Double Dorn [995 pts]
M
6"
T
3
SV
5+
W
3
LD
6+
OC
1
Lord Commissar
Lord Commissar (Plasma pistol, Laspistol, Power weapon)
Veteran Guardsman w/ Alchemyk counteragents (Laspistol, Close combat weapon, Alchemyk Counteragents, Servo-scribes)
Veteran Guardsman w/ Boltgun (Grenade launcher, Close combat weapon)
Veteran Guardsman w/ Chainsword (Plasma pistol, Chainsword)
Veteran Guardsman w/ Master vox (Lasgun, Close combat weapon, Master vox)
Veteran Guardsman w/ Regimental standard (Lasgun, Close combat weapon, Regimental standard)
6"
3
5+
1
7+
1
Veteran Guardsman
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
---|---|---|---|---|---|---|---|
Grenade launcher - frag [Blast] | |||||||
Grenade launcher - frag [Blast] | 24" | D3 | 4+ | 4 | 0 | 1 | |
Grenade launcher - krak | |||||||
Grenade launcher - krak | 24" | 1 | 4+ | 9 | -2 | D3 | |
Plasma pistol - standard [Pistol] | |||||||
12" | 1 | 4+ | 7 | -2 | 1 | ||
Plasma pistol - supercharge [Hazardous, Pistol] | |||||||
12" | 1 | 4+ | 8 | -3 | 2 | ||
Lasgun [Rapid Fire 1] | |||||||
Lasgun [Rapid Fire 1] | 24" | 1 | 4+ | 3 | 0 | 1 | |
Laspistol [Pistol] | |||||||
12" | 1 | 4+ | 3 | 0 | 1 | ||
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Chainsword | |||||||
Chainsword | Melee | 3 | 4+ | 3 | 0 | 1 | |
Close combat weapon | |||||||
Melee | 2 | 4+ | 3 | 0 | 1 | ||
Power weapon | |||||||
Power weapon | Melee | 3 | 4+ | 4 | -2 | 1 | |
Before selecting targets for this weapon, select one of its profiles to make attacks with. |
KEYWORDS:Character, Officer, Imperium, Command Squad, Grenades, Infantry, Platoon, Krieg
ABILITIES
RULES: Voice Of Command, Leader
Alchemyk Counteragents: The bearer's unit has the Feel No Pain 6+ ability against mortal wounds.
Servo-scribes: Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order.
Designer's Note: Place a Servo-scribes token next to the unit, removing it when this ability has been used.
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.
Regimental Standard: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Grim Determination: While this unit contains an Officer, you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked.
Leader: This model can be attached to the following units: Death Korps of Krieg, Krieg Combat Engineers
Orders
Orders: This unit’s Officer can issue 1 Order to a Regiment unit.
FACTION KEYWORDS: Astra Militarum
M
12"
T
4
SV
3+
W
8
LD
6+
OC
2
Lord Solar Leontus Sol's Righteous Gaze, Conquest, Konstantin's hooves, Warlord
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
---|---|---|---|---|---|---|---|
Sol's Righteous Gaze [Pistol] | |||||||
Sol's Righteous Gaze [Pistol] | 12" | 2 | 2+ | 8 | -2 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Conquest | |||||||
Conquest | Melee | 6 | 2+ | 6 | -2 | 2 | |
Konstantin's hooves [Extra Attacks] | |||||||
Melee | 2 | 4+ | 4 | 0 | 1 | ||
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.
Supreme Commander: If this model is in your army, it must be your Warlord.
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, Death Riders, Kasrkin, Krieg Combat Engineers
Orders
Orders: This Officer can issue up to 3 Orders to:
- Regiment units
- Squadron units
- Titanic units
FACTION KEYWORDS: Astra Militarum
M
6"
T
3
SV
5+
W
1
LD
7+
OC
2
5x Death Korps Trooper (Lasgun, Close combat weapon)
Death Korps Trooper w/ Death Korps medi-pack (Lasgun, Close combat weapon, Death Korps of Krieg Medi-pack)
Death Korps Trooper w/ Grenade launcher (Grenade launcher, Close combat weapon)
Death Korps Trooper w/ Long-las (Long-las, Close combat weapon)
Death Korps Trooper w/ Vox-caster (Lasgun, Close combat weapon, Vox-caster)
Death Korps Watchmaster (Bolt pistol, Chainsword)
Unit Upgrades (1 Death Korps Watchmaster and 9 Death Korps Troopers)
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
---|---|---|---|---|---|---|---|
Grenade launcher - frag [Blast] | |||||||
Grenade launcher - frag [Blast] | 24" | D3 | 4+ | 4 | 0 | 1 | |
Grenade launcher - krak | |||||||
Grenade launcher - krak | 24" | 1 | 4+ | 9 | -2 | D3 | |
Bolt pistol [Pistol] | |||||||
12" | 1 | 4+ | 4 | 0 | 1 | ||
Lasgun [Rapid Fire 1] | |||||||
Lasgun [Rapid Fire 1] | 24" | 1 | 4+ | 3 | 0 | 1 | |
Long-las [Heavy, Precision] | |||||||
36" | 1 | 4+ | 4 | -2 | 2 | ||
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Chainsword | |||||||
Chainsword | Melee | 3 | 4+ | 3 | 0 | 1 | |
Close combat weapon | |||||||
Melee | 1 | 4+ | 3 | 0 | 1 | ||
Before selecting targets for this weapon, select one of its profiles to make attacks with. |
KEYWORDS:Death Korps of Krieg, Imperium, Infantry, Battleline, Grenades, Regiment, Platoon
ABILITIES
Death Korps of Krieg 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 Death Korps Troopers to this unit (if this unit contains two models equipped with a Death Korps medi-pack, return up to D3+1 destroyed Death Korps Troopers to this unit instead).
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
Grim Demeanour: Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.
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.*
FACTION KEYWORDS: Astra Militarum
M
12"
T
4
SV
4+
W
2
LD
7+
OC
1
Rough Rider Sergeant (Lasgun, Laspistol, Hunting lance, Power sabre, Steed's hooves)
4x Rough Rider w/ Hunting lance (Lasgun, Laspistol, Hunting lance, Steed's hooves)
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
---|---|---|---|---|---|---|---|
Lasgun [Rapid Fire 1] | |||||||
Lasgun [Rapid Fire 1] | 24" | 1 | 4+ | 3 | 0 | 1 | |
Laspistol [Pistol] | |||||||
12" | 1 | 4+ | 3 | 0 | 1 | ||
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Hunting lance - frag tip [Lance] | |||||||
Hunting lance - frag tip [Lance] | Melee | D6 | 3+ | 4 | 0 | 1 | |
Hunting lance - melta tip [Lance] | |||||||
Hunting lance - melta tip [Lance] | Melee | 1 | 3+ | 9 | -4 | D6 | |
Power sabre | |||||||
Melee | 4 | 3+ | 4 | -2 | 1 | ||
Steed's hooves [Extra Attacks] | |||||||
Steed's hooves [Extra Attacks] | Melee | 2 | 4+ | 4 | 0 | 1 | |
Before selecting targets for this weapon, select one of its profiles to make attacks with. |
KEYWORDS:Mounted, Imperium, Grenades, Regiment
ABILITIES
Horsemasters: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FACTION KEYWORDS: Astra Militarum
M
12"
T
4
SV
4+
W
2
LD
7+
OC
1
Rough Rider Sergeant (Lasgun, Laspistol, Hunting lance, Power sabre, Steed's hooves)
4x Rough Rider w/ Hunting lance (Lasgun, Laspistol, Hunting lance, Steed's hooves)
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
---|---|---|---|---|---|---|---|
Lasgun [Rapid Fire 1] | |||||||
Lasgun [Rapid Fire 1] | 24" | 1 | 4+ | 3 | 0 | 1 | |
Laspistol [Pistol] | |||||||
12" | 1 | 4+ | 3 | 0 | 1 | ||
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Hunting lance - frag tip [Lance] | |||||||
Hunting lance - frag tip [Lance] | Melee | D6 | 3+ | 4 | 0 | 1 | |
Hunting lance - melta tip [Lance] | |||||||
Hunting lance - melta tip [Lance] | Melee | 1 | 3+ | 9 | -4 | D6 | |
Power sabre | |||||||
Melee | 4 | 3+ | 4 | -2 | 1 | ||
Steed's hooves [Extra Attacks] | |||||||
Steed's hooves [Extra Attacks] | Melee | 2 | 4+ | 4 | 0 | 1 | |
Before selecting targets for this weapon, select one of its profiles to make attacks with. |
KEYWORDS:Mounted, Imperium, Grenades, Regiment
ABILITIES
Horsemasters: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FACTION KEYWORDS: Astra Militarum
M
12"
T
4
SV
4+
W
2
LD
7+
OC
1
Rough Rider Sergeant (Lasgun, Laspistol, Hunting lance, Power sabre, Steed's hooves)
4x Rough Rider w/ Hunting lance (Lasgun, Laspistol, Hunting lance, Steed's hooves)
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
---|---|---|---|---|---|---|---|
Lasgun [Rapid Fire 1] | |||||||
Lasgun [Rapid Fire 1] | 24" | 1 | 4+ | 3 | 0 | 1 | |
Laspistol [Pistol] | |||||||
12" | 1 | 4+ | 3 | 0 | 1 | ||
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Hunting lance - frag tip [Lance] | |||||||
Hunting lance - frag tip [Lance] | Melee | D6 | 3+ | 4 | 0 | 1 | |
Hunting lance - melta tip [Lance] | |||||||
Hunting lance - melta tip [Lance] | Melee | 1 | 3+ | 9 | -4 | D6 | |
Power sabre | |||||||
Melee | 4 | 3+ | 4 | -2 | 1 | ||
Steed's hooves [Extra Attacks] | |||||||
Steed's hooves [Extra Attacks] | Melee | 2 | 4+ | 4 | 0 | 1 | |
Before selecting targets for this weapon, select one of its profiles to make attacks with. |
KEYWORDS:Mounted, Imperium, Grenades, Regiment
ABILITIES
Horsemasters: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FACTION KEYWORDS: Astra Militarum
M
10"
T
12
SV
2+
W
18
LD
7+
OC
5
Rogal Dorn Battle Tank Coaxial autocannon, 2x Heavy bolter, 3x Heavy stubber, Oppressor cannon, Pulveriser cannon, Armoured tracks
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
---|---|---|---|---|---|---|---|
Coaxial autocannon | |||||||
Coaxial autocannon | 48" | 2 | 4+ | 9 | -1 | 3 | |
Heavy bolter [Sustained Hits 1] | |||||||
36" | 3 | 4+ | 5 | -1 | 2 | ||
Heavy stubber [Rapid Fire 3] | |||||||
Heavy stubber [Rapid Fire 3] | 36" | 3 | 4+ | 4 | 0 | 1 | |
Oppressor cannon [Blast] | |||||||
72" | D6+3 | 4+ | 12 | -2 | 3 | ||
Pulveriser cannon [Blast] | |||||||
Pulveriser cannon [Blast] | 24" | D6 | 4+ | 9 | -3 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 6 | 4+ | 7 | 0 | 1 | |
KEYWORDS:Rogal Dorn Battle Tank, Imperium, Vehicle, Squadron, Smoke
ABILITIES
RULES: Deadly Demise D6
Ablative Plating: Once per battle, when an attack is allocated to this model, you change the Damage characteristic of that attack to 0.
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.
FACTION KEYWORDS: Astra Militarum
M
10"
T
12
SV
2+
W
18
LD
7+
OC
5
Rogal Dorn Battle Tank Coaxial autocannon, 2x Heavy bolter, 3x Heavy stubber, Oppressor cannon, Pulveriser cannon, Armoured tracks
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
---|---|---|---|---|---|---|---|
Coaxial autocannon | |||||||
Coaxial autocannon | 48" | 2 | 4+ | 9 | -1 | 3 | |
Heavy bolter [Sustained Hits 1] | |||||||
36" | 3 | 4+ | 5 | -1 | 2 | ||
Heavy stubber [Rapid Fire 3] | |||||||
Heavy stubber [Rapid Fire 3] | 36" | 3 | 4+ | 4 | 0 | 1 | |
Oppressor cannon [Blast] | |||||||
72" | D6+3 | 4+ | 12 | -2 | 3 | ||
Pulveriser cannon [Blast] | |||||||
Pulveriser cannon [Blast] | 24" | D6 | 4+ | 9 | -3 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 6 | 4+ | 7 | 0 | 1 | |
KEYWORDS:Rogal Dorn Battle Tank, Imperium, Vehicle, Squadron, Smoke
ABILITIES
RULES: Deadly Demise D6
Ablative Plating: Once per battle, when an attack is allocated to this model, you change the Damage characteristic of that attack to 0.
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.
FACTION KEYWORDS: Astra Militarum
M
10"
T
7
SV
3+
W
7
LD
7+
OC
2
Scout Sentinel Heavy flamer, Hunter-killer missile, Close combat weapon, Sentinel chainsaw
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
---|---|---|---|---|---|---|---|
Heavy flamer [Ignores Cover, Torrent] | |||||||
Heavy flamer [Ignores Cover, Torrent] | 12" | D6 | N/A | 5 | -1 | 1 | |
Hunter-killer missile [One Shot] | |||||||
48" | 1 | 4+ | 14 | -3 | D6 | ||
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 4+ | 6 | 0 | 1 | |
Sentinel chainsaw | |||||||
Melee | 3 | 4+ | 6 | -1 | 1 | ||
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.
FACTION KEYWORDS: Astra Militarum
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.
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.
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", 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.