Crusade [1100 pts]
Lord Solar Leontus 125pts
M
12"
T
4
SV
3+
W
8
LD
6+
OC
2
Lord Solar Leontus Sol's Righteous Gaze, Conquest, Konstrain's Hooves, Warlord
RANGEABSSAPD
Sol's Righteous Gaze [Pistol]
12"22+8-22
RANGEAWSSAPD
Conquest
Melee62+6-22
Konstrain's Hooves [Extra Attacks]
Melee24+401
KEYWORDS:Warlord, Lord Solar Leontus, Mounted, Epic Hero, Imperium, Character, Officer
ABILITIES
RULES: Voice Of Command, Leader
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.
Invulnerable Save 4+: This Model has a 4+ Invulnerable Save
Leader: This model can be attached to the following units: - Attilan Rough Riders - Cadian Shock Troops - Catachan Jungle Fighters - Death Korps of Krieg - Infantry Squad - Kasrkin
Orders
Officer: This Officer can issue up to 3 Orders to Astra Militarum units.
FACTION KEYWORDS: Astra Militarum
Platoon Command Squad 80pts
M
6"
T
3
SV
5+
W
3
LD
7+
OC
1
Platoon Commander
Platoon Commander (Plasma Pistol, Close Combat Weapon, Power Fist, Drill Commander [20 pts])
Veteran Guardsman w/ Master Vox (Lasgun, Laspistol, Close Combat Weapon, Master Vox)
Veteran Guardsman w/ Medi-pack (Lasgun, Laspistol, Close Combat Weapon, Medi-pack)
Veteran Heavy Weapons Team (Autocannon, Laspistol, Close Combat Weapon)
6"
3
5+
1
7+
1
Veteran Guardsman
RANGEABSSAPD
Plasma Pistol - Standard [Pistol]
12"14+7-21
Plasma Pistol - Supercharge [Hazardous, Pistol]
12"14+8-32
Autocannon [Heavy]
48"25+9-13
Lasgun [Rapid Fire 1]
24"14+301
Laspistol [Pistol]
12"14+301
RANGEAWSSAPD
Close Combat Weapon
Melee24+301
Power Fist
Melee34+6-22
Before selecting targets for this weapon, select one of its profiles to make attacks with.
KEYWORDS:Character, Officer, Command Squad, Imperium, Infantry, Grenades, Platoon
ABILITIES
RULES: Voice Of Command
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+.
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: The bearer’s unit has the Feel No Pain 6+ ability
Command Structure (Aura): While a friendly Platoon unit is within 6" of this unit’s Platoon Commander, you can target that unit with Stratagems even while it is Battle-shocked.
Orders
Officer: This unit’s Officer can issue 1 Order to a Regiment unit.
FACTION KEYWORDS: Astra Militarum
Regimental Enginseer 45pts
M
6"
T
4
SV
3+
W
3
LD
7+
OC
1
Regimental Enginseer Archeotech Pistol, Enginseer Axe, Servo-arm
RANGEABSSAPD
Archeotech Pistol [Devastating Wounds, Pistol]
12"13+601
RANGEAWSSAPD
Enginseer Axe
Melee34+6-22
Servo-arm [Extra attacks]
Melee14+6-22
KEYWORDS:Regimental Enginseer, Imperium, Infantry, Character
ABILITIES
RULES: Leader
Enginseer: While this model is within 3" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability
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.
Invulnerable Save 5+ : Regimental Enginseer: This Model has a 5+ Invulnerable Save
Leader: This model can be attached to the following units: - Cadian Shock Troops - Catachan Jungle Fighters - Death Korps of Krieg - Infantry Squad - Kasrkin - Munitorum Servitors
FACTION KEYWORDS: Astra Militarum
Infantry Squad 120pts
M
6"
T
3
SV
5+
W
2
LD
7+
OC
4
Heavy Weapons Team
10x Guardsman (Lasgun, Close Combat Weapon)
2x Guardsman w/ Plasma Gun (Plasma Gun, Close Combat Weapon)
Guardsman w/ Vox Caster (Lasgun, Close Combat Weapon, Vox-caster)
Heavy Weapons Team (Heavy Bolter, Laspistol, Close Combat Weapon)
Heavy Weapons Team (Lascannon, Laspistol, Close Combat Weapon)
2x Sergeant (Laspistol, Close Combat Weapon)
Unit Upgrades (2 Sergeants, 14 Guardsmen and 2 Heavy Weapons Team)
6"
3
5+
1
7+
2
Guardsman
RANGEABSSAPD
Plasma Gun - Standard [Rapid Fire 1]
24"14+7-21
Plasma Gun - Supercharge [Rapid Fire 1, Hazardous]
24"14+8-32
Heavy Bolter [Heavy, Sustained Hits 1]
36"35+5-12
Lascannon [Heavy]
48"15+12-3D6+1
Lasgun [Rapid Fire 1]
24"14+301
Laspistol [Pistol]
12"14+301
RANGEAWSSAPD
Close Combat Weapon (Infantry Squad)
Melee14+301
Before selecting targets for this weapon, select one of its profiles to make attacks with.
KEYWORDS:Infantry Squad, Imperium, Infantry, Battleline, Grenades, Regiment, Platoon
ABILITIES
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
Defenders of Humanity: 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.
FACTION KEYWORDS: Astra Militarum
Earthshaker Carriage Battery 120pts
M
4"
T
7
SV
4+
W
6
LD
7+
OC
2
Earthshaker Carriage Battery Earthshaker cannon, Battery close combat weapons
RANGEABSSAPD
Earthshaker cannon [Blast, Heavy, Indirect Fire]
240"D6+35+8-22
RANGEAWSSAPD
Battery close combat weapons
Melee54+301
KEYWORDS:Vehicle, Infantry, Artillery, Imperium, Grenades, Regiment, Earthshaker Carriage Battery
ABILITIES
Earthshaker Rounds: In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an INFANTRY unit, until the end of your opponent’s next turn, that INFANTRY unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
FACTION KEYWORDS: Astra Militarum
Earthshaker Carriage Battery 120pts
M
4"
T
7
SV
4+
W
6
LD
7+
OC
2
Earthshaker Carriage Battery Earthshaker cannon, Battery close combat weapons
RANGEABSSAPD
Earthshaker cannon [Blast, Heavy, Indirect Fire]
240"D6+35+8-22
RANGEAWSSAPD
Battery close combat weapons
Melee54+301
KEYWORDS:Vehicle, Infantry, Artillery, Imperium, Grenades, Regiment, Earthshaker Carriage Battery
ABILITIES
Earthshaker Rounds: In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an INFANTRY unit, until the end of your opponent’s next turn, that INFANTRY unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
FACTION KEYWORDS: Astra Militarum
Macharius 310pts
M
9"
T
13
SV
2+
W
20
LD
7+
OC
8
Macharius 2x Heavy Bolter, Heavy Stubber, Hunter-killer Missile, Macharius twin battlecannon, Armoured Tracks
RANGEABSSAPD
Heavy Bolter [Sustained Hits 1]
36"34+5-12
Heavy Stubber [Rapid Fire 3]
36"34+401
Hunter-killer Missile [One Shot]
48"14+14-3D6
Macharius twin battlecannon [Blast, Twin-linked]
48"D6+34+10-13
RANGEAWSSAPD
Armoured Tracks
Melee64+801
KEYWORDS:Vehicle, Titanic, Imperium, Smoke, Macharius
ABILITIES
RULES: Deadly Demise D6+2
Battlefield Control: Each time this model makes a ranged attack, if it is within range of an objective marker you control, re-roll a Hit roll of 1.
Damaged: 1-7 Wounds Remaining: While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
FACTION KEYWORDS: Astra Militarum
Scout Sentinels 180pts
M
10"
T
7
SV
3+
W
7
LD
7+
OC
2
3x Scout Sentinel Autocannon, Hunter-killer Missile, Close Combat Weapon, Sentinel Chainsaw
RANGEABSSAPD
Autocannon
48"24+9-13
Hunter-killer Missile [One Shot]
48"14+14-3D6
RANGEAWSSAPD
Close Combat Weapon
Melee24+601
Sentinel Chainsaw
Melee34+6-11
KEYWORDS:Scout Sentinels, Imperium, Vehicle, Walker, Regiment, Squadron, Smoke
ABILITIES
RULES: Deadly Demise 1, Scouts 9"
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 and, if that attack has the [INDIRECT FIRE] ability, it does not suffer the penalty to the Hit roll for shooting at a target that is not visible to the attacking unit
FACTION KEYWORDS: Astra Militarum
Born Soldiers: Each time an Astra Militarum unit from your army Remains Stationary, until the end of the turn, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.
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 from your army 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). 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 sucessfully 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.
Deadly Demise: 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: 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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). 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.