an OFFICER uses the Voice of Command ability to issue an order to this unit; on a 4+ the order applies as normal,
Recruits otherwise the order has no effect and no other orders can be issued to this unit for the rest of the turn.
Unit M WS BS S T W A Ld Save
Conscript 6" 5+ 5+ 3 3 1 1 4 5+
Unit M WS BS S T W A Ld Save
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+
Abilities Description
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
Aerial
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
Drop
more than 9" away from any enemy models.
Unit M WS BS S T W A Ld Save
Tempestor 6" 3+ 3+ 3 3 1 2 7 4+
Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+
Elites
Atlas Recovery Tank
Selections: Heavy bolter
Categories: (REGIMENT), Astra Militarum, Atlas Recovery Tank, Elites, Imperium, Vehicle
Abilities: Explodes (6+/6"/D3), Recovery Vehicle, Smoke Launchers, Stat Damage - M/BS/A: Atlas Recovery Tank 1, Atlas Recovery Tank 2, Atlas
Recovery Tank 3, Unit: Atlas Recovery Tank, Weapon: Heavy bolter
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Recovery At the end of this model's Movement phase, this model can repair a single <REGIMENT> VEHICLE within 3" (but not itself). That model
Vehicle regains D3 lost wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Atlas Recovery Tank 1 6-11+ 12" 4+ 3
Atlas Recovery Tank 2 3-5 8" 5+ D3
Atlas Recovery Tank 3 1-2 4" 6+ 1
Unit M WS BS S T W A Ld Save
Atlas Recovery Tank * 6+ * 7 7 11 * 7 3+
Bullgryns
Categories: Militarum Auxilla, Astra Militarum, Elites, Astra Militarum, Militarum Auxilla, Imperium, Infantry, Ogryn, Bullgryns
Rules: Avalanche of Muscle
Bullgryn
Selections: Grenadier Gauntlet, Slabshield
Abilities: Slabshield, Unit: Bullgryn, Weapon: Frag Bombs, Grenadier Gauntlet
Bullgryn
Selections: Grenadier Gauntlet, Slabshield
Abilities: Slabshield, Unit: Bullgryn, Weapon: Frag Bombs, Grenadier Gauntlet
Bullgryn Bone 'ead
Selections: Grenadier Gauntlet, Slabshield
Abilities: Slabshield, Unit: Bullgryn Bone 'ead, Weapon: Frag Bombs, Grenadier Gauntlet
Abilities Description
Add 2 to the save rolls of any models equipped with a
Slabshield
slabshield.
Unit M WS BS S T W A Ld Save
Bullgryn 6" 3+ 4+ 5 5 3 3 7 4+
Bullgryn Bone 'ead 6" 3+ 4+ 5 5 3 4 8 4+
Abilities Description
Colours of the
All CADIAN units within 6" of Colour Sergeant Kell may re-roll failed Morale tests.
Cadian 8th
Listen Up, You can make one additional order with a single friendly ASTRA MILITARUM OFFICER within 6" of Colour Sergeant Kell in each
Maggots! of your turns.
Sworn Roll a D6 each time Lord Castellan Creed loses a wound whilst he is within 3" of Colour Sergeant Kell, on a 2+ Lord Castellan
Protector Creed does not lose a wound but Colour Sergeant Kell suffers a mortal wound.
Unit M WS BS S T W A Ld Save
Colour Sergeant Jarran
6" 3+ 3+ 3 3 4 3 7 4+
Kell
Command Squad
Categories: (REGIMENT), Astra Militarum, Command Squad, Elites, Imperium, Infantry, Veterans
Veteran
Selections: Lasgun
Unit: Veteran, Weapon: Frag grenade, Lasgun
Veteran
Selections: Lasgun
Unit: Veteran, Weapon: Frag grenade, Lasgun
Veteran
Selections: Lasgun
Unit: Veteran, Weapon: Frag grenade, Lasgun
Veteran
Selections: Lasgun
Unit: Veteran, Weapon: Frag grenade, Lasgun
Unit M WS BS S T W A Ld Save
Veteran 6" 4+ 3+ 3 3 1 1 6 5+
Commissar
Selections: Bolt pistol
Categories: Elites, Astra Militarum, Officio Prefectus, Character, Commissar, Imperium, Infantry
Abilities: Aura of Discipline, Summary Execution, Unit: Commissar, Weapon: Bolt pistol
Abilities Description
Aura of
Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of their own.
Discipline
The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of any friendly Commissars, you can
Summary
execute a model. If you do, one model of your choice in that unit is slain and the Morale test is re- rolled (do not include this slain model
Execution
when re-rolling the Morale test).
Unit M WS BS S T W A Ld Save
Commissar 6" 3+ 3+ 3 3 3 3 8 5+
Abilities Description
Models in this unit have a 3+ invulnerable
Storm Shield
save.
Unit M WS BS S T W A Ld Save
Crusader 6" 3+ 4+ 3 3 1 2 7 4+
Master of Ordnance
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
Master of You can re-roll any hit rolls of 1 made for friendly <Regiment> Basilisks, Wyverns, Manticores or Deathstrikes when they target enemy
Ballistics units over 36" away in the Shooting phase, if they are within 6" of this model.
Unit M WS BS S T W A Ld Save
Master of
6" 4+ 3+ 3 3 3 2 6 5+
Ordnance
Abilities Description
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
Aerial
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
Drop
more than 9" away from any enemy models.
Unit M WS BS S T W A Ld Save
Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+
Abilities Description
Once per battle, in your Shooting phase you can pick an enemy unit, other than a CHARACTER, which is visible to this model
Air Raid anywhere on the battlefield, and then roll a D6. On a roll of 1-3, nothing happens. On a roll of 4-5 the target unit suffers D3 mortal
Requested wounds. On a roll of 6, the target unit suffers 3 mortal wounds. You may only call in one air raid per turn, regardless of the number of
Officers of the Fleet.
Strafing At the start of the Shooting phase, pick an enemy unit, other than one which can FLY, within 18" of this model. For the duration of the
Coordinates phase, you can re-roll hit rolls of 1 for any friendly AERONAUTICA IMPERIALIS units that can FLY that target the unit you picked.
Unit M WS BS S T W A Ld Save
Officer of the
6" 4+ 3+ 3 3 3 2 6 5+
Fleet
Ogryns
Selections: 2x Ogryn, Ogryn Bone 'ead
Categories: Astra Militarum, Militarum Auxilla, Elites, Astra Militarum, Militarum Auxilla, Imperium, Infantry, Ogryn
Rules: Avalanche of Muscle
Unit M WS BS S T W A Ld Save
Ogryn 6" 3+ 4+ 5 5 3 3 7 5+
Ogryn Bone 'ead 6" 3+ 4+ 5 5 3 4 8 5+
Platoon Commander
Selections: Laspistol
Categories: (REGIMENT), Astra Militarum, Character, Elites, Imperium, Infantry, Officer, Platoon Commander
Abilities: Refractor Field, Voice of Command, Unit: Platoon Commander, Weapon: Frag grenade, Laspistol
Abilities Description
Refractor
This model has a 5+ invulnerable save.
Field
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
Voice of
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
Command
unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Unit M WS BS S T W A Ld Save
Platoon Commander 6" 3+ 3+ 3 3 3 3 7 5+
Abilities Description
Find the Best Instead of deploying normally, this unit may wait until both armies are fully deployed and then be placed anywhere on the board
Spot that is more than 18" from any enemy models.
Naturally Stealthy Models in this unit receive a 2+ bonus to their saving throw when they receive the benefits of cover instead of only +1.
Shoot Sharp and Immediately after making a shooting attack (other than firing Overwatch), this unit can move as if it were the Movement phase
Scarper (though it cannot Advance as part of this move).
Unit M WS BS S T W A Ld Save
Ratling 5" 5+ 3+ 2 2 1 1 5 6+
Abilities Description
Auspex During the Shooting phase, a single friendly <REGIMENT> VEHICLE within 6" may add 1 to all hit rolls until the end of the phase. A
Surveyor single model cannot benefit from multiple SALAMANDER COMMAND VEHICLE auspex surveyors.
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Scout 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
Vehicle 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 Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Salamander Command Vehicle 1 6-10+ 12" 3+ 3
Salamander Command Vehicle 2 3-5 8" 4+ D3
Salamander Command Vehicle 3 1-2 4" 5+ 1
Unit M WS BS S T W A Ld Save
Salamander Command Vehicle * 6+ * 6 7 10 * 7 3+
Sergeant Harker
Categories: Astra Militarum, Catachan, Character, Elites, Imperium, Infantry, Sergeant Harker
Abilities: Harker's Hellraisers, Unit: Sergeant 'Stonetooth' Harker, Weapon: Frag grenade, Krak grenade, Payback
Abilities Description
Harker's You can re-roll hit rolls of 1 in the Shooting phase for friendly CATACHAN units within 6" of Sergeant
Hellraisers Harker.
Unit M WS BS S T W A Ld Save
Sergeant 'Stonetooth' Harker 6" 3+ 3+ 4 3 3 4 7 5+
Unit M WS BS S T W A Ld Save
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+
Veterans
Selections: 9x Veteran w/ Lasgun
Categories: (REGIMENT), Astra Militarum, Elites, Imperium, Infantry, Veterans
Weapon: Frag grenade
Veteran Sergeant
Selections: Chainsword, Laspistol
Unit: Veteran Sergeant, Weapon: Chainsword, Laspistol
Unit M WS BS S T W A Ld Save
Veteran 6" 4+ 3+ 3 3 1 1 6 5+
Veteran
6" 4+ 3+ 3 3 1 2 7 5+
Sergeant
Fast Attack
Hellhounds
Categories: (REGIMENT), Astra Militarum, Fast Attack, Imperium, Hellhound, Vehicle
Rough Riders
Categories: Fast Attack, Fast Attack, (REGIMENT), Astra Militarum, Cavalry, Imperium, Rough Riders
Abilities: Flanking Manoeuvres, Weapon: Frag grenade
4x Rough Rider
Selections: 4x Hunting Lance
Unit: Rough Rider, Weapon: Chainsword, Hunting Lance, Laspistol, Trampling Hooves
Rough Rider Sergeant
Selections: Chainsword, Hunting Lance, Laspistol
Unit: Rough Rider Sergeant, Weapon: Chainsword, Hunting Lance, Laspistol, Trampling Hooves
Abilities Description
During deployment, you can set up this unit riding around the flanks instead of placing it on the battlefield. At the end of any of your
Flanking
Movement phases the unit can join the battle - set it up so that all models in the unit are within 7" of a battlefield edge of your choice
Manoeuvres
and more than 9" from any enemy models.
Unit M WS BS S T W A Ld Save
Rough Rider 10" 4+ 4+ 3 3 2 1 6 5+
Rough Rider
10" 4+ 4+ 3 3 2 2 7 5+
Sergeant
Rough Riders
Categories: Fast Attack, Fast Attack, (REGIMENT), Astra Militarum, Cavalry, Imperium, Rough Riders
Abilities: Flanking Manoeuvres, Weapon: Frag grenade
4x Rough Rider
Selections: 4x Hunting Lance
Unit: Rough Rider, Weapon: Chainsword, Hunting Lance, Laspistol, Trampling Hooves
Rough Rider Sergeant
Selections: Chainsword, Hunting Lance, Laspistol
Unit: Rough Rider Sergeant, Weapon: Chainsword, Hunting Lance, Laspistol, Trampling Hooves
Abilities Description
During deployment, you can set up this unit riding around the flanks instead of placing it on the battlefield. At the end of any of your
Flanking
Movement phases the unit can join the battle - set it up so that all models in the unit are within 7" of a battlefield edge of your choice
Manoeuvres
and more than 9" from any enemy models.
Unit M WS BS S T W A Ld Save
Rough Rider 10" 4+ 4+ 3 3 2 1 6 5+
Rough Rider
10" 4+ 4+ 3 3 2 2 7 5+
Sergeant
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Scout 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
Vehicle 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 Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Salamander Scout Tank
6-10+ 12" 4+ 3
1
Salamander Scout Tank
3-5 8" 5+ D3
2
Salamander Scout Tank
1-2 4" 6+ 1
3
Unit M WS BS S T W A Ld Save
Salamander Scout
* 6+ * 6 7 10 * 7 3+
Tank
Tauros Venator
Categories: (REGIMENT), Astra Militarum, Fast Attack, Imperium, Tauros, Tauros Venator, Vehicle
Tauros
Selections: Twin Multi-Laser
Abilities: Explodes, Galvanic Motor, Venator Targeting Array, Unit: Tauros, Weapon: Twin Multi-Laser
Abilities Description
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark.
Explodes
On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
Galvanic Motor If this model moved over 10" in the movement phase, it gains a 5+ invulnerable save.
Venator
Targeting This model doe not suffer the penalty to hit for shooting a Heavy Weapon on a turn in which it has moved.
Array
Unit M WS BS S T W A Ld Save
Tauros 15" 4+ 4+ 4 5 6 2 7 4+
Heavy Support
Basilisks
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
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Stat Damage (HS) 1 6-11+ 12" 4+ 3
Stat Damage (HS) 2 3-5 8" 5+ D3
Stat Damage (HS) 3 1-2 4" 6+ 1
Unit M WS BS S T W A Ld Save
Basilisk * 6+ * 6 6 11 * 7 3+
Abilities Description
At the start of any of this model’s Shooting phases, so long as it has not Advanced, it may choose to detonate its Cyclops demolition
Cyclops charge. When it does so, every unit (both friendly and enemy) within D6" is automatically hit by this weapon using the profile stated
Demolition above – roll separately for each unit. Once this model has detonated its Cyclops demolition charge, remove it from play. Any Cyclops
Charge Demolition Vehicle that is removed from play in this way does not award Victory points in scenarios that offer Victory points for slaying
enemy units.
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
Explodes
3+ it explodes, and each unit within 6" suffers D3 mortal wound.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Unit M WS BS S T W A Ld Save
Cyclops 10" 6+ 4+ 4 6 4 1 7 3+
Abilities Description
Artillery 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
Battery independently and is treated as a separate unit for all rules purposes.
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
(6+/6"/D3) a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Immobile After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.
Unit M WS BS S T W A Ld Save
Earthshaker 0" - 4+ 4 7 7 - 7 4+
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Griffon Mortar Carrier
6-11+ 8" 4+ 3
1
Griffon Mortar Carrier
3-5 6" 5+ D3
2
Griffon Mortar Carrier
1-2 4" 6+ 1
3
Unit M WS BS S T W A Ld Save
Griffon Mortar
* 6+ * 7 7 11 * 7 3+
Carrier
Abilities Description
An artillery piece can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew is within 3". A single Guardsmen Crew
Artillery model cannot operate multiple artillery pieces in this way in a single turn. If all of the Guardsmen Crew within 6" of an artillery piece are
slain, it immediately shuts down and is removed from play.
Artillery 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
Battery independently and is treated as a separate unit for all rules purposes.
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Unit M WS BS S T W A Ld Save
Guardsmen
6" 4+ 4+ 3 3 1 1 6 5+
Crew
Heavy Mortar 0" - 4+ 4 7 6 - 7 4+
Abilities Description
An artillery piece can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew is within 3". A single Guardsmen Crew
Artillery model cannot operate multiple artillery pieces in this way in a single turn. If all of the Guardsmen Crew within 6" of an artillery piece are
slain, it immediately shuts down and is removed from play.
Artillery 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
Battery independently and is treated as a separate unit for all rules purposes.
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Unit M WS BS S T W A Ld Save
Guardsmen Crew 6" 4+ 4+ 3 3 1 1 6 5+
Heavy Quad launcher 0" - 4+ 4 7 6 - 7 4+
Unit M WS BS S T W A Ld Save
Heavy Weapons
6" 4+ 4+ 3 3 2 2 6 5+
Team
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
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
Hydra * 6+ * 6 6 11 * 7 3+
Abilities Description
Emergency
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
Plasma
each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Vents
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
(6+/6"/D3) a 6 it explodes, and each unit within 6" suffers D3 mortal 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
Grinding same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy
Advance 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.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
FW Russ 1 6-12+ 10" 4+ 3
FW Russ 2 3-5 7" 5+ D3
FW Russ 3 1-2 4" 6+ 1
Unit M WS BS S T W A Ld Save
Leman
* 6+ * 7 8 12 * 7 3+
Russ
Abilities Description
Emergency
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
Plasma
each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Vents
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
(6+/6"/D3) a 6 it explodes, and each unit within 6" suffers D3 mortal 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
Grinding same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy
Advance 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.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Leman Russ 1 7-12+ 10" 4+ 3
Leman Russ 2 4-6 7" 5+ D3
Leman Russ 3 1-3 4" 6+ 1
Unit M WS BS S T W A Ld Save
Leman
* 6+ * 7 8 12 * 7 3+
Russ
Abilities Description
Co-axial If durring the same Shooting phase this model shoots it's Main gun at the same target as it's co-axial weapon, it may reroll any missed
Weapon hits with it's Main Gun.
Emergency
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
Plasma
each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Vents
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
(6+/6"/D3) a 6 it explodes, and each unit within 6" suffers D3 mortal 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
Grinding same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy
Advance 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.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
FW Russ 1 6-12+ 10" 4+ 3
FW Russ 2 3-5 7" 5+ D3
FW Russ 3 1-2 4" 6+ 1
Unit M WS BS S T W A Ld Save
Leman
* 6+ * 7 8 12 * 7 3+
Russ
Abilities Description
Co-axial If durring the same Shooting phase this model shoots it's Main gun at the same target as it's co-axial weapon, it may reroll any missed
Weapon hits with it's Main Gun.
Emergency
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
Plasma
each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Vents
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
(6+/6"/D3) a 6 it explodes, and each unit within 6" suffers D3 mortal 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
Grinding same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy
Advance 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.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
FW Russ 1 6-12+ 10" 4+ 3
FW Russ 2 3-5 7" 5+ D3
FW Russ 3 1-2 4" 6+ 1
Unit M WS BS S T W A Ld Save
Leman
* 6+ * 7 8 12 * 7 3+
Russ
Abilities Description
An artillery piece can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew is within 3". A single Guardsmen Crew
Artillery model cannot operate multiple artillery pieces in this way in a single turn. If all of the Guardsmen Crew within 6" of an artillery piece are
slain, it immediately shuts down and is removed from play.
Artillery 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
Battery independently and is treated as a separate unit for all rules purposes.
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Unit M WS BS S T W A Ld Save
Guardsmen
6" 4+ 4+ 3 3 1 1 6 5+
Crew
Rapier 3" 6+ 4+ 3 5 3 1 7 3+
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Tank
If this model attacks a VEHICLE with it's heavy laser destroyer array, roll 2 dice when rolling damage and discard the lowest result.
Hunter
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Styges Destroyer Tank Hunter 1 6-13+ 10" 4+ 3
Styges Destroyer Tank Hunter 2 3-5 7" 5+ D3
Styges Destroyer Tank Hunter 3 1-2 4" 6+ 1
Unit M WS BS S T W A Ld Save
Styges Destroyer Tank Hunter * 6+ * 7 8 13 * 7 3+
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal 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
Grinding same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy
Advance 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.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Styges Thunderer Seige Tank
6-13+ 10" 4+ 3
1
Styges Thunderer Seige Tank
3-5 7" 5+ D3
2
Styges Thunderer Seige Tank
1-2 4" 6+ 1
3
Unit M WS BS S T W A Ld Save
Styges Thunderer Seige
* 6+ * 7 8 13 * 7 3+
Tank
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
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
Wyvern * 6+ * 6 6 11 * 7 3+
Flyer
Arvus Lighter
Selections: Arvus Lighter
Categories: Aeronautica Imperialis, Astra Militarum, Fly, Flyer, Arvus Lighter, Vehicle, Transport
Abilities: Aerial Assault, Airborne, Crash and Burn, Hard to Hit, Hover Jet, Repair, Vehicle Squadron, Transport: Arvus Lighter, Unit: Arvus Lighter
Abilities Description
Aerial During deployment, you can set this unit up in the sky instead of placing it on the battlefield. At the end of any of your Movement phases,
Assault this unit may fly into battle – set it up anywhere on the battlefield that is more than 9" away from enemy models.
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
Airborne
by units that can FLY.
Crash 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
and Burn 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Hard to
Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
Hit
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
Hover Jet
phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginntng of your next Movement phase.
Repair At the end of this model’s movement, roll a D6. On a roll of a 6, it immediately regains a lost wound.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Transport Capacity
Arvus This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team
Lighter takes the space of two other models. This model may not transport OGRYNS.
Unit M WS BS S T W A Ld Save
Arvus Lighter 20"-30" 6+ 4+ 6 6 8 1 7 3+
Avenger Strike Fighter
Selections: Defensive Heavy Stubber, 2x Lascannon
Categories: Aeronautica Imperialis, Astra Militarum, Fly, Flyer, Imperium, Avenger Strike Fighter, Vehicle
Abilities: Airborne, Crash and Burn, Hard to Hit, Supersonic, Unit: Avenger Strike Fighter, Weapon: Avenger Bolt Cannon, Heavy stubber Defensive,
Lascannon, Wound Track (M,BS): Avenger Strike Fighter 1, Avenger Strike Fighter 2, Avenger Strike Fighter 3
Abilities Description
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
Airborne
by units that can FLY.
Crash and If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On
Burn a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
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
Supersonic the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase it's Move
characteristic by 20" until the end of the phase - do not roll a dice.
Unit M WS BS S T W A Ld Save
Avenger Strike
* 6+ * 7 7 14 3 7 3+
Fighter
Remaining
Wound Track (M,BS) M BS
W
Avenger Strike Fighter
7-14+ 20"-45" 3+
1
Avenger Strike Fighter
4-6 20"-30' 4+
2
Avenger Strike Fighter
1-3 20" 5+
3
Abilities Description
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
Airborne
by units that can FLY.
Crash and If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On
Burn a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
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
Supersonic the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase it's Move
characteristic by 20" until the end of the phase - do not roll a dice.
Unit M WS BS S T W A Ld Save
Lightning Strike
* 6+ * 7 7 14 3 7 3+
Fighter
Remaining
Wound Track (M,BS) M BS
W
Lightning Strike Fighter
7-14+ 20"-45" 3+
1
Lightning Strike Fighter
4-6 20"-30" 4+
2
Lightning Strike Fighter
1-3 20" 5+
3
Thunderbolt Heavy Fighter
Selections: 2x Twin autocannon, Twin lascannon
Categories: Aeronautica Imperialis, Astra Militarum, Fly, Flyer, Imperium, Thunderbolt Heavy Fighter, Vehicle
Abilities: Airborne, Crash and Burn, Hard to Hit, Repair, Supersonic, Unit: Thunderbolt Heavy Fighter, Weapon: Twin autocannon, Twin lascannon,
Wound Track (M,BS): Thunderbolt Heavy Fighter 1, Thunderbolt Heavy Fighter 2, Thunderbolt Heavy Fighter 3
Abilities Description
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
Airborne
by units that can FLY.
Crash and If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On
Burn a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
At the end of each of the Thunderbolt Heavy Fighter's Shooting phases, roll a dice. On a 6+, it immediatley regains a single wound lost
Repair
earlier in the battle.
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
Supersonic the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase it's Move
characteristic by 20" until the end of the phase - do not roll a dice.
Unit M WS BS S T W A Ld Save
Thunderbolt Heavy
* 6+ * 7 7 15 3 7 3+
Fighter
Remaining
Wound Track (M,BS) M BS
W
Thunderbolt Heavy Fighter
7-15+ 20"-45" 3+
1
Thunderbolt Heavy Fighter
4-6 20"-30" 4+
2
Thunderbolt Heavy Fighter
1-3 20" 5+
3
Valkyries
Categories: Aeronautica Imperialis, Astra Militarum, Flyer, Fly, Imperium, Transport, Vehicle, Valkyries
Valkyrie
Selections: Hellstrike Missiles, Multi-laser
Rules: Roving Gunship, Transport: Gunship
Abilities: Airborne, Crash and Burn, Grav Chute Insertion, Hard to Hit, Hover Jet, Supersonic, Vehicle Squadron, Unit: Valkyrie, Weapon:
Hellstrike Missile, Multi-laser, Wound Track (M,BS): Gunship 1, Gunship 2, Gunship 3
Abilities Description
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
Airborne
by units that can FLY.
Crash and If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On
Burn a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Models may disembark from this vehicle at any point during its move, but if the Valkyrie moves 20" or more, you must roll a D6 for
Grav Chute
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
Insertion
enemy models.
Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of
Hover Jet
the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginntng of your next Movement phase.
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
Supersonic the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase it's Move
characteristic by 20" until the end of the phase - do not roll a dice.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Unit M WS BS S T W A Ld Save
Valkyrie * 6+ * 7 7 14 3 7 3+
Remaining
Wound Track (M,BS) M BS
W
Gunship 1 8-14+ 20-45" 4+
Gunship 2 4-7 20-30" 5+
Gunship 3 1-3 20" 6+
Vendetta Gunship
Categories: Aeronautica Imperialis, Astra Militarum, Fly, Flyer, Imperium, Transport, Vehicle, Vendetta Gunship
Vendetta
Selections: 2 Twin Lascannons, Twin lascannon
Rules: Transport: Gunship
Abilities: Airborne, Crash and Burn, Grav Chute Insertion, Hard to Hit, Hover Jet, Supersonic, Vehicle Squadron, Unit: Vendetta, Weapon: Twin
lascannon, Wound Track (M,BS): Gunship 1, Gunship 2, Gunship 3
Abilities Description
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
Airborne
by units that can FLY.
Crash and If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On
Burn a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Models may disembark from this vehicle at any point during its move, but if the Valkyrie moves 20" or more, you must roll a D6 for
Grav Chute
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
Insertion
enemy models.
Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of
Hover Jet
the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginntng of your next Movement phase.
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
Supersonic the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase it's Move
characteristic by 20" until the end of the phase - do not roll a dice.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Unit M WS BS S T W A Ld Save
Vendetta * 6+ * 7 7 14 3 7 3+
Remaining
Wound Track (M,BS) M BS
W
Gunship 1 8-14+ 20-45" 4+
Gunship 2 4-7 20-30" 5+
Gunship 3 1-3 20" 6+
Vulture Gunship
Categories: Aeronautica Imperialis, Astra Militarum, Fly, Flyer, Imperium, Vehicle, Vulture Gunship
Vulture Gunship
Selections: 2 Hellstrike Missiles, Heavy bolter, Twin Multi-Laser
Rules: Strafing Run
Abilities: Airborne, Crash and Burn, Hard to Hit, Hover Jet, Supersonic, Vehicle Squadron, Unit: Vulture Gunship, Weapon: Heavy bolter,
Hellstrike Missile, Multi-laser Twin, Wound Track (M,BS): Gunship 1, Gunship 2, Gunship 3
Abilities Description
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
Airborne
by units that can FLY.
Crash and If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On
Burn a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of
Hover Jet
the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginntng of your next Movement phase.
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
Supersonic the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase it's Move
characteristic by 20" until the end of the phase - do not roll a dice.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Unit M WS BS S T W A Ld Save
Vulture Gunship * 6+ * 7 7 14 3 7 3+
Remaining
Wound Track (M,BS) M BS
W
Gunship 1 8-14+ 20-45" 4+
Gunship 2 4-7 20-30" 5+
Gunship 3 1-3 20" 6+
Dedicated Transport
Abilities Description
If this model starts its move within 1" of a friendly ASTRA MILITARUM ARTILLERY model, it can choose to tow it so long as neither this
Artillery model nor the ARTILLERY model is within 1" of an enemy model. If it does this, this model immediately makes a move of up to 12" The
Tractor ARTILLERY model is then placed anywhere withing 1" of this model so that no part of the ARTILLERY model has moved more than 12"
from where it started. An ARTILLERY model that has been towed may not fire its weapons during the Shooting phase of the same turn.
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Transport:
Centaur This model can transport 5 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team
Light takes the place of two other models and each OGRYN takes the space of three other models.
Carrier
Unit M WS BS S T W A Ld Save
Centaur Light
12" 6+ 4+ 5 6 7 2 7 3+
Carrier
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Chimera 1 6-10+ 12" 4+ 3
Chimera 2 3-5 8" 5+ D3
Chimera 3 1-2 4" 6+ 1
Transport Capacity
Transport: This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team
Chimera takes the place of two other models and each OGRYN takes the space of three other models.
Unit M WS BS S T W A Ld Save
Chimera * 6+ * 6 7 10 * 7 3+
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+/6"/D3) 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Chimera 1 6-10+ 12" 4+ 3
Chimera 2 3-5 8" 5+ D3
Chimera 3 1-2 4" 6+ 1
Transport Capacity
Transport: This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team
Chimera takes the place of two other models and each OGRYN takes the space of three other models.
Unit M WS BS S T W A Ld Save
Chimera * 6+ * 6 7 10 * 7 3+
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
(6+/6"/D3) a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Taurox 1 6-10+ 14" 4+ 3
Taurox 2 3-5 10" 5+ D3
Taurox 3 1-2 6" 6+ 1
Transport Capacity
Transport: This model can transport 10 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team
Taurox takes the place of two other models and each OGRYN takes the space of three other models.
Unit M WS BS S T W A Ld Save
Taurox * 6+ * 6 6 10 * 7 3+
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
(6+/6"/D3) disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your
Launchers next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
During the Shooting phase, a single friendly <REGIMENT> VEHICLE within 6" may re-roll any failed hit rolls when making
Support Vehicle
shooting attacks.
Transport: Trojan This model can transport 6 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons
Support Vehicle Team takes the place of two other models and each OGRYN takes the space of three other models.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Chimera 1 6-10+ 12" 4+ 3
Chimera 2 3-5 8" 5+ D3
Chimera 3 1-2 4" 6+ 1
Unit M WS BS S T W A Ld Save
Chimera * 6+ * 6 7 10 * 7 3+
Regimental Doctrine
Selections: Death Korps of Krieg
Categories: No Force Org Slot
HQ
Death Korps Field Officer
Selections: Laspistol
Categories: Astra Militarum, Death Korps of Krieg, HQ, Character, Death Korps Field Officer, Infantry, Officer
Abilities: Death Korps Voice of Command, Refractor Field, The Cult of Sacrifice, Unit: Death Korps Field Officer, Weapon: Frag grenade, Krak
grenade, Laspistol
Abilities Description
Death
This unit may issue order to those under their command at the start of any of their Shooting phases. Orders may only be issued to
Korps
INFANTRY or CAVALRY units within 6" of this unit that have the DEATH KORPS OF KRIEG keyword. To issue an order, pick a target
Voice of
unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Command
Refractor
This model has a 5+ invulnerable save.
Field
The Cult
of This unit ignores models slain in the Shooting phase when taking Morale tests.
Sacrifice
Unit M WS BS S T W A Ld Save
Death Korps Field Officer 6" 3+ 3+ 3 3 3 3 8 4+
Abilities Description
Death
This unit may issue order to those under their command at the start of any of their Shooting phases. Orders may only be issued to
Korps
INFANTRY or CAVALRY units within 6" of this unit that have the DEATH KORPS OF KRIEG keyword. To issue an order, pick a target
Voice of
unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Command
Refractor
This model has a 5+ invulnerable save.
Field
Senior This model may use the Voice of Command (DKOK) ability twice in each of your turns. Resolve the effects of the first order before
Officer attempting the second order.
The Cult
of This unit ignores models slain in the Shooting phase when taking Morale tests.
Sacrifice
Unit M WS BS S T W A Ld Save
Death Korps
6" 3+ 3+ 3 3 4 3 8 4+
Marshal
Abilities Description
Commander-
Friendly units within 12" of Marshal Karis Venner must use his Leadership value unless their own is higher.
in-Chief
Death Korps This unit may issue order to those under their command at the start of any of their Shooting phases. Orders may only be issued to
Voice of INFANTRY or CAVALRY units within 6" of this unit that have the DEATH KORPS OF KRIEG keyword. To issue an order, pick a
Command 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.
Implacable This model may use the Voice of Command (DKOK) abillty three times in each of your turns. Resolve the effects of the first order
Officer before attempting the second order, and so on.
Momento Whenever the bearer of the Momento Mori suffers wounds from a weapon which does multiple wounds (eg, D3, D6, etc.) the roll is
Mori always a 1.
Refractor
This model has a 5+ invulnerable save.
Field
The Cult of
This unit ignores models slain in the Shooting phase when taking Morale tests.
Sacrifice
Unit M WS BS S T W A Ld Save
Death Korps Marshal Karis
6" 3+ 3+ 3 3 4 3 9 4+
Venner
Troops
Abilities Description
The Cult of This unit ignores models slain in the Shooting phase when taking Morale
Sacrifice tests.
Unit M WS BS S T W A Ld Save
Death Korps Grenadier 6" 3+ 3+ 3 3 1 1 6 4+
Death Korps Grenadier Watch Master 6" 3+ 3+ 3 3 1 2 7 4+
Abilities Description
The Cult of This unit ignores models slain in the Shooting phase when taking Morale
Sacrifice tests.
Unit M WS BS S T W A Ld Save
Death Korps Guardsman 6" 3+ 4+ 3 3 1 1 6 5+
Death Korps Watch Master 6" 3+ 3+ 3 3 1 2 7 5+
Elites
Abilities Description
Aura of
All friendly DEATH KORPS OF KRIEG units within 6" of a COMMISSAR can use the Commissar's Leadership instead of their own.
Discipline
The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of any friendly Commissars, you can
Summary
execute a model. If you do, one model of your choice in that unit is slain and the Morale test is re- rolled (do not include this slain model
Execution
when re-rolling the Morale test).
The Cult
of This unit ignores models slain in the Shooting phase when taking Morale tests.
Sacrifice
Unit M WS BS S T W A Ld Save
Death Korps
6" 3+ 3+ 3 3 3 3 8 5+
Commissar
Abilities Description
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 DEATH
Medi- KORPS OF KRIEG INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the
pack battle (if the unit 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.
Servitors improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership value to 9, whilst they are within 6" of any friendly
Mindlock
DEATH KORPS QUARTERMASTER REVENANT
The Cult
of This unit ignores models slain in the Shooting phase when taking Morale tests.
Sacrifice
Each time a friendly DEATH KORPS OF KRIEG INFANTRY or DEATH KORPS OF KRIEG CAVALRY unit within 6" suffers a wound, roll
Vitae
a D6. On a 6, it ignores the injury and the wound is not lost. A unit cannot use both this and the Augmented Mount ability to prevent the
Mortis
same wound.
Unit M WS BS S T W A Ld Save
Death Korps Medicae-servitor 6" 5+ 5+ 3 3 1 1 6 4+
Death Korps Quartermaster Revenant 6" 3+ 3+ 3 3 2 2 7 4+
Master of Ordnance
Categories: Astra Militarum, Death Korps of Krieg, Elites, Character, Infantry, Imperium, Master of Ordinance
Abilities: Master of Ballistics, The Cult of Sacrifice, Unit: Master of Ordnance, Weapon: Artillery Barrage, Laspistol
Abilities Description
Master of You can re-roll any hit rolls of 1 made for friendly <Regiment> Basilisks, Wyverns, Manticores or Deathstrikes when they target enemy
Ballistics units over 36" away in the Shooting phase, if they are within 6" of this model.
The Cult of
This unit ignores models slain in the Shooting phase when taking Morale tests.
Sacrifice
Unit M WS BS S T W A Ld Save
Master of
6" 4+ 3+ 3 3 3 2 6 5+
Ordnance
Fast Attack
Salamander Scout Tank
Categories: Astra Militarum, Death Korps of Krieg, Fast Attack, Imperium, Salamander Scout Tank, Vehicle, Salamander
Salamander Scout Tank
Selections: Autocannon, Heavy bolter
Abilities: Explodes, Scout Vehicle, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Salamander Scout Tank 1, Salamander Scout
Tank 2, Salamander Scout Tank 3, Unit: Salamander Scout Tank, Weapon: Autocannon, Heavy bolter
Abilities Description
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
Explodes
6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Scout 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
Vehicle 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 Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Salamander Scout Tank
6-10+ 12" 4+ 3
1
Salamander Scout Tank
3-5 8" 5+ D3
2
Salamander Scout Tank
1-2 4" 6+ 1
3
Unit M WS BS S T W A Ld Save
Salamander Scout
* 6+ * 6 7 10 * 7 3+
Tank
Heavy Support
Abilities Description
At the start of any of this model’s Shooting phases, so long as it has not Advanced, it may choose to detonate its Cyclops demolition
Cyclops charge. When it does so, every unit (both friendly and enemy) within D6" is automatically hit by this weapon using the profile stated
Demolition above – roll separately for each unit. Once this model has detonated its Cyclops demolition charge, remove it from play. Any Cyclops
Charge Demolition Vehicle that is removed from play in this way does not award Victory points in scenarios that offer Victory points for slaying
enemy units.
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
Explodes
3+ it explodes, and each unit within 6" suffers D3 mortal wound.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Unit M WS BS S T W A Ld Save
Cyclops 10" 6+ 4+ 4 6 4 1 7 3+
Abilities Description
The Cult of This unit ignores models slain in the Shooting phase when taking Morale
Sacrifice tests.
Unit M WS BS S T W A Ld Save
Death Korps Heavy Weapons
6" 3+ 4+ 3 3 2 2 6 5+
Team
Abilities Description
Emergency
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
Plasma
each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Vents
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On
Explodes
a 6 it explodes, and each unit within 6" suffers D3 mortal 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
Grinding same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy
Advance 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.
Mars-Alpha
This vehicle receives a +1 to its armour save rolls against weapons with a Strength of 4 or less.
Hull
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Leman Russ 1 7-12+ 10" 4+ 3
Leman Russ 2 4-6 7 5+ D3
Leman Russ 3 1-3 4 6+ 1
Unit M WS BS S T W A Ld Save
Leman
* 6+ * 7 8 12 * 7 3+
Russ
Abilities Description
A artillery piece can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew is within 3". A single Guardsmen Crew
Artillery model cannot operate multiple artillery pieces in this way in a single turn. If all of the Guardsmen Crew within 6" of a artillery piece are
slain, it immediately shuts down and is removed from play.
A Artillery Battery and its Guardsmen Crew must be deployed as a single group within 3" of each other, and must remain within this
Artillery
distance throughout the battle, but are otherwise treated as separate units. The Guardsmen Crew may only be chosen as a target in the
Battery
Shooting phase if they are the closest visible unit to the model that is shooting.
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
Explodes
it explodes, and each unit within 6" suffers D3 mortal wounds.
Unit M WS BS S T W A Ld Save
Guardsmen Crew 6" 4+ 4+ 3 3 1 1 6 5+
Heavy Quad launcher 0" - 4+ 4 7 6 - 7 4+
Abilities Description
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
Explodes
6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Tank
If this model attacks a VEHICLE with it's heavy laser destroyer array, roll 2 dice when rolling damage and discard the lowest result.
Hunter
Vehicle 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
Squadron independently and is treated as a separate unit for all rules purposes.
Remaining
Stat Damage - M/BS/A Movement BS Attacks
W
Styges Destroyer Tank Hunter 1 6-13+ 10" 4+ 3
Styges Destroyer Tank Hunter 2 3-5 7" 5+ D3
Styges Destroyer Tank Hunter 3 1-2 4" 6+ 1
Unit M WS BS S T W A Ld Save
Styges Destroyer Tank Hunter * 6+ * 7 8 13 * 7 3+
Selection Rules
Acts of Faith: Roll a D6 at the start of each of your turns. On a 2+ one units from yoru army with this ability can perform an Act of Faith chosen from the following
list:
Hand of the Emperor: The unit can immediately move as if it were the Movement phase.
Divine Guidance: The unit can immediately shoot as if it were the Shooting phase.
The Passion: The unit can, if it is within 1" of an enemy unit, immediately pile in and attack as if it were the Fight phase.
Spirit of the Martyr: One model in the unit recovers D3 lost wounds, or you can return a single slain model to the unit with 1 wound remaining.
Avalanche of Muscle: youcan add 1 to the Attacks characteristic of thie model in the Fight phase on any turn in which it made a successful charge. This ability
may only be used the first time this model fights each turn.
Roving Gunship: If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase.
Shield of Faith: Models in this unit have a 6+ invulnerable save. In addition, this unit can attempt to deny one psychic power in each enemy Psychic phase in the
same manner as a PSYKER. However, if it does so, instead of rolling 2D6, only roll a single D6; the psychic power is resisted if the roll is greater than the result of
the Psychic test that manifested the power. When attempting to deny a psychic power, first select a model in the unit – measure range, visibility etc. from this
model.
Strafing Run: Add 1 to hit rolls against units that do not have the FLY keyword
Transport: Gunship: 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.
Zealot: You can re-roll failed hit rolls for this unit in a turn in which it charged, made a heroic intervention, or was changed by an enemy unit.