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Astra Militarum 2000 Point Army List

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0% found this document useful (0 votes)
26 views16 pages

Astra Militarum 2000 Point Army List

Uploaded by

sanmiguelsmt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Imperium - Astra Militarum - todo - (2000 pts)

Army Roster (Imperium - Astra Militarum) (2000 pts)

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Combined Arms

Rules: Lethal Hits


Abilities: Born Soldiers

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Legends are visible,
Imperial Knights are visible, Agents of the Imperium are visible

Epic Hero (270 pts)


Lord Solar Leontus (1) Rules: Voice Of Command, Leader, Extra Attacks, Pistol
(150 pts) Unit: Lord Solar Leontus
Orders: Orders[1]
Abilities: The Lord Solar, The Collegiate Astrolex, Supreme Commander, Invulnerable Save 4+
Melee Weapons: Conquest, Konstantin's hooves
Ranged Weapons: Sol's Righteous Gaze
Abilities: Leader[1]

Sly Marbo (1) Rules: Infiltrators, Stealth, Lone Operative, Anti-, Precision, Pistol
(55 pts) Abilities: Like Fighting a Shadow, One-man Army
Unit: Sly Marbo
Melee Weapons: Envenomed blade
Ranged Weapons: Ripper pistol

Ursula Creed (1) Rules: Voice Of Command, Leader, Pistol


(65 pts) Orders: Orders[2]
Abilities: Lord Castellan, Tactical Genius, Invulnerable Save 5+
Unit: Ursula Creed
Ranged Weapons: Duty and Vengeance
Melee Weapons: Power weapon
Abilities: Leader[2]

Character (615 pts)


Cadian Castellan (1) Plasma pistol, Power fist
(55 pts)
Rules: Voice Of Command, Leader, Hazardous
Unit: Cadian Castellan (x2) (x2)
Orders: Orders[3]
Abilities: Senior Officer, Get Back in the Fight, Invulnerable Save 5+
Melee Weapons: Power fist (x2)[1] (x2)
Ranged Weapons: Plasma pistol - standard (x2)[1] (x2), Plasma pistol - supercharge (x2)[1] (x2)
Abilities: Leader[3]

Cadian Castellan (1) Plasma pistol, Power fist, Drill Commander


(75 pts)
Rules: Voice Of Command, Leader, Hazardous
Unit: Cadian Castellan (x2) (x2)
Orders: Orders[3]
Abilities: Senior Officer, Get Back in the Fight, Invulnerable Save 5+, Drill Commander
Melee Weapons: Power fist (x2)[1] (x2)
Ranged Weapons: Plasma pistol - standard (x2)[1] (x2), Plasma pistol - supercharge (x2)[1] (x2)
Abilities: Leader[3]

Cadian Command Squad (5) • Cadian Veteran Guardsman w/ Chainsword: Bolt pistol, Chainsword
(65 pts) • Cadian Veteran Guardsman w/ Master vox
• Cadian Veteran Guardsman w/ Medi-pack
• Cadian Veteran Guardsman w/ Regimental standard: Regimental standard and lasgun
• Cadian Commander: Plasma pistol, Power fist

Rules: Voice Of Command, Leader, Hazardous, Pistol, Rapid Fire


Orders: Orders[4]
Abilities: Cadia Stands!, Master Vox, Medi-pack, Regimental Standard
Unit: Cadian Commander, Cadian Veteran Guardsman (x4) (x16)
Melee Weapons: Power fist (x2)[2] (x2), Chainsword (x5) (x5), Close combat weapon (x14) (x42)
Ranged Weapons: Plasma pistol - standard (x2)[2] (x2), Plasma pistol - supercharge (x2)[2] (x2), Bolt pistol
(x5) (x5), Lasgun (x20) (x60)
Abilities: Leader[4]
Catachan Command Squad (5) • Veteran Guardsman: Lasgun, Medi-pack
(75 pts) • Veteran Guardsman: Lasgun, Regimental standard
• Veteran Guardsman: Lasgun, Master vox
• Veteran Guardsman: Meltagun
• Catachan Commander: Power fist, Plasma pistol, Death Mask of Ollanius

Rules: Voice Of Command, Scouts 6", Leader, Assault, Hazardous, Pistol, Rapid Fire, Melta
Orders: Orders[4]
Unit: Catachan Commander, Veteran Guardsman (x4) (x16)
Abilities: Death Mask of Ollanius, Medi-pack, Regimental Standard, Master Vox
Melee Weapons: Close combat weapon (x14) (x70), Power fist (x2)[2] (x2)
Ranged Weapons: Plasma pistol - standard (x2)[2] (x2), Plasma pistol - supercharge (x2)[2] (x2), Laspistol
(x10) (x40), Lasgun (x20) (x60), Meltagun (x5) (x5)
Abilities: Leader[5]
Abilities: Gung-ho Command

Ministorum Priest (1) Zealot's vindicator


(35 pts)
Rules: Leader, Sustained Hits, Torrent, Ignores Cover
Abilities: Holy Piety, Invulnerable Save 4+
Unit: Ministorum Priest
Melee Weapons: Zealot's vindicator
Ranged Weapons: Zealot's vindicator
Abilities: Leader[6]
Abilities: War Hymns

Rogal Dorn Commander (1) Castigator gatling cannon, Twin battle cannon
(265 pts)
Rules: Deadly Demise D6, Voice Of Command, Rapid Fire, Blast, Twin-linked
Unit: Rogal Dorn Commander
Abilities: Called Shots, Vox-net, Damaged: 1-6 Wounds Remaining
Orders: Orders[5]
Melee Weapons: Armoured tracks (x2) (x2)
Ranged Weapons: Heavy stubber, Twin battle cannon, Castigator gatling cannon

Tech-Priest Enginseer (1) Rules: Leader, Lone Operative, Pistol, Devastating Wounds, Extra Attacks
(45 pts) Unit: Tech-Priest Enginseer
Abilities: Vengeance for the Omnissiah, Omnissiah’s Blessing, Invulnerable Save 5+
Melee Weapons: Enginseer Axe, Servo-arm
Ranged Weapons: Mechanicus pistol
Abilities: Leader[7]
Abilities: Enginseer

Battleline (315 pts)


Cadian Shock Troops (20) 2 Shock Trooper Sergeants and 18 Shock Troopers
(120 pts) • 12x Shock Trooper
• 2x Shock Trooper w/ Vox Caster
• 2x Shock Trooper w/ Meltagun
• 2x Shock Trooper w/ Plasma Gun
• 2x Shock Trooper Sergeant: Bolt pistol and chainsword

Rules: Pistol, Rapid Fire, Melta, Hazardous


Abilities: Shock Troops, Unit Composition, Vox-caster
Unit: Shock Trooper (x50) (x250)
Ranged Weapons: Bolt pistol (x5) (x5), Lasgun (x20) (x40), Meltagun (x5) (x5), Plasma gun - standard (x4)
(x4), Plasma gun - supercharge (x4) (x4)
Melee Weapons: Chainsword (x5) (x5), Close combat weapon (x17) (x68)

Cadian Shock Troops (10) 1 Shock Trooper Sergeant and 9 Shock Troopers
(65 pts) • 6x Shock Trooper
• Shock Trooper w/ Vox Caster
• Shock Trooper w/ Meltagun
• Shock Trooper w/ Plasma Gun
• Shock Trooper Sergeant: Bolt pistol and chainsword

Rules: Pistol, Rapid Fire, Melta, Hazardous


Abilities: Shock Troops, Unit Composition, Vox-caster
Unit: Shock Trooper (x50) (x250)
Ranged Weapons: Bolt pistol (x5) (x5), Lasgun (x20) (x40), Meltagun (x5) (x5), Plasma gun - standard (x4)
(x4), Plasma gun - supercharge (x4) (x4)
Melee Weapons: Chainsword (x5) (x5), Close combat weapon (x17) (x68)
Cadian Shock Troops (10) 1 Shock Trooper Sergeant and 9 Shock Troopers
(65 pts) • 6x Shock Trooper
• Shock Trooper w/ Vox Caster
• Shock Trooper w/ Meltagun
• Shock Trooper w/ Plasma Gun
• Shock Trooper Sergeant: Bolt pistol and chainsword

Rules: Pistol, Rapid Fire, Melta, Hazardous


Abilities: Shock Troops, Unit Composition, Vox-caster
Unit: Shock Trooper (x50) (x250)
Ranged Weapons: Bolt pistol (x5) (x5), Lasgun (x20) (x40), Meltagun (x5) (x5), Plasma gun - standard (x4)
(x4), Plasma gun - supercharge (x4) (x4)
Melee Weapons: Chainsword (x5) (x5), Close combat weapon (x17) (x68)

Cadian Shock Troops (10) 1 Shock Trooper Sergeant and 9 Shock Troopers
(65 pts) • 7x Shock Trooper
• Shock Trooper w/ Meltagun
• Shock Trooper w/ Plasma Gun
• Shock Trooper Sergeant: Bolt pistol and chainsword

Rules: Pistol, Rapid Fire, Melta, Hazardous


Abilities: Shock Troops, Unit Composition
Unit: Shock Trooper (x50) (x200)
Ranged Weapons: Bolt pistol (x5) (x5), Lasgun (x20) (x20), Meltagun (x5) (x5), Plasma gun - standard (x4)
(x4), Plasma gun - supercharge (x4) (x4)
Melee Weapons: Chainsword (x5) (x5), Close combat weapon (x17) (x51)

Infantry (305 pts)


Cadian Heavy Weapons Squad (3) • 3x Heavy Weapons Team w/ Mortar
(65 pts)
Rules: Pistol, Blast, Heavy, Indirect Fire
Abilities: Covering Fire, Embarking
Unit: Heavy Weapons Team (x6) (x18)
Ranged Weapons: Laspistol (x3) (x9), Mortar (x3) (x9)
Melee Weapons: Close combat weapon (x14) (x42)

Catachan Heavy Weapons Squad (3) • 3x Heavy Weapons Team w/ Lascannon


(65 pts)
Rules: Scouts 6", Heavy, Rapid Fire
Abilities: Bring it Down!, Embarking
Unit: Heavy Weapons Team (x6) (x18)
Ranged Weapons: Lascannon (x3) (x9), Lasgun (x20) (x60)
Melee Weapons: Close combat weapon (x14) (x42)

Krieg Heavy Weapons Squad (4) • 3x Heavy Weapons Gunners w/ Twin Krieg heavy stubber
(75 pts) • Fire Coordinator

Rules: Pistol, Twin-linked, Rapid Fire, Heavy


Abilities: Final Duty, Embarking
Unit: Fire Coordinator, Heavy Weapons Gunner (x3) (x3)
Melee Weapons: Close combat weapon (x17) (x34)
Ranged Weapons: Laspistol (x10) (x20), Twin Krieg heavy stubber

Ratlings (10) Ratling Battlemutt, Demolition Gear


(100 pts) • Ratling w/ tankstopper rifle
• 7x Ratlings
• 2x Ratlings

Rules: Infiltrators, Stealth, Heavy, Precision, Lethal Hits


Abilities: Shoot Sharp and Scarper, Demolition Gear, Ratling Battlemutt
Unit: Ratlings (x10) (x90)
Melee Weapons: Close combat weapon (x9) (x81)
Ranged Weapons: Tankstopper rifle, Sniper rifle (x8) (x64)

Mounted (120 pts)


Attilan Rough Riders (6) • 2x Rough Rider w/ Hunting lance
(120 pts) • 3x Rough Rider w/ Hunting lance
• Rough Rider Sergeant: Hunting lance, Power sabre

Rules: Rapid Fire, Pistol, Extra Attacks, Lance


Abilities: Horsemasters
Unit: Attilan Rough Rider (x6) (x24)
Ranged Weapons: Lasgun (x20) (x80), Laspistol (x10) (x40)
Melee Weapons: Steed's hooves (x4) (x16), Power sabre, Hunting lance - frag tip (x4) (x16), Hunting lance -
melta tip (x4) (x16)

Vehicle (290 pts)


Leman Russ Exterminator (1) Storm bolter, 2 Plasma Cannons, Heavy bolter, Hunter-killer missile
(180 pts)
Rules: Deadly Demise D3, Rapid Fire, Twin-linked, One Shot, Sustained Hits, Blast, Hazardous
Abilities: Withering Hail, Damaged: 1-4 Wounds Remaining
Unit: Leman Russ Battle Tank
Melee Weapons: Armoured tracks (x2) (x2)
Ranged Weapons: Exterminator autocannon, Hunter-killer missile (x4) (x4), Heavy bolter, Plasma cannon -
standard (x2) (x2), Plasma cannon - supercharge (x2) (x2), Storm bolter (x2) (x2)

Scout Sentinels (2) • 2x Scout Sentinel: Lascannon, Sentinel chainsaw, Hunter-killer missile
(110 pts)
Rules: Deadly Demise 1, Scouts 9", One Shot
Abilities: Daring Recon
Unit: Scout Sentinel (x2) (x4)
Melee Weapons: Close combat weapon (x2) (x4), Sentinel chainsaw (x2) (x4)
Ranged Weapons: Hunter-killer missile (x4) (x8), Lascannon (x2) (x4)

Dedicated Transport (85 pts)


Chimera (1) Storm bolter, Heavy flamer, Heavy flamer, Hunter-killer missile
(85 pts)
Rules: Deadly Demise D3, Firing Deck 2, Rapid Fire, One Shot, Ignores Cover, Torrent
Unit: Chimera
Abilities: Mobile Command Vehicle
Transport: Transport
Melee Weapons: Armoured tracks
Ranged Weapons: Lasgun array, Hunter-killer missile (x4) (x4), Heavy flamer (x2) (x4), Storm bolter (x2) (x2)
Rules:

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.

Voice Of Command If your Army Faction is ASTRA MILITARUM, OFFICER models with this ability can issue Orders. Each OFFICER's datasheet
will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an OFFICER model
issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue
it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from
a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit
can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders
cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order
ceases to affect that unit.

MOVE! MOVE! MOVE!


Add 3" to the Move characteristic of models in this unit.

FIX BAYONETS!
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

TAKE AIM!
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

FIRST RANK, FIRE! SECOND RANK, FIRE!


Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

TAKE COVER!
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

DUTY AND HONOUR!


Improve the Leadership and Objective Control characteristics of models in this unit by 1.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more
Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes
attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The
number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is
explicitly specified in that rule.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Scouts 6" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.

Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.
Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
[TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

Scouts 6" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the
bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

One Shot The bearer can only shoot with this weapon once per battle.

Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Scouts 9" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Firing Deck 2 Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the
Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for
each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding
weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being
equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those
selected models’ units are not eligible to shoot.
Abilities

Born Soldiers

Each time a model in a **^^Regiment^^** unit from your army makes a ranged attack that targets a visible unit (excluding **^^Monsters^^** and
**^^Vehicles^^**) that attack has the **[LETHAL HITS]** ability.

Each time a model in a **^^Squadron^^** unit from your army makes a ranged attack that targets a visible **^^Monster^^** or **^^Vehicle^^** unit, that attack
has the **[LETHAL HITS]** ability.

The Lord Solar

At the start of your Command phase, If this model is on the battlefield, you gain 1CP.

The Collegiate Astrolex

After both players have deployed their armies, select up to three **^^Astra Militarum^^** units from your army and redeploy them. When doing so, you can set
those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

Supreme Commander

If this model is in your army, it must be your **^^Warlord^^**.

Invulnerable Save 4+

This model has a 4+ Invulnerable Save

Like Fighting a Shadow

In your Shooting phase, after this model has shot, if it is not within Engagement Rage of one or more enemy units, it can make a Normal move. If it does, until
the end of the turn, this model is not eligible to declare a charge.

One-man Army

Once per turn, in your opponent's Shooting phase, when an enemy unit makes a ranged attack that targets a friendly **^^Regiment^^** unit within 3" of this
model, after that enemy unit has shot, this model can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can
only do so if that enemy unit is an eligible target.

Lord Castellan

While this model is leading a unit, that unit can be affected by up to two different Orders at the same time.

Tactical Genius

Once per battle round, one unit from your army with this ability can use it when a friendly **^^Regiment^^** unit within 12" of that model is targeted with a
Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1 CP.

Invulnerable Save 5+

This model has a 5+ Invulnerable Save

Senior Officer

While this model is leading a unit, ranged weapons equipped by models in that unit have the **[SUSTAINED HITS 1]** ability

Get Back in the Fight

While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.

Drill Commander

**^^Officer^^** model only. While the bearer is leading a unit, each time a model in that unit makes a ranged attack, if that unit Remained Stationary this turn, a
Critical Hit is scored on a successful unmodified Hit roll of 5+.

Cadia Stands!

While this unit contains an **^^Officer^^**, each time a ranged attack targets this unit, if this unit is within range of an objective marker you control, models in
this unit have the Benefit of Cover against that attack.

Master Vox

Each time the **^^Officer^^** in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away.

Medi-pack

At the start of your Command phase, if the bearer's unit is below its Starting Strength, you can return up to D3 destroyed **^^Platoon^^** (excluding
**^^Characters^^**) to this unit.
Regimental Standard

Add 1 to the Objective Control characteristic of models in the bearer’s unit.

Death Mask of Ollanius

**^^Officer^^** model only. While the bearer’s unit is Battle-shocked, subtract 1 from the Objective Control characteristic of models in that unit, instead of
changing it to 0

Holy Piety

Each time this model makes a melee attack, unless this model's unit is Battle-shocked, you can re-roll the Hit roll.

Called Shots

Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound roll and you can re-roll one Damage roll when resolving its
attacks.

Vox-net

Each time this model issues an Order, it can issue it to an eligible unit up to 12" away

Damaged: 1-6 Wounds Remaining

While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Vengeance for the Omnissiah

If a friendly **^^Astra Militarum Vehicle^^** model is destroyed within 12" of this model, until the end of the battle, this model’s Enginseer axe has an
Attacks characteristic of 6

Omnissiah’s Blessing

In your Command phase, select one friendly **^^Astra Militarum Vehicle^^** model within 3" of this model. That **^^Vehicle^^** model regains up to D3 lost
wounds and, until the start of your next Command phase, that **^^Vehicle^^** model has a 4+ invulnerable save. Each model can only be selected for this
ability once per turn.

Shock Troops

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you
have no models within range of it, until your opponent controls it at the start or end of any turn.

Unit Composition

*This unit can have up to two Leader units attached to it, provided no more than one of those units is a **^^Command Squad^^** unit. If it does, and
this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.*

Vox-caster

Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly **^^Officer^^** models within 6": on
a 5+, you gain 1CP

Covering Fire

Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or on
unmodified Hit rolls of 4+ instead if this unit is within 6" of one or more friendly **^^Platoon^^** units.

Embarking

While embarked within a **^^Transport^^**, each model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2
models' weapons for the purposes of the Firing Deck ability.

Bring it Down!

Each time a model in this unit makes a ranged attack that targets a **^^Monster^^** or **^^Vehicle^^** unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Final Duty

While the Fire Coordinator model is on the battlefield, each time a Heavy Weapons Gunner model is destroyed, roll one D6: one a 3+, do not remove it from
play. The destroyed model can shoot after the attacking model's unit has finished making its attacks, and is then removed from play.

Shoot Sharp and Scarper

In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move as if it were
your Movement phase. If it does, until the end of the turn, this unit is not eligible to declare a charge.

Demolition Gear
The bearer’s unit has the **^^Grenades^^** keyword.

Ratling Battlemutt

Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit
have the **[LETHAL HITS]** ability.

**Designer’s Note:** *Place a Ratling Battlemutt token next to the unit, removing it once this ability has been used.*

Horsemasters

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Withering Hail

In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with its exterminator autocannon. Until
the end of the phase, each time a friendly **^^Astra Militarum^^** unit makes an attack that targets that enemy unit, improve the Armour Penetration
characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Daring Recon

At the start of your Shooting phase, select one enemy unit within 18" of and visible to this unit. Until the end of the phase, each time a friendly **^^Astra
Militarum^^** model makes an attack that targets that unit, re-roll a Hit roll of 1.

Mobile Command Vehicle

In your Command phase, one **^^Officer^^** model embarked within this **^^Transport^^** can issue Orders even though it is not on the battlefield. When
doing so, measure distances to and from this *^^Transport^^**.

Unit M T SV W LD OC

Lord Solar Leontus 12" 4 3+ 8 6+ 2

Sly Marbo 6" 3 5+ 4 7+ 1

Ursula Creed 6" 3 4+ 4 7+ 1

Cadian Castellan (x2) (x2) 6" 3 5+ 4 7+ 1

Cadian Commander 6" 3 5+ 3 7+ 1

Cadian Veteran Guardsman (x4) (x4) 6" 3 5+ 1 7+ 1

Catachan Commander 6" 3 5+ 3 7+ 1

Veteran Guardsman (x4) (x4) 6" 3 5+ 1 7+ 1

Ministorum Priest 6" 3 6+ 3 7+ 1

Rogal Dorn Commander 10" 12 2+ 18 7+ 5

Tech-Priest Enginseer 6" 4 3+ 3 7+ 1

Shock Trooper (x50) (x50) 6" 3 5+ 1 7+ 2

Heavy Weapons Team (x6) (x6) 6" 3 5+ 2 7+ 2

Fire Coordinator 6" 3 5+ 1 7+ 1

Heavy Weapons Gunner (x3) (x3) 4" 3 4+ 2 7+ 1

Ratlings (x10) (x10) 6" 2 6+ 1 8+ 1

Attilan Rough Rider (x6) (x6) 12" 4 4+ 2 7+ 1

Leman Russ Battle Tank 10" 11 2+ 13 7+ 3

Scout Sentinel (x2) (x2) 10" 7 3+ 7 7+ 2

Chimera 10" 9 3+ 11 7+ 2
Orders

Orders[1]

This **^^Officer^^** can issue up to 3 Orders to:


- **^^Regiment^^** units
- **^^Squadron^^** units

Orders[2]

This **^^Officer^^** can issue up to 3 Orders to **^^Regiment^^** units.

Orders[3]

This **^^Officer^^** can issue 2 Orders to **^^Regiment^^** units.

Orders[4]

This unit’s **^^Officer^^** can issue 1 Order to a **^^Regiment^^** unit.

Orders[5]

This **^^Officer^^** can issue 2 Orders to **^^Squadron^^** units.


Melee Weapons Range A WS S AP D

Conquest Melee 6 2+ 6 -2 2

Konstantin's hooves Melee 2 4+ 4 0 1

Extra Attacks

Envenomed blade Melee 5 2+ 5 -1 2

Anti-Infantry 2+, Precision

Power weapon Melee 4 3+ 4 -2 1

Power fist (x2)[1] (x2) Melee 3 3+ 6 -2 2

Power fist (x2)[2] (x2) Melee 3 4+ 6 -2 2

Chainsword (x5) (x5) Melee 3 4+ 3 0 1

Close combat weapon (x14) (x14) Melee 2 4+ 3 0 1

Zealot's vindicator Melee 3 4+ 5 -1 2

Armoured tracks (x2) (x2) Melee 6 4+ 7 0 1

Enginseer Axe Melee 3 4+ 6 -2 2

Servo-arm Melee 1 4+ 6 -2 2

Extra Attacks

Close combat weapon (x17) (x17) Melee 1 4+ 3 0 1

Close combat weapon (x9) (x9) Melee 1 5+ 2 0 1

Steed's hooves (x4) (x4) Melee 2 4+ 4 0 1

Extra Attacks

Power sabre Melee 4 3+ 4 -2 1

Hunting lance - frag tip (x4) (x4) Melee D6 3+ 4 0 1

Lance

Hunting lance - melta tip (x4) (x4) Melee 1 3+ 9 -4 D6

Lance

Close combat weapon (x2) (x2) Melee 3 4+ 6 0 1

-
Sentinel chainsaw (x2) (x2) Melee 3 4+ 6 -1 1

Armoured tracks Melee 3 4+ 6 0 1

-
Ranged Weapons Range A BS S AP D

Sol's Righteous Gaze 12" 2 2+ 8 -2 2

Pistol

Ripper pistol 12" 3 2+ 5 -1 2

Anti-Infantry 2+, Pistol, Precision

Duty and Vengeance 12" 4 3+ 5 -2 1

Pistol

Plasma pistol - standard (x2)[1] (x2) 12" 1 3+ 7 -2 1

Pistol

Plasma pistol - supercharge (x2)[1] (x2) 12" 1 3+ 8 -3 2

Hazardous, Pistol

Plasma pistol - standard (x2)[2] (x2) 12" 1 4+ 7 -2 1

Pistol

Plasma pistol - supercharge (x2)[2] (x2) 12" 1 4+ 8 -3 2

Hazardous, Pistol

Bolt pistol (x5) (x5) 12" 1 4+ 4 0 1

Pistol

Lasgun (x20) (x20) 24" 1 4+ 3 0 1

Rapid Fire 1

Laspistol (x10) (x10) 12" 1 4+ 3 0 1

Pistol

Meltagun (x5) (x5) 12" 1 4+ 9 -4 D6

Melta 2

Zealot's vindicator 12" D6 N/A 5 0 1

Ignores Cover, Torrent

Heavy stubber 36" 3 4+ 4 0 1

Rapid Fire 3

Twin battle cannon 48" D6+3 4+ 10 -1 3

Blast, Twin-linked

Castigator gatling cannon 24" 12 4+ 5 0 1

Mechanicus pistol 12" 1 3+ 6 0 1

Devastating Wounds, Pistol

Plasma gun - standard (x4) (x4) 24" 1 4+ 7 -2 1

Rapid Fire 1

Plasma gun - supercharge (x4) (x4) 24" 1 4+ 8 -3 2

Rapid Fire 1, Hazardous

Laspistol (x3) (x3) 12" 2 4+ 3 0 1

Pistol
Mortar (x3) (x3) 48" D6 5+ 5 0 1

Blast, Heavy, Indirect Fire

Lascannon (x3) (x3) 48" 1 5+ 12 -3 D6+1

Heavy

Twin Krieg heavy stubber 48" 3 5+ 6 -1 1

Heavy, Rapid Fire 3, Twin-linked

Tankstopper rifle 36" 1 3+ 9 -3 D6

Heavy

Sniper rifle (x8) (x8) 36" 1 3+ 4 -2 2

Heavy, Precision

Exterminator autocannon 48" 4 4+ 9 -1 3

Rapid Fire 4, Twin-linked

Hunter-killer missile (x4) (x4) 48" 1 4+ 14 -3 D6

One Shot

Heavy bolter 36" 3 4+ 5 -1 2

Sustained Hits 1

Plasma cannon - standard (x2) (x2) 36" D3 4+ 7 -2 1

Blast

Plasma cannon - supercharge (x2) (x2) 36" D3 4+ 8 -3 2

Blast, Hazardous

Storm bolter (x2) (x2) 24" 2 4+ 4 0 1

Rapid Fire 2

Lascannon (x2) (x2) 48" 1 4+ 12 -3 D6+1

Lasgun array 24" 6 4+ 3 0 1

Rapid Fire 6

Heavy flamer (x2) (x2) 12" D6 N/A 5 -1 1

Ignores Cover, Torrent

Transport

Transport

This model has a transport capacity of 12 **^^Astra Militarum Infantry^^** models. Each **^^Ogryn^^** model takes up the space of 3 models. It cannot
transport **^^Artillery^^** models.
Abilities

Leader[1]

This model can be attached to the following units: **^^Attilan Rough Riders^^**, **^^ Cadian Shock Troops^^**, **^^ Catachan Jungle Fighters^^**, **^^ Death
Korps of Krieg^^**, **^^Death Riders^^**, **^^Kasrkin^^**, **^^Krieg Combat Engineers^^**

Leader[2]

This model can be attached to the following units: ^^**Cadian Shock Troops**^^, **^^Kasrkin^^**

Leader[3]

This model can be attached to the following units: **^^Cadian Shock Troops^^**, **^^Kasrkin^^**

Leader[4]

This model can be attached to the following unit: **^^Cadian Shock Troops^^**

Leader[5]

This model can be attached to the following unit: **^^Catachan Jungle Fighters^^**

Leader[6]

This model can be attached to the following units: **^^Cadian Shock Troops^^**, **^^Catachan Jungle Fighters^^**, **^^Death Korps of
Krieg^^**, **^^Kasrkin^^**, **^^Krieg Combat Engineers^^**, **^^Tempestus Scions^^**,

Leader[7]

This model can be attached to the following units:


- Cadian Shock Troops
- Catachan Jungle Fighters
- Death Korps of Krieg
- Infantry Squad
- Kasrkin
- Munitorum Servitors

Abilities

Gung-ho Command

While this unit contains an **^^Officer^^**, ranged weapons equipped by models in this unit have the **[ASSAULT]** ability.

Abilities

War Hymns

While this model is leading a unit, melee weapons equipped by models in that unit have the **[SUSTAINED HITS 1]** ability.

Abilities

Enginseer

While this model is within 3" of one or more friendly **^^Astra Militarum Vehicle^^** units, this model has the Lone Operative ability

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