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Stat lines (Warhammer 40,000 8th Edition) [392 PL, 6070pts]

Unbound Army (Faction) (Imperium - Astra Militarum)

No Force Org Slot

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.

Astra Militarum Orders Effect


Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.
First Rank, Fire!
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.
Second Rank, Fire!
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were
Fix Bayonets!
the Fight phase.
Forwards, for the
The ordered unit can shoot this phase even if it Advanced in its Movement phase.
Emperor!
Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase.
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as
Move! Move! Move!
part of this move, and cannot declare a charge during this turn.
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase.

Unit M WS BS S T W A Ld Save
Company Commander 6" 3+ 3+ 3 3 4 3 8 5+/5++

Weapon Range Type S AP D Abilities


Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Grenade
Frag grenade 6" 3 0 1 -
D6
Laspistol 12" Pistol 1 3 0 1 -
Knight Commander Pask
Selections: Display Tank Orders, Heavy Bolter
Categories: Cadian, Astra Militarum, Character, HQ, Imperium, Knight Commander Pask, Leman Russ, Tank Commander, Vehicle
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Knight Commander, Smoke Launchers, Stat Damage - M/BS/A: Pask
Russ 1, Pask Russ 2, Pask Russ 3, Tank Orders: Full Throttle!, Gunners, Kill on Sight!, Strike and Shroud!, Tank Orders (Pask), Unit: Knight
Commander Pask, Weapon: Heavy bolter
Command Battle Tank
Selections: Battle Cannon
Unit: Leman Russ, Weapon: Battle Cannon

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+

Weapon Range Type S AP D Abilities


Heavy
Battle Cannon 72" 8 -2 D3 -
D6
Heavy bolter 36" Heavy 3 5 -1 1 -
Lord Castellan Creed
Selections: Display Astra Militarum Orders
Categories: Cadian, Astra Militarum, Character, HQ, Infantry, Imperium, Lord Castellan Creed, Officer
Abilities: Refractor Field, Supreme Commander, Tactical Genius, 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: Lord Castellan Creed,
Weapon: Hot-shot Laspistol, Power sword

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.

Astra Militarum Orders Effect


Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.
First Rank, Fire!
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.
Second Rank, Fire!
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were
Fix Bayonets!
the Fight phase.
Forwards, for the
The ordered unit can shoot this phase even if it Advanced in its Movement phase.
Emperor!
Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase.
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as
Move! Move! Move!
part of this move, and cannot declare a charge during this turn.
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase.

Unit M WS BS S T W A Ld Save
Lord Castellan
6" 3+ 3+ 3 3 4 3 9 4+
Creed

Weapon Range Type S AP D Abilities


Hot-shot Laspistol 6" Pistol 1 3 -2 1 -
Power sword Melee Melee User -3 1 -

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

Weapon Range Type S AP D Abilities


Bolt pistol 12" Pistol 1 4 0 1 -
Power
Melee Melee User -3 1 -
sword
Tank Commander
Selections: Display Tank Orders, Heavy Bolter
Categories: Astra Militarum, Character, HQ, Imperium, Leman Russ Battle Tank, Tank Commander, Vehicle, Officer, (REGIMENT), Leman Russ
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC
Russ 3, Tank Orders: Full Throttle!, Gunners, Kill on Sight!, Strike and Shroud!, Tank Orders, Unit: Tank Commander, Weapon: Heavy bolter
Command Battle Tank
Selections: Battle Cannon
Unit: Leman Russ, Weapon: Battle Cannon

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+

Weapon Range Type S AP D Abilities


Heavy
Battle Cannon 72" 8 -2 D3 -
D6
Heavy bolter 36" Heavy 3 5 -1 1 -
Tempestor Prime
Selections: Display Astra Militarum Orders, Hot-shot Laspistol
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!, First Rank, Fire! Second Rank, Fire!, Fix Bayonets!, Forwards, for
the Emperor!, Get back in the Fight!, Move! Move! Move!, Take Aim!, Unit: Tempestor Prime, Weapon: Frag grenade, Hot-shot Laspistol, Krak
grenade

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.

Astra Militarum Orders Effect


Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.
First Rank, Fire!
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.
Second Rank, Fire!
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were
Fix Bayonets!
the Fight phase.
Forwards, for the
The ordered unit can shoot this phase even if it Advanced in its Movement phase.
Emperor!
Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase.
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as
Move! Move! Move!
part of this move, and cannot declare a charge during this turn.
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase.

Unit M WS BS S T W A Ld Save
Tempestor
6" 3+ 3+ 3 3 4 3 8 4+
Prime

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Hot-shot Laspistol 6" Pistol 1 3 -2 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Lasgun 24 Rapid Fire 1 3 0 1 -
Infantry Squad
Selections: 9x Guardsman
Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade
Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Lasgun 24 Rapid Fire 1 3 0 1 -
Laspistol 12" Pistol 1 3 0 1 -

Militarum Tempestus Scions


Selections: 4x Scion
Categories: Astra Militarum, Tempestus Scions, Troops, Astra Militarum, Imperium, Infantry, Tempestus Scions, Militarum Tempestus
Abilities: Aerial Drop
Tempestor
Selections: Chainsword, Hot-shot Laspistol
Unit: Tempestor, Weapon: Frag grenade, Hot-shot Laspistol, Krak grenade

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Hot-shot Lasgun 18" Rapid Fire 1 3 -2 1 -
Hot-shot Laspistol 6" Pistol 1 3 -2 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -

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+

Weapon Range Type S AP D Abilities


Heavy
36" Heavy 3 5 -1 1 -
bolter

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+

Weapon Range Type S AP D Abilities


Grenade
Frag Bombs 6" 4 0 1
D6
Grenadier Gauntlet 12" Assault D6 4 0 1
Colour Sergeant Kell
Categories: Astra Militarum, Cadian, Character, Colour Sergeant Kell, Infantry, Imperium, Elites
Abilities: Colours of the Cadian 8th, Listen Up, Maggots!, Sworn Protector, Unit: Colour Sergeant Jarran Kell, Weapon: Laspistol, Power fist, Power
sword

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

Weapon Range Type S AP D Abilities


Laspistol 12" Pistol 1 3 0 1 -
When attacking with this weapon, you must subtract 1 from the hit
Power fist Melee Melee x2 -3 D3
roll.
Power
Melee Melee User -3 1 -
sword

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Lasgun 24 Rapid Fire 1 3 0 1 -

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+

Weapon Range Type S AP D Abilities


Bolt pistol 12" Pistol 1 4 0 1 -
Crusaders
Categories: Adeptus Ministorum, Astra Militarum, Elites, Crusaders
2x Crusader
Selections: 2x Power Sword
Rules: Acts of Faith, Shield of Faith, Zealot
Abilities: Storm Shield, Unit: Crusader, Weapon: Power sword

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+

Weapon Range Type S AP D Abilities


Power
Melee Melee User -3 1 -
sword

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

Weapon Range Type S AP D Abilities


This weapon can only be fired once per battle, and cannot be used if the bearer moves. This weapon can
Artillery Heavy
100" 8 -2 D3 target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use
Barrage D6
one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army.
Pistol
Laspistol 12" 3 0 1 -
1

Militarum Tempestus Command Squad


Categories: Tempestus Scions, Astra Militarum, Elites, Imperium, Infantry, Tempestus Scions, Tempestus Command Squad, Militarum Tempestus
Abilities: Aerial Drop
Tempestus Scion
Selections: Hot-Shot Lasgun
Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
Tempestus Scion
Selections: Hot-Shot Lasgun
Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
Tempestus Scion
Selections: Hot-Shot Lasgun
Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
Tempestus Scion
Selections: Hot-Shot Lasgun
Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Hot-shot Lasgun 18" Rapid Fire 1 3 -2 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Officer of the Fleet
Categories: Astra Militarum, Aeronautica Imperialis, Character, Elites, Imperium, Infantry, Officer of the Fleet, Officer
Abilities: Air Raid Requested, Strafing Coordinates, Unit: Officer of the Fleet, Weapon: Laspistol

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

Weapon Range Type S AP D Abilities


Laspistol 12" Pistol 1 3 0 1 -

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+

Weapon Range Type S AP D Abilities


Grenade
Frag Bombs 6" 4 0 1
D6
Ripper Gun (melee) Melee Melee User -1 1
Ripper Gun (shooting) 12" Assault 3 5 0 1

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Laspistol 12" Pistol 1 3 0 1 -
Ratlings
Categories: Elites, Astra Militarum, Militarum Auxilla, Elites, Astra Militarum, Imperium, Infantry, Militarum Auxilla, Ratlings
Abilities: Find the Best Spot, Naturally Stealthy, Shoot Sharp and Scarper
5x Ratling
Selections: 5x Sniper Rifle
Unit: Ratling, Weapon: Sniper rifle

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+

Weapon Range Type S AP D Abilities


Sniper Heavy This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for
36" 4 0 1
rifle 1 this weapon, it inflicts a mortal wound in addition to its normal damage.

Salamander Command Vehicle


Selections: Heavy bolter, Heavy Flamer
Categories: (REGIMENT), Astra Militarum, Elites, Imperium, Salamander, Salamander Command Tank, Vehicle
Abilities: Auspex Surveyor, Explodes (6+/6"/D3), Scout Vehicle, Smoke Launchers, Stat Damage - M/BS/A: Salamander Command Vehicle 1,
Salamander Command Vehicle 2, Salamander Command Vehicle 3, Unit: Salamander Command Vehicle, Weapon: Heavy bolter, Heavy flamer

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+

Weapon Range Type S AP D Abilities


Heavy bolter 36" Heavy 3 5 -1 1 -
Heavy
Heavy flamer 8" 5 -1 1 This weapon automatically hits its target
D6

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Krak grenade 6" Grenade 1 6 -1 D3 -
Payback 36" Assault 3 5 -2 1
Special Weapons Squad
Selections: 3x Guardsman, Guardsman W/ Special Weapon, Guardsman W/ Special Weapon, Guardsman W/ Special Weapon
Categories: (REGIMENT), Astra Militarum, Elites, Imperium, Infantry, Special Weapons Squad
Unit: Guardsman, Weapon: Frag grenade

Unit M WS BS S T W A Ld Save
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Lasgun 24 Rapid Fire 1 3 0 1 -

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

Weapon Range Type S AP D Abilities


Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Grenade
Frag grenade 6" 3 0 1 -
D6
Lasgun 24 Rapid Fire 1 3 0 1 -
Laspistol 12" Pistol 1 3 0 1 -

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

Weapon Range Type S AP D Abilities


Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Hunting
- Melee +2 -2 D3 A model may only attack with this weapon on a turn in which it has charged.
Lance
Laspistol 12" Pistol 1 3 0 1 -
Trampling After a model on it's mount makes it's close combat attacks, you can attack with it's mount. Make
- Melee User 0 1
Hooves 1 additional attack, using this weapon profile.

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

Weapon Range Type S AP D Abilities


Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Hunting
- Melee +2 -2 D3 A model may only attack with this weapon on a turn in which it has charged.
Lance
Laspistol 12" Pistol 1 3 0 1 -
Trampling After a model on it's mount makes it's close combat attacks, you can attack with it's mount. Make
- Melee User 0 1
Hooves 1 additional attack, using this weapon profile.
Salamander Scout Tank
Categories: (REGIMENT), Astra Militarum, Fast Attack, Imperium, Salamander, Salamander Scout Tank, Vehicle
Salamander Scout Tank
Selections: Autocannon, Heavy bolter
Abilities: Explodes (6+/6"/D3), 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
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

Weapon Range Type S AP D Abilities


Autocannon 48" Heavy 2 7 -1 2 -
Heavy
36" Heavy 3 5 -1 1 -
bolter

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+

Weapon Range Type S AP D Abilities


Twin Multi-Laser 36" Heavy 6 6 0 1

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+

Weapon Range Type S AP D Abilities


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

Cyclops Demolition Vehicle


Selections: Cyclops
Categories: (REGIMENT), Astra Militarum, Cyclops Demolition Vehicle, Imperium, Vehicle, 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+

Weapon Range Type S AP D Abilities


Cyclops Demolition Heavy ​ This weapon automatically hits its target. This weapon may only be used once per
* 9 -2 D3
Charge 2D6 battle.
Earthshaker Battery
Selections: Earthshaker Platform
Categories: (REGIMENT), Astra Militarum, Earthshaker battery, Artillery, Heavy Support

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+

Weapon Range Type S AP D Abilities


Heavy Roll 2 dice when firing this weapon and discards the lowest result. This weapon can target units that are
Earthshaker 240" 9 -3 D3
D6 not visible to the bearer.

Griffon Mortar Carrier


Categories: Astra Militarum, Heavy Support, Imperium, Vehicle, (REGIMENT), Astra Militarum, Griffon Mortar Carrier, Heavy Support, Imperium,
Vehicle
Griffon Mortar Carrier
Selections: Heavy Bolter
Abilities: Explodes (6+/6"/D3), Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Griffon Mortar Carrier 1, Griffon Mortar Carrier 2,
Griffon Mortar Carrier 3, Unit: Griffon Mortar Carrier, Weapon: Griffon Heavy Mortar, 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
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

Weapon Range Type S AP D Abilities


Griffon Roll 2 dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can
Heavy
Heavy 48" 6 -1 D3 target units not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving
D6
Mortar throws for being in cover.
Heavy Heavy
36" 5 -1 1 -
bolter 3
Heavy Mortar Battery
Categories: (REGIMENT), Astra Militarum, Artillery, Heavy Support, Heavy Mortar, Guardsmen Crew, Imperium, Infantry, Vehicle
Heavy Mortar
Selections: 3x Guardsmen Crew, Heavy Mortar
Abilities: Artillery, Artillery Battery, Explodes (6+/6"/D3)

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
This weapon can target units not visible to the
Heavy Mortar 48" Heavy D6 6 -1 D3
bearer.
Lasgun 24 Rapid Fire 1 3 0 1 -

Heavy Quad Launcher Battery


Categories: (REGIMENT), Astra Militarum, Artillery, Heavy Support, Heavy Quad Launcher, Imperium, Infantry, Guardsmen Crew
Heavy Quad Launcher Battery
Selections: 3x Guardsmen Crew, Heavy Quad launcher
Abilities: Artillery, Artillery Battery, Explodes (6+/6"/D3)

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
This weapon can target units that are not visible to the
Heavy Quad launcher 48" Heavy 4D6 5 0 1
bearer.
Lasgun 24 Rapid Fire 1 3 0 1 -

Heavy Weapons Squad


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

Unit M WS BS S T W A Ld Save
Heavy Weapons
6" 4+ 4+ 3 3 2 2 6 5+
Team

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Lasgun 24 Rapid Fire 1 3 0 1 -
Hydras
Categories: (REGIMENT), Astra Militarum, Heavy Support, Hydra, Imperium, Vehicle
Hydra
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: Hydra, Weapon: Heavy bolter, Hydra Quad Autocannon

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+

Weapon Range Type S AP D Abilities


Heavy
Heavy bolter 36" 5 -1 1 -
3
Hydra Quad Heavy Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls
72" 7 -1 2
Autocannon 8 made for this weapon against all other targets.

Leman Russ Annihilators


Categories: (REGIMENT), Astra Militarum, Heavy Support, Imperium, Leman Russ Annihilator, Leman Russ, Vehicle
Leman Russ Annihilator
Selections: Heavy Bolter, Turret-mounted Twin Lascannon
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: FW
Russ 1, FW Russ 2, FW Russ 3, Unit: Leman Russ, Weapon: Heavy bolter, Twin lascannon

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

Weapon Range Type S AP D Abilities


Heavy bolter 36" Heavy 3 5 -1 1 -
Twin
48" Heavy 2 9 -3 D6 -
lascannon
Leman Russ Battle Tanks
Categories: (REGIMENT), Astra Militarum, Heavy Support, Imperium, Leman Russ, Leman Russ Battle Tank, Vehicle
Leman Russ Battle Tank
Selections: Battle Cannon, Heavy Bolter
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A:
Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle Cannon, Heavy bolter

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

Weapon Range Type S AP D Abilities


Heavy
Battle Cannon 72" 8 -2 D3 -
D6
Heavy bolter 36" Heavy 3 5 -1 1 -
Leman Russ Conquerors
Categories: (REGIMENT), Astra Militarum, Heavy Support, Imperium, Leman Russ, Leman Russ Conqueror, Vehicle
Leman Russ Conqueror
Selections: Heavy Bolter, Turret-mounted Conqueror Battle Cannon
Abilities: Co-axial Weapon, Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat
Damage - M/BS/A: FW Russ 1, FW Russ 2, FW Russ 3, Unit: Leman Russ, Weapon: Co-axial Storm Bolter, Conqueror Battle Cannon, Heavy
bolter

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

Weapon Range Type S AP D Abilities


Co-axial Storm Bolter 24" Rapid Fire 2 4 0 1 -
Conqueror Battle
48" Heavy D6 8 -2 D3 -
Cannon
Heavy bolter 36" Heavy 3 5 -1 1 -
Leman Russ Stygies Vanquishers
Categories: (REGIMENT), Astra Militarum, Imperium, Leman Russ, Leman Russ Styges Vanquisher, Heavy Support, Vehicle
Leman Russ Stygies Vanquisher
Selections: Heavy Bolter
Abilities: Co-axial Weapon, Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat
Damage - M/BS/A: FW Russ 1, FW Russ 2, FW Russ 3, Unit: Leman Russ, Weapon: Co-axial Storm Bolter, Heavy bolter, Vanquisher Battle
Cannon

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

Weapon Range Type S AP D Abilities


Co-axial Storm Rapid
24" 4 0 1 -
Bolter Fire 2
Heavy
Heavy bolter 36" 5 -1 1 -
3
Vanquisher Heavy If this model did not move this turn, add 1 to all hit rolls with this weapon during the Shooting phase.
72" 8 -3 D6
Battle Cannon 1 Roll two dice when inflicting damage with this weapon and discard the lowest result.

Rapier Laser Destroyer


Selections: 2x Guardsmen Crew, Rapier
Categories: (REGIMENT), Astra Militarum, Artillery, Heavy Support, Imperium, Infantry, Guardsmen Crew, Vehicle
Abilities: Artillery, Artillery Battery, Explodes (6+/6"/D3)

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Laser Destroyer 36" Heavy 1 12 -4 D6
Lasgun 24 Rapid Fire 1 3 0 1 -
Stygies Destroyer Tank Hunter
Selections: Styges Destroyer Tank Hunter
Categories: (REGIMENT), Astra Militarum, Heavy Support, Imperium, Stygies Destroyer Tank Hunter, Vehicle

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+

Weapon Range Type S AP D Abilities


Heavy Laser Destroyer Heavy
60" 9 -3 D6
Array D3

Stygies Thunderer Seige Tank


Categories: (REGIMENT), Astra Militarum, Heavy Support, Imperium, Stygies Thunderer Siege Tank, Vehicle
Styges Thunderer Seige Tank
Selections: Demolisher cannon
Abilities: Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Styges Thunderer Seige Tank 1,
Styges Thunderer Seige Tank 2, Styges Thunderer Seige Tank 3, Unit: Styges Thunderer Seige Tank, Weapon: Demolisher cannon

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

Weapon Range Type S AP D Abilities


Heavy When attacking units with 5 or more models, change this weapon's Type to Heavy
Demolisher cannon 24" 10 -3 D6
D3 D6.
Wyverns
Categories: Heavy Support, (REGIMENT), Astra Militarum, Imperium, Vehicle, Wyvern
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
Wyvern
Selections: Heavy Bolter
Unit: Wyvern, Weapon: Heavy bolter, Wyvern Quad Stormshard Mortar

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+

Weapon Range Type S AP D Abilities


Heavy bolter 36" Heavy 3 5 -1 1 -
Wyvern Quad Stormshard Heavy This weapon can target units not visible to the bearer. You can re-roll failed wound
48" 4 0 1
Mortar 4D6 rolls for this weapon.

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

Weapon Range Type S AP D Abilities


Avenger Bolt Cannon 36" Heavy 8 6 -2 1
Add 1 to hit rolls made for this weapon against targets that can
Heavy stubber Defensive 36" Heavy 3 4 0 1
FLY
Lascannon 48" Heavy 1 9 -3 D6 -

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

Lightning Strike Fighter


Selections: Long Barreled Autocannon, Twin lascannon
Categories: Aeronautica Imperialis, Astra Militarum, Fly, Flyer, Imperium, Lightning Strike Fighter, Vehicle
Abilities: Airborne, Crash and Burn, Hard to Hit, Supersonic, Unit: Lightning Strike Fighter, Weapon: Long Barreled Autocannon, Twin lascannon,
Wound Track (M,BS): Lightning Strike Fighter 1, Lightning Strike Fighter 2, Lightning 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
Lightning Strike
* 6+ * 7 7 14 3 7 3+
Fighter

Weapon Range Type S AP D Abilities


Long Barreled Autocannon 72" Heavy 2 7 -1 D3
Twin lascannon 48" Heavy 2 9 -3 D6 -

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

Weapon Range Type S AP D Abilities


Twin autocannon 48" Heavy 4 7 -1 2 -
Twin lascannon 48" Heavy 2 9 -3 D6 -

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+

Weapon Range Type S AP D Abilities


Roll two dice when inflicting damage with this weapon and discard the lowest
Hellstrike Missile 72" Heavy 1 8 -2 D6
result.
Multi-laser 36" Heavy 3 6 0 1 -

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+

Weapon Range Type S AP D Abilities


Twin
48" Heavy 2 9 -3 D6 -
lascannon

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+

Weapon Range Type S AP D Abilities


Heavy bolter 36" Heavy 3 5 -1 1 -
Roll two dice when inflicting damage with this weapon and discard the lowest
Hellstrike Missile 72" Heavy 1 8 -2 D6
result.
Multi-laser Twin 36" Heavy 6 6 0 1 -

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

Centaur Light Carrier


Selections: 2x Heavy stubber
Categories: (REGIMENT), Astra Militarum, Centaur Light Carrier, Dedicated Transport, Imperium, Transport, Vehicle
Abilities: Artillery Tractor, Explodes (6+/6"/D3), Smoke Launchers, Transport: Centaur Light Carrier, Unit: Centaur Light Carrier, Weapon: Heavy
stubber

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

Weapon Range Type S AP D Abilities


Heavy stubber 36" Heavy 3 4 0 1 -
Chimera
Selections: Heavy Bolter, Multi-laser
Categories: (REGIMENT), Astra Militarum, Imperium, Transport, Vehicle, Dedicated Transport, Chimera
Abilities: Explodes (6+/6"/D3), Smoke Launchers, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3, Transport: Transport: Chimera, Unit:
Chimera, Weapon: Heavy bolter, Lasgun Array, Multi-laser

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+

Weapon Range Type S AP D Abilities


Heavy bolter 36" Heavy 3 5 -1 1 -
Lasgun This weapon can only be fired if a unit is embarked upon the vehicle equipped with
24" Rapid Fire 3 3 0 1
Array it.
Multi-laser 36" Heavy 3 6 0 1 -

Gryphonne Pattern Chimera


Selections: Autocannon, Heavy Bolter
Categories: (REGIMENT), Astra Militarum, Dedicated Transport, Gryphonne Pattern Chimera, Imperium, Transport, Vehicle
Abilities: Explodes (6+/6"/D3), Smoke Launchers, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3, Transport: Transport: Chimera, Unit:
Chimera, Weapon: Autocannon, Heavy bolter, Lasgun Array

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+

Weapon Range Type S AP D Abilities


Autocannon 48" Heavy 2 7 -1 2 -
Heavy bolter 36" Heavy 3 5 -1 1 -
Lasgun This weapon can only be fired if a unit is embarked upon the vehicle equipped with
24" Rapid Fire 3 3 0 1
Array it.
Taurox
Selections: 2x Autocannon
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

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+

Weapon Range Type S AP D Abilities


Autocannon 48" Heavy 2 7 -1 2 -

Trojan Support Vehicle


Selections: Heavy Bolter
Categories: (REGIMENT), Astra Militarum, Dedicated Transport, Imperium, Transport, Trojan Support Vehicle, Vehicle
Abilities: Explodes (6+/6"/D3), Smoke Launchers, Support Vehicle, Transport: Trojan Support Vehicle, Stat Damage - M/BS/A: Chimera 1, Chimera
2, Chimera 3, Unit: Chimera, 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
(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+

Weapon Range Type S AP D Abilities


Heavy
36" Heavy 3 5 -1 1 -
bolter

Unbound Army (Faction) (Imperium - FW Death Korps of Krieg)

No Force Org Slot

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Krak grenade 6" Grenade 1 6 -1 D3 -
Laspistol 12" Pistol 1 3 0 1 -

Death Korps Marshal


Selections: Laspistol
Categories: Astra Militarum, Death Korps Marshal, Death Korps of Krieg, HQ, Character, Imperium, Infantry, Officer
Abilities: Death Korps Voice of Command, Refractor Field, Senior Officer, The Cult of Sacrifice, Unit: Death Korps Marshal, 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
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

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Krak grenade 6" Grenade 1 6 -1 D3 -
Laspistol 12" Pistol 1 3 0 1 -
Death Korps Marshal Karis Venner
Selections: Momento Mori, Power sword
Categories: Astra Militarum, Death Korps of Krieg, HQ, Character, Imperium, Infantry, Death Korps Marhsal Karis Venner, Officer
Abilities: Commander-in-Chief, Death Korps Voice of Command, Implacable Officer, Momento Mori, Refractor Field, The Cult of Sacrifice, Unit: Death
Korps Marshal Karis Venner, Weapon: Frag grenade, Hot-shot Laspistol, Krak grenade, Power sword

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

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Hot-shot Laspistol 6" Pistol 1 3 -2 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Power sword Melee Melee User -3 1 -

Troops

Death Korps Grenadier Storm Squad


Selections: 4x Death Korps Grenadier
Categories: Astra Militarum, Death Korps Grenadier Storm Squad, Death Korps of Krieg, Infantry, Imperium, Troops
Abilities: The Cult of Sacrifice
Grenadier Watch Master
Selections: Chainsword, Hot-shot Laspistol
Unit: Death Korps Grenadier Watch Master, Weapon: Chainsword, Frag grenade, Hot-shot Laspistol, Krak grenade

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+

Weapon Range Type S AP D Abilities


Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Grenade
Frag grenade 6" 3 0 1 -
D6
Hot-shot Lasgun 18" Rapid Fire 1 3 -2 1 -
Hot-shot Laspistol 6" Pistol 1 3 -2 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Death Korps Infantry Squad
Selections: 9x Death Korps Guardsman
Categories: Astra Militarum, Death Korps Infantry Squad, Death Korps of Krieg, Imperium, Infantry, Troops
Abilities: The Cult of Sacrifice
Death Korps Watch Master
Selections: Lasgun
Unit: Death Korps Watch Master, Weapon: Frag grenade, Krak grenade, Lasgun

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Krak grenade 6" Grenade 1 6 -1 D3 -
Lasgun 24 Rapid Fire 1 3 0 1 -

Elites

Death Korps Command Squad


Categories: Astra Militarum, Imperium, Infantry, Death Korps of Krieg, Death Korps of Krieg Command Squad, Elites
Weapon: Frag grenade, Krak grenade

Weapon Range Type S AP D Abilities


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

Death Korps Commissar


Selections: Laspistol
Categories: Astra Militarum, Character, Death Korps Commissar, Death Korps of Krieg, Elites, Imperium, Commissar, Infantry
Abilities: Aura of Discipline, Summary Execution, The Cult of Sacrifice, Unit: Death Korps Commissar, Weapon: Frag grenade, Krak grenade,
Laspistol

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

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Krak grenade 6" Grenade 1 6 -1 D3 -
Laspistol 12" Pistol 1 3 0 1 -
Death Korps Quartermaster Cadre
Selections: 2x Death Korps Medicae-servitor
Categories: Astra Militarum, Death Korps of Krieg, Elites, Imperium
Abilities: The Cult of Sacrifice
Death Korps Quartermaster Revenant
Selections: Hot-shot Laspistol, Medi-pack
Categories: Character, Death Korps Quartermaster Cadre, Infantry
Abilities: Medi-pack, Vitae Mortis, Unit: Death Korps Quartermaster Revenant, Weapon: Frag grenade, Hot-shot Laspistol, Krak grenade

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Hot-shot
6" Pistol 1 3 -2 1 -
Laspistol
Krak grenade 6" Grenade 1 6 -1 D3 -
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on
Medical Scalpels Melee Melee User 0 1
a 6+

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

Weapon Range Type S AP D Abilities


This weapon can only be fired once per battle, and cannot be used if the bearer moves. This weapon can
Artillery Heavy
100" 8 -2 D3 target units that are not visible to the bearer (when doing so, subtract I frorn the hit rolls). You may only use
Barrage D6
one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army.
Pistol
Laspistol 12" 3 0 1 -
1

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

Weapon Range Type S AP D Abilities


Autocannon 48" Heavy 2 7 -1 2 -
Heavy
36" Heavy 3 5 -1 1 -
bolter

Heavy Support

Cyclops Demolition Vehicle


Selections: Cyclops
Categories: Astra Militarum, Death Korps of Krieg, Cyclops, Heavy Support, Imperium, Vehicle

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+

Weapon Range Type S AP D Abilities


Cyclops Demolition Heavy ​ This weapon automatically hits its target. This weapon may only be used once per
* 9 -2 D3
Charge 2D6 battle.
Death Korps Heavy Weapons Squad
Selections: Death Korps Heavy Weapons Team, Death Korps Heavy Weapons Team, Death Korps Heavy Weapons Team
Categories: Astra Militarum, Death Korps of Krieg, Imperium, Infantry, Death Korps Heavy Weapons Squad, Heavy Support
Abilities: The Cult of Sacrifice, Weapon: Frag grenade, Krak grenade

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

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
Krak grenade 6" Grenade 1 6 -1 D3 -
Lasgun 24 Rapid Fire 1 3 0 1 -

Death Korps Leman Russ Mars-Alpha Battle Tanks


Categories: Astra Militarum, Death Korps Leman Russ Mars-Alpha Battle Tanks, Death Korps of Krieg, Vehicle, Heavy Support, Leman Russ
Leman Russ Mars-Alpha Battle Tank
Selections: Battle Cannon, Heavy Bolter
Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Mars-Alpha Hull, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A:
Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle Cannon, Heavy bolter

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

Weapon Range Type S AP D Abilities


Heavy
Battle Cannon 72" 8 -2 D3 -
D6
Heavy bolter 36" Heavy 3 5 -1 1 -
Heavy Quad Launcher Battery
Categories: Astra Militarum, Artillery, Heavy Support, Heavy Quad launcher Battery, Imperium, Infantry, Vehicle, Guardsmen Crew, Death Korps of
Krieg
Heavy Quad Launcher Battery
Selections: Guardsmen Crew, Guardsmen Crew, Guardsmen Crew, Heavy Quad launcher
Abilities: Artillery, Artillery Battery, Explodes

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+

Weapon Range Type S AP D Abilities


Grenade
Frag grenade 6" 3 0 1 -
D6
This weapon can target units that are not visible to the
Heavy Quad launcher 48" Heavy 4D6 5 0 1
bearer.
Lasgun 24 Rapid Fire 1 3 0 1 -

Stygies Destroyer Tank Hunter


Selections: Styges Destroyer Tank Hunter
Categories: Astra Militarum, Death Korps of Krieg, Heavy Support, Imperium, Vehicle, Styges Destroyer Tank Hunter

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+

Weapon Range Type S AP D Abilities


Heavy Laser Destroyer Heavy
60" 9 -3 D6
Array D3

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.

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