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James Titterington

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New Roster (Warhammer 40,000 9th Edition) [105 PL, 7CP, 1,748pts]

  • Spearhead Detachment -3CP (Imperium - Astra Militarum) [59 PL, -4CP, 960pts]

    Rules: Defenders of Humanity

    • Configuration [-3CP]
      • Detachment CP [-3CP]

        Categories: Configuration

      • Regimental Doctrine

        Selections: Gunnery Experts, Jury-rigged Repairs

        Categories: Configuration

        Abilities: Gunnery Experts, Jury-rigged Repairs


        AbilitiesDescriptionRef
        Gunnery ExpertsWhen you roll to determine the Type characteristic of any weapon a VEHICLEmodel with this doctrine is equipped with, you can re-roll one of the dice.
        Jury-rigged Repairs“At the start of your turn, roll one D6 for each VEHICLEmodel from your army with this doctrine that has lost any wounds. On a 2-4 that model regains 1 lost wound. On a 5+ that model regains up to D3 lost wounds
    • Stratagems [-1CP]
      • Tank Ace [-1CP]

        Categories: Stratagems

    • HQ [24 PL, 400pts]
      • Tank Commander [12 PL, 200pts]

        Selections: Battle Cannon [20pts], Hunter-Killer Missile [5pts], Lascannon [20pts], Stat Damage (Leman Russ Commander), Steel Commander

        Categories: Leman Russ, Faction: <REGIMENT>, Character, HQ, Faction: Imperium, Tank Commander, Vehicle, Officer

        Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Steel Commander, Tank Orders, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Battle cannon, Hunter-killer missile, Lascannon


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        Explodes (6+/6"/D3)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Steel Commander“TANK COMMANDERmodels with this ability can issue one additional Tank Order each turn.”
        Tank OrdersThis model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the start of your Shooting phase. To issue a 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 LEMAN RUSS can only be given a single order each turn.
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        TC Russ 17-12+10"3+3
        TC Russ 24-67"4+D3
        TC Russ 31-34"5+1
        UnitMWSBSSTWALdSaveRef
        Tank Commander*6+*7812*73+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lascannon48"Heavy 19-3D6-
      • Tank Commander [12 PL, 200pts]

        Selections: Battle Cannon [20pts], Hunter-Killer Missile [5pts], Lascannon [20pts], Stat Damage (Leman Russ Commander), Steel Commander

        Categories: Leman Russ, Faction: <REGIMENT>, Character, HQ, Faction: Imperium, Tank Commander, Vehicle, Officer

        Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Steel Commander, Tank Orders, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Battle cannon, Hunter-killer missile, Lascannon


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        Explodes (6+/6"/D3)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Steel Commander“TANK COMMANDERmodels with this ability can issue one additional Tank Order each turn.”
        Tank OrdersThis model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the start of your Shooting phase. To issue a 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 LEMAN RUSS can only be given a single order each turn.
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        TC Russ 17-12+10"3+3
        TC Russ 24-67"4+D3
        TC Russ 31-34"5+1
        UnitMWSBSSTWALdSaveRef
        Tank Commander*6+*7812*73+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lascannon48"Heavy 19-3D6-
    • Elites [2 PL, 35pts]
      • Tech-Priest Enginseer [2 PL, 35pts]

        Selections: Laspistol, Omnissan Axe, Servo-arm

        Categories: Faction: <FORGEWORLD>, Character, Cult Mechanicus, Enginseer, Elites, Faction: Imperium, Infantry, Tech-Priest

        Rules: Designer's Note (forgeworld)

        Abilities: Bionics, Master of Machines, Unit: Tech-Priest Enginseer, Weapon: Laspistol, Omnissan Axe, Servo-arm


        AbilitiesDescriptionRef
        BionicsThis model has a 6+ invulnerable save. 
        Master of MachinesAt the end of your Movement phase this model can repair a single friendly <FORGEWORLD>, ASTRAMILITARUM VEHICLE or QUESTOR MECHANICUS model within 3". If the model being repaired is a <FORGEWORLD> or ASTRA MILITARUM model, it regains D3 lost wounds; if it is a QUESTOR MECHANICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn.
        UnitMWSBSSTWALdSaveRef
        Tech-Priest Enginseer6"4+4+444283+
        WeaponRangeTypeSAPDAbilitiesRef
        Laspistol12"Pistol 1301-
        Omnissan AxeMeleeMelee+1-22
        Servo-armMeleeMeleeX2-23Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
    • Heavy Support [33 PL, 525pts]
      • Leman Russ Battle Tanks [11 PL, 175pts]

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

        • Leman Russ Battle Tank [11 PL, 175pts]

          Selections: Battle Cannon [20pts], Hunter-Killer Missile [5pts], Lascannon [20pts], Stat Damage (Leman Russ)

          Categories: Leman Russ

          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, Hunter-killer missile, Lascannon


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        Explodes (6+/6"/D3)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Vehicle SquadronThe first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Leman Russ 17-12+10"4+3
        Leman Russ 24-67"5+D3
        Leman Russ 31-34"6+1
        UnitMWSBSSTWALdSaveRef
        Leman Russ*6+*7812*73+Codex: Astra Militarum p46
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lascannon48"Heavy 19-3D6-
      • Leman Russ Battle Tanks [11 PL, 175pts]

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

        • Leman Russ Battle Tank [11 PL, 175pts]

          Selections: Battle Cannon [20pts], Hunter-Killer Missile [5pts], Lascannon [20pts], Stat Damage (Leman Russ)

          Categories: Leman Russ

          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, Hunter-killer missile, Lascannon


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        Explodes (6+/6"/D3)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Vehicle SquadronThe first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Leman Russ 17-12+10"4+3
        Leman Russ 24-67"5+D3
        Leman Russ 31-34"6+1
        UnitMWSBSSTWALdSaveRef
        Leman Russ*6+*7812*73+Codex: Astra Militarum p46
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lascannon48"Heavy 19-3D6-
      • Leman Russ Battle Tanks [11 PL, 175pts]

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

        • Leman Russ Battle Tank [11 PL, 175pts]

          Selections: Battle Cannon [20pts], Hunter-Killer Missile [5pts], Lascannon [20pts], Stat Damage (Leman Russ)

          Categories: Leman Russ

          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, Hunter-killer missile, Lascannon


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        Explodes (6+/6"/D3)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Vehicle SquadronThe first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Leman Russ 17-12+10"4+3
        Leman Russ 24-67"5+D3
        Leman Russ 31-34"6+1
        UnitMWSBSSTWALdSaveRef
        Leman Russ*6+*7812*73+Codex: Astra Militarum p46
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lascannon48"Heavy 19-3D6-
  • Battalion Detachment 0CP (Imperium - Astra Militarum) [46 PL, 11CP, 788pts]

    Rules: Defenders of Humanity

    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Regimental Doctrine

        Selections: Regiment: Catachan

        Categories: Configuration

        Abilities: Brutal Strength


        AbilitiesDescriptionRef
        Brutal StrengthINFANTRY units with this doctrine add 1 to their Strength characteristic. In addition, they can add 1 to their Leadership characteristic if they are within 6" of a friendly CATACHAN OFFICER. Each time a VEHICLE with this doctrine fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.) you can re-roll one of the dice used to determine the number of attacks made.
    • Stratagems [-1CP]
      • Imperial Commander's Armoury [-1CP]

        Selections: 1 additional Heirloom of Conquest [-1CP]

        Categories: Stratagems, No Force Org Slot

    • HQ [5 PL, 92pts]
      • Company Commander [2 PL, 42pts]

        Selections: Bolt pistol [2pts], Frag grenades, Power sword [5pts], Relic: Kurov's Aquila, Warlord

        Categories: Officer, Faction: Imperium, Faction: <REGIMENT>, Character, Infantry, Company Commander, HQ, Warlord

        Abilities: Kurov's Aquila, Refractor Field, Senior Officer, Voice of Command, Unit: Company Commander, Weapon: Bolt pistol, Frag grenades, Power sword


        AbilitiesDescriptionRef
        Kurov's AquilaOFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point.
        Refractor FieldThis model has a 5+ invulnerable save.
        Senior OfficerThis model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
        Voice of CommandThis unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
        UnitMWSBSSTWALdSaveRef
        Company Commander6"3+3+334385+Codex: Astra Militarum p30
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Power swordMeleeMelee+1-31-
      • Lord Commissar [3 PL, 50pts]

        Selections: Plasma pistol [5pts], Power fist [10pts], Relic: The Deathmask of Ollanius

        Categories: HQ, Character, Commissar, Faction: Imperium, Infantry, Lord Commissar, Faction: Officio Prefectus

        Abilities: Aura of Discipline, Refractor Field, Summary Execution, The Deathmask of Ollanius, Unit: Lord Commissar, Weapon: Plasma pistol, Standard, Plasma pistol, Supercharge, Power fist


        AbilitiesDescriptionRef
        Aura of DisciplineAny friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of their own.
        Refractor FieldThis model has a 5+ invulnerable save.
        Summary ExecutionThe 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 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 when re-rolling the Morale test).
        The Deathmask of OllaniusINFANTRY model only. The bearer of this item has a 4+ invulnerable save. In addition, once per game, at the start of any of your turns, the bearer may immediately heal D3 wounds.
        UnitMWSBSSTWALdSaveRef
        Lord Commissar6"2+2+334394+Codex: Astra Militarum p33
        WeaponRangeTypeSAPDAbilitiesRef
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
        Power fistMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
    • Troops [15 PL, 250pts]
      • Infantry Squad [3 PL, 50pts]

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

        Weapon: Frag grenades

        • 9x Guardsman [45pts]

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant [5pts]

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 50pts]

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

        Weapon: Frag grenades

        • 9x Guardsman [45pts]

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant [5pts]

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 50pts]

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

        Weapon: Frag grenades

        • 9x Guardsman [45pts]

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant [5pts]

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 50pts]

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

        Weapon: Frag grenades

        • 9x Guardsman [45pts]

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant [5pts]

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 50pts]

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

        Weapon: Frag grenades

        • 9x Guardsman [45pts]

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant [5pts]

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
    • Elites [8 PL, 158pts]
      • Command Squad [2 PL, 54pts]

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

        • Veteran w/ Medi-pack [11pts]

          Selections: Frag grenades, Laspistol and Chainsword, Medi-pack [5pts]

          Abilities: Medi-pack, Unit: Veteran, Weapon: Chainsword, Frag grenades, Laspistol

        • Veteran w/ Regimental Standard [11pts]

          Selections: Frag grenades, Laspistol and Chainsword, Regimental Standard [5pts]

          Abilities: Regimental Standard, Unit: Veteran, Weapon: Chainsword, Frag grenades, Laspistol

        • Veteran w/ Special Weapon [16pts]

          Selections: Frag grenades, Plasma gun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Plasma gun, Standard, Plasma gun, Supercharge

        • Veteran w/ Special Weapon [16pts]

          Selections: Frag grenades, Plasma gun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Plasma gun, Standard, Plasma gun, Supercharge


        AbilitiesDescriptionRef
        Medi-packAt the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of a 4+, one model in the unit recovers a wound it lost earlier in the battle (if the model has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.
        Regimental StandardAll friendly <b><REGIMENT> units add 1 to their Leadership whilst they are within 6" of any <b><REGIMENT> Veteran with a regimental standard.Codex: Astra Militarum
        UnitMWSBSSTWALdSaveRef
        Veteran6"4+3+331165+Codex: Astra Militarum p30
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Laspistol12"Pistol 1301-
        Plasma gun, Standard24"Rapid Fire 17-31-
        Plasma gun, Supercharge24"Rapid Fire 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
      • Ministorum Priest [2 PL, 40pts]

        Selections: Frag & Krak grenades, Laspistol

        Categories: Faction: Adeptus Ministorum, Faction: Imperium, Infantry, Ministorum Priest, Character, Elites

        Abilities: Rosarius, War Hymns, Zealot, Unit: Ministorum Priest, Weapon: Frag grenades, Krak grenades, Laspistol


        AbilitiesDescriptionRef
        RosariusThis model has a 4+ invulnerable save.
        War HymnsYou can add 1 to the Attacks characteristic of all models in an ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units that within 6" of any friendly MINISTORUM PRIESTS.
        ZealotYou 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.Codex: Astra Militarum p99
        UnitMWSBSSTWALdSaveRef
        Ministorum Priest6"4+4+334376+
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Laspistol12"Pistol 1301-
      • Platoon Commander [2 PL, 32pts]

        Selections: Bolt pistol [2pts], Frag grenades, Power sword [5pts]

        Categories: Faction: <REGIMENT>, Character, Elites, Faction: Imperium, Infantry, Officer, Platoon Commander

        Abilities: Refractor Field, Voice of Command, Unit: Platoon Commander, Weapon: Bolt pistol, Frag grenades, Power sword


        AbilitiesDescriptionRef
        Refractor FieldThis model has a 5+ invulnerable save.
        Voice of CommandThis unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
        UnitMWSBSSTWALdSaveRef
        Platoon Commander6"3+3+333375+Index: Imperium 2 p14
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Power swordMeleeMelee+1-31-
      • Platoon Commander [2 PL, 32pts]

        Selections: Bolt pistol [2pts], Frag grenades, Power sword [5pts]

        Categories: Faction: <REGIMENT>, Character, Elites, Faction: Imperium, Infantry, Officer, Platoon Commander

        Abilities: Refractor Field, Voice of Command, Unit: Platoon Commander, Weapon: Bolt pistol, Frag grenades, Power sword


        AbilitiesDescriptionRef
        Refractor FieldThis model has a 5+ invulnerable save.
        Voice of CommandThis unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
        UnitMWSBSSTWALdSaveRef
        Platoon Commander6"3+3+333375+Index: Imperium 2 p14
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Power swordMeleeMelee+1-31-
    • Fast Attack [9 PL, 135pts]
      • Scout Sentinels [3 PL, 45pts]

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

        • Scout Sentinel [3 PL, 45pts]

          Selections: Autocannon [15pts]

          Abilities: Explodes (6+/3"/1), Scout Vehicle, Smoke Launchers, Unit: Scout Sentinel, Weapon:Autocannon


        AbilitiesDescriptionRef
        Explodes (6+/3"/1)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
        Scout VehicleAt the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        UnitMWSBSSTWALdSaveRef
        Scout Sentinel9"4+4+556174+Codex: Astra Militarum p45
        WeaponRangeTypeSAPDAbilitiesRef
        Autocannon48"Heavy 27-12-
      • Scout Sentinels [3 PL, 45pts]

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

        • Scout Sentinel [3 PL, 45pts]

          Selections: Autocannon [15pts]

          Abilities: Explodes (6+/3"/1), Scout Vehicle, Smoke Launchers, Unit: Scout Sentinel, Weapon:Autocannon


        AbilitiesDescriptionRef
        Explodes (6+/3"/1)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
        Scout VehicleAt the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        UnitMWSBSSTWALdSaveRef
        Scout Sentinel9"4+4+556174+Codex: Astra Militarum p45
        WeaponRangeTypeSAPDAbilitiesRef
        Autocannon48"Heavy 27-12-
      • Scout Sentinels [3 PL, 45pts]

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

        • Scout Sentinel [3 PL, 45pts]

          Selections: Autocannon [15pts]

          Abilities: Explodes (6+/3"/1), Scout Vehicle, Smoke Launchers, Unit: Scout Sentinel, Weapon:Autocannon


        AbilitiesDescriptionRef
        Explodes (6+/3"/1)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
        Scout VehicleAt the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        UnitMWSBSSTWALdSaveRef
        Scout Sentinel9"4+4+556174+Codex: Astra Militarum p45
        WeaponRangeTypeSAPDAbilitiesRef
        Autocannon48"Heavy 27-12-
    • Heavy Support [9 PL, 153pts]
      • Heavy Weapons Squad [3 PL, 51pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Heavy Support, Heavy Weapons Squad

        Weapon: Frag grenades

        • Heavy Weapon Team [17pts]

          Selections: Lasgun, Mortar [10pts]

          Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

        • Heavy Weapon Team [17pts]

          Selections: Lasgun, Mortar [10pts]

          Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

        • Heavy Weapon Team [17pts]

          Selections: Lasgun, Mortar [10pts]

          Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar


        UnitMWSBSSTWALdSaveRef
        Heavy Weapons Team6"4+4+332265+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Mortar48"Heavy D6401Blast. This weapon can target units that are not visible to the firer.
      • Heavy Weapons Squad [3 PL, 51pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Heavy Support, Heavy Weapons Squad

        Weapon: Frag grenades

        • Heavy Weapon Team [17pts]

          Selections: Lasgun, Mortar [10pts]

          Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

        • Heavy Weapon Team [17pts]

          Selections: Lasgun, Mortar [10pts]

          Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

        • Heavy Weapon Team [17pts]

          Selections: Lasgun, Mortar [10pts]

          Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar


        UnitMWSBSSTWALdSaveRef
        Heavy Weapons Team6"4+4+332265+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Mortar48"Heavy D6401Blast. This weapon can target units that are not visible to the firer.
      • Heavy Weapons Squad [3 PL, 51pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Heavy Support, Heavy Weapons Squad

        Weapon: Frag grenades

        • Heavy Weapon Team [17pts]

          Selections: Lasgun, Mortar [10pts]

          Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

        • Heavy Weapon Team [17pts]

          Selections: Lasgun, Mortar [10pts]

          Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

        • Heavy Weapon Team [17pts]

          Selections: Lasgun, Mortar [10pts]

          Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar


        UnitMWSBSSTWALdSaveRef
        Heavy Weapons Team6"4+4+332265+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Mortar48"Heavy D6401Blast. This weapon can target units that are not visible to the firer.
Force Rules

Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models in range as normal. ()

Selection Rules

Designer's Note (forgeworld): When selecting this unit for your army, choose which forgeworld it will be from. This replaces the <FORGEWORLD> keyword in all instances on this datasheet. (Codex: Astra Militarum p100)


Created with BattleScribe

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