Flak Armour, Force Staff, Frag Grenades, Laspistol, Psyker Mastery Level 2 (25pts), Refractor Field
Independent Character, It's for Your Own Good, Psychic Discipline: Biomancy, Psychic Discipline: Daemonology, Psychic Discipline: Divination, Psychic Discipline: Pyromancy, Psychic Discipline: Telekinesis, Psyker (Mastery Level 2)
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Refractor Field | 5+ Invul Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Force Stave | - | +2 | 4 | Melee, Force, Concussive | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Flak Armour
Close Combat Weapon, Flak Armour, Frag Grenades
Psyker (Mastery Level 1)
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol, Orders, Refractor Field
Orders: Bring it Down!, Orders: Fire on my Target!, Orders: First Rank, FIRE! Second Rank, FIRE!, Orders: Forwards, for the Emperor!, Orders: Get Back in the Fight!, Orders: Move! Move! Move!, Orders: Smite at Will!, Orders: Suppressive Fire!, Orders: Take Aim!, Senior Officer, Voice of Command
Camo Netting (15pts), Heavy Bolter, Heavy Bolter, Hunter-killer Missile (10pts), 2x Lasgun Arrays, Pintle-mounted Storm Bolter (5pts), Relic Plating (3pts), Searchlight, Smoke Launchers
Adamantium Will, Amphibious, Mobile Command Vehicle
Artillery Bombardment, Close Combat Weapon, Flak Armour, Frag Grenades
Artillery Bombardment
Close Combat Weapon, Flak Armour, Frag Grenades, Navy Orders
Navy Orders: Co-ordinate Reserves, Navy Orders: Intercept Reserves
2x Frag Grenades T, Lascannon, Lasgun
Frag Grenades, Sniper Rifle
Frag Grenades, Lasgun, Vox-caster
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Astropath | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p31 |
Company Commander | Infantry (Character) | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 9 | 5+/5++ | Codex: Astra Militarum p30 |
Master of Ordnance | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p31 |
Officer of the Fleet | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p31 |
Veteran | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p30 |
Veteran Weapons Team | Infantry | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ | Codex: Astra Militarum p30 |
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Chimera | 3 | 12 | 10 | 10 | 3 | Tank, Transport | Codex: Astra Militarum p40 |
Name | Description | Ref |
---|---|---|
Camo Netting | +1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open. | Codex: Astra Militarum |
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Lasgun Arrays | A Chimera has two separate arrays of three lasguns – one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots – the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target. | Codex: Astra Militarum |
Refractor Field | 5+ Invul Sv | Codex: Astra Militarum |
Relic Plating | Has Adamantium Will. | Codex: Astra Militarum |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. | Warhammer 40k rulebook |
Smoke Launchers | Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. | Warhammer 40k rulebook |
Vox-caster | Failed Leadership tests for orders issued to a unit with a vox-caster can be re-rolled, provided the officer’s unit also has a vox-caster. An officer may not use a vox-caster’s ability on his own unit. | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Artillery Bombardment | Infinite | 9 | 3 | Ordnance 1, Barrage, 5" Blast | Codex: Astra Militarum |
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Hunter-killer Missile | Infinite | 8 | 3 | Heavy 1, One Use | Imperial Armour Apocalypse 2013 p135 |
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Sniper Rifle | 36 | X | 6 | Heavy 1, Sniper | Codex: Astra Militarum |
Storm Bolter | 24 | 4 | 5 | Assault 2 | Codex: Astra Militarum |
2x Heavy Bolter (20pts), Camo Netting (15pts), Heavy Bolter, Recovery Gear (5pts), Relic Plating (3pts), Searchlight, Smoke Launchers, Turret-mounted Punisher Gatling Cannon, Warlord
Adamantium Will, Warlord, Warlord Trait: Astra Militarum
Tank Orders
Crack Shot, Leman Russ Commander, Tank Orders: Full Throttle!, Tank Orders: Gunners, Kill on Sight!, Tank Orders: Strike and Shroud!, Warlord Trait: Old Grudges
2x Plasma Cannons (30pts), Camo Netting (15pts), Lascannon (10pts), Searchlight, Smoke Launchers, Turret-mounted Executioner Plasma Cannon
2x Plasma Cannons (30pts), Camo Netting (15pts), Lascannon (10pts), Searchlight, Smoke Launchers, Turret-mounted Executioner Plasma Cannon
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Knight Commander Pask | Tank, Heavy (Character) | - | 4 | - | - | - | - | - | - | - | Codex: Astra Militarum p59 |
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Leman Russ Executioner | 3 | 14 | 13 | 11 | 3 | Tank, Heavy | Codex: Astra Militarum p47 |
Leman Russ Punisher (Commander) | 4 | 14 | 13 | 11 | 3 | Tank, Heavy | Codex: Astra Militarum p47 |
Name | Description | Ref |
---|---|---|
Camo Netting | +1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open. | Codex: Astra Militarum |
Recovery Gear | If a vehicle with Recovery Gear is Immobilised, then it subsequent turns it may attempt to repair itself. Roll 1D6 at the end of the Movement phase: on a 6 the vehicle is no longer Immobilised. This does not restore HP. | Codex: Astra Militarum |
Relic Plating | Has Adamantium Will. | Codex: Astra Militarum |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. | Warhammer 40k rulebook |
Smoke Launchers | Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Executioner Plasma Cannon | 36 | 7 | 2 | Heavy 3, 3" Blast | Codex: Astra Militarum |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Plasma Cannon | 36 | 7 | 2 | Heavy 1, 3" Blast, Gets Hot! | Codex: Astra Militarum |
Punisher Gatling Cannon | 24 | 5 | - | Heavy 20 | Codex: Astra Militarum |
Combined Squad
2x Flak Armour T, Flakk Missiles, 2x Frag Grenades T, Lasgun, Missile Launcher
5x Flak Armour, 5x Frag Grenades, 5x Lasgun
Flak Armour, Frag Grenades, Meltagun
Flak Armour, Frag Grenades, Lasgun, Vox-caster
Close Combat Weapon, Flak Armour, Frag Grenades, Plasma Pistol (15pts)
Combined Squad
2x Flak Armour T, Flakk Missiles, 2x Frag Grenades T, Lasgun, Missile Launcher
6x Flak Armour, 6x Frag Grenades, 6x Lasgun
Flak Armour, Frag Grenades, Meltagun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
Combined Squad
5x Flak Armour, 5x Frag Grenades, 5x Lasgun
Flak Armour, Flamer, Frag Grenades
Flak Armour, Frag Grenades, Lasgun, Vox-caster
2x Flak Armour T, 2x Frag Grenades T, Heavy Bolter, Lasgun
Bolt Pistol, Close Combat Weapon, Flak Armour, Frag Grenades, Krak Grenades
Stubborn, Summary Execution
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
Combined Squad
Autocannon, 2x Flak Armour T, 2x Frag Grenades T, Lasgun
6x Flak Armour, 6x Frag Grenades, 6x Lasgun
Flak Armour, Frag Grenades, Plasma Gun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
Combined Squad
Autocannon, 2x Flak Armour T, 2x Frag Grenades T, Lasgun
6x Flak Armour, 6x Frag Grenades, 6x Lasgun
Flak Armour, Frag Grenades, Plasma Gun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
6x Flak Armour T, 6x Frag Grenades T, 3x Lascannon, 3x Lasgun
2x Flak Armour, 2x Frag Grenades, 2x Grenade Launcher
Flak Armour, Frag Grenades, Heavy Flamer
Flak Armour, Frag Grenades, Lasgun, Vox-caster
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol, Orders
Orders: Bring it Down!, Orders: Fire on my Target!, Orders: First Rank, FIRE! Second Rank, FIRE!, Orders: Forwards, for the Emperor!, Orders: Get Back in the Fight!, Orders: Move! Move! Move!, Orders: Smite at Will!, Orders: Suppressive Fire!, Orders: Take Aim!, Voice of Command
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Commissar | Infantry (Character) | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 9 | 5+ | Codex: Astra Militarum p33 |
Guardsman | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p36 |
Heavy Weapons Team | Infantry | 3 | 3 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ | Codex: Astra Militarum p36 |
Platoon Commander | Infantry (Character) | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p36 |
Sergeant | Infantry (Character) | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p36 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Vox-caster | Failed Leadership tests for orders issued to a unit with a vox-caster can be re-rolled, provided the officer’s unit also has a vox-caster. An officer may not use a vox-caster’s ability on his own unit. | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Autocannon | 48 | 7 | 4 | Heavy 2 | Codex: Astra Militarum |
Bolt Pistol | 12 | 4 | 5 | Pistol | Codex: Astra Militarum |
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Flamer | Template | 4 | 5 | Assault 1 | Codex: Astra Militarum |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Grenade Launcher (Frag) | 24 | 3 | 6 | Assault 1, 3" Blast | Codex: Astra Militarum |
Grenade Launcher (Krak) | 24 | 6 | 4 | Assault 1 | Codex: Astra Militarum |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Heavy Flamer | Template | 5 | 4 | Assault 1 | Codex: Astra Militarum |
Krak Grenades | 8" | 6 | 4 | Assault 1 | Warhammer 40k rulebook |
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Meltagun | 12 | 8 | 1 | Assault 1, Melta | Codex: Astra Militarum |
Missile Launcher (Flakk) | 48 | 7 | 4 | Heavy 1, Skyfire | Codex: Astra Militarum |
Missile Launcher (Frag) | 48 | 4 | 6 | Heavy 1, 3" Blast | Codex: Astra Militarum |
Missile Launcher (Krak) | 48 | 8 | 3 | Heavy 1 | Codex: Astra Militarum |
Plasma Gun | 24 | 7 | 2 | Rapid Fire, Gets Hot! | Codex: Astra Militarum |
Plasma Pistol | 12 | 7 | 2 | Pistol, Gets Hot! | Codex: Astra Militarum |
Krak Grenades for Squad (10pts)
Carapace Armour for Squad
Doctrine: Grenadiers
Close Combat Weapon, Frag Grenades, Laspistol
Frag Grenades, Heavy Flamer
6x Frag Grenades, 6x Lasgun
Frag Grenades, Meltagun
Frag Grenades, Plasma Gun
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Veteran (Grenadiers) | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ | Codex: Astra Militarum p30 |
Veteran Sergeant (Grenadiers) | Infantry (Character) | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 4+ | Codex: Astra Militarum p38 |
Name | Description | Ref |
---|---|---|
Carapace Armour | 4+ Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Heavy Flamer | Template | 5 | 4 | Assault 1 | Codex: Astra Militarum |
Krak Grenades | 8" | 6 | 4 | Assault 1 | Warhammer 40k rulebook |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Meltagun | 12 | 8 | 1 | Assault 1, Melta | Codex: Astra Militarum |
Plasma Gun | 24 | 7 | 2 | Rapid Fire, Gets Hot! | Codex: Astra Militarum |
Flak Armour for Squad
Autocannon, 2x Frag Grenades T, Lasgun
Close Combat Weapon, Frag Grenades, Laspistol
Flamer, Frag Grenades
6x Frag Grenades, 6x Lasgun
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Veteran | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p30 |
Veteran Sergeant | Infantry (Character) | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p38 |
Veteran Weapons Team | Infantry | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ | Codex: Astra Militarum p30 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Autocannon | 48 | 7 | 4 | Heavy 2 | Codex: Astra Militarum |
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Flamer | Template | 4 | 5 | Assault 1 | Codex: Astra Militarum |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Flak Armour for Squad, Krak Grenades for Squad (10pts), Tallarn Desert Raiders (FW) (20pts)
Move Through Cover, Tallarn Desert Raiders
Melta-bombs for Squad, Single Demolition Charge
Doctrine: Demolitions
Camo Gear for Squad, Snare Mines for Squad
Doctrine: Forward Observers
Camo Netting (15pts), Heavy Bolter, Heavy Flamer, 2x Lasgun Arrays, Relic Plating (3pts), Searchlight, Smoke Launchers
Adamantium Will, Amphibious, Mobile Command Vehicle
Flakk Missiles, 2x Frag Grenades T, Lasgun, Missile Launcher
Close Combat Weapon, Frag Grenades, Plasma Pistol (15pts)
4x Frag Grenades, 4x Lasgun
3x Frag Grenades, 3x Meltagun
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Veteran | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p30 |
Veteran Sergeant | Infantry (Character) | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p38 |
Veteran Weapons Team | Infantry | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ | Codex: Astra Militarum p30 |
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Chimera | 3 | 12 | 10 | 10 | 3 | Tank, Transport | Codex: Astra Militarum p40 |
Name | Description | Ref |
---|---|---|
Camo Gear | +1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open. | Codex: Astra Militarum |
Camo Netting | +1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open. | Codex: Astra Militarum |
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Lasgun Arrays | A Chimera has two separate arrays of three lasguns – one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots – the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target. | Codex: Astra Militarum |
Relic Plating | Has Adamantium Will. | Codex: Astra Militarum |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. | Warhammer 40k rulebook |
Smoke Launchers | Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. | Warhammer 40k rulebook |
Snare Mines | Enemy units that charge a unit with snare mines count as having made a disordered charge. | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Demolition Charge | 6 | 8 | 2 | Assault 1, 5" Blast, One Use | Codex: Astra Militarum |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Heavy Flamer | Template | 5 | 4 | Assault 1 | Codex: Astra Militarum |
Krak Grenades | 8" | 6 | 4 | Assault 1 | Warhammer 40k rulebook |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Melta Bomb | - | 8 | 1 | Armourbane, Unwieldy | Warhammer 40k rulebook |
Meltagun | 12 | 8 | 1 | Assault 1, Melta | Codex: Astra Militarum |
Missile Launcher (Flakk) | 48 | 7 | 4 | Heavy 1, Skyfire | Codex: Astra Militarum |
Missile Launcher (Frag) | 48 | 4 | 6 | Heavy 1, 3" Blast | Codex: Astra Militarum |
Missile Launcher (Krak) | 48 | 8 | 3 | Heavy 1 | Codex: Astra Militarum |
Plasma Pistol | 12 | 7 | 2 | Pistol, Gets Hot! | Codex: Astra Militarum |
3x Autocannon, 6x Flak Armour T, 6x Frag Grenades T, 3x Lasgun
Flak Armour, Frag Grenades, Grenade Launcher
Flak Armour, Frag Grenades, Lasgun, Platoon Standard
2x Flak Armour, 2x Frag Grenades, 2x Sniper Rifle
Bolt Pistol (1pts), Close Combat Weapon, Flak Armour, Frag Grenades, Orders
Orders: Bring it Down!, Orders: Fire on my Target!, Orders: First Rank, FIRE! Second Rank, FIRE!, Orders: Forwards, for the Emperor!, Orders: Get Back in the Fight!, Orders: Move! Move! Move!, Orders: Smite at Will!, Orders: Suppressive Fire!, Orders: Take Aim!, Voice of Command
Combined Squad
6x Flak Armour, 6x Frag Grenades, 6x Lasgun
Flak Armour, Flamer, Frag Grenades
2x Flak Armour T, 2x Frag Grenades T, Heavy Bolter, Lasgun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
Combined Squad
6x Flak Armour, 6x Frag Grenades, 6x Lasgun
Flak Armour, Frag Grenades, Meltagun
2x Flak Armour T, 2x Frag Grenades T, Lasgun, Mortar
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Guardsman | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p36 |
Heavy Weapons Team | Infantry | 3 | 3 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ | Codex: Astra Militarum p36 |
Platoon Commander | Infantry (Character) | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p36 |
Sergeant | Infantry (Character) | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p36 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Platoon Standard | A unit that contains a model with a platoon standard counts as scoring an additional Wound for the purposes of calculating assault results. | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Autocannon | 48 | 7 | 4 | Heavy 2 | Codex: Astra Militarum |
Bolt Pistol | 12 | 4 | 5 | Pistol | Codex: Astra Militarum |
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Flamer | Template | 4 | 5 | Assault 1 | Codex: Astra Militarum |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Grenade Launcher (Frag) | 24 | 3 | 6 | Assault 1, 3" Blast | Codex: Astra Militarum |
Grenade Launcher (Krak) | 24 | 6 | 4 | Assault 1 | Codex: Astra Militarum |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Meltagun | 12 | 8 | 1 | Assault 1, Melta | Codex: Astra Militarum |
Mortar | 48 | 4 | 6 | Heavy 1, 3" Blast, Barrage | Codex: Astra Militarum |
Sniper Rifle | 36 | X | 6 | Heavy 1, Sniper | Codex: Astra Militarum |
2x Multiple Rocket Pods (10pts), Extra Armour, Lascannon (10pts), Searchlight
Grav Chute Insertion, Special Manoeuvres
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Valkyrie | 3 | 12 | 12 | 10 | 3 | Flyer, Hover, Transport | Codex: Astra Militarum p48 |
Name | Description | Ref |
---|---|---|
Extra Armour | Count Crew Stunned results as Crew Shaken instead. | Codex: Astra Militarum |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Multiple Rocket Pod | 24 | 4 | 6 | Heavy 1, 5" Blast | Codex: Astra Militarum |
Lascannon (10pts), Relic Plating (3pts)
Adamantium Will
Lascannon (10pts)
Name | WS | BS | S | Front | Side | Rear | I | A | HP | Type | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Armoured Sentinel | 3 | 3 | 5 | 12 | 10 | 10 | 3 | 1 | 2 | Walker | Codex: Astra Militarum p45 |
Name | Description | Ref |
---|---|---|
Relic Plating | Has Adamantium Will. | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Camo Netting (15pts), Heavy Bolter, Hunter-killer Missile (10pts), Searchlight, Smoke Launchers, 2x Twin-linked Stormshard Mortar
Camo Netting (15pts), Heavy Bolter, Hunter-killer Missile (10pts), Searchlight, Smoke Launchers, 2x Twin-linked Stormshard Mortar
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Wyvern | 3 | 12 | 10 | 10 | 3 | Tank, Open-topped | Codex: Astra Militarum p51 |
Name | Description | Ref |
---|---|---|
Camo Netting | +1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open. | Codex: Astra Militarum |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. | Warhammer 40k rulebook |
Smoke Launchers | Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Hunter-killer Missile | Infinite | 8 | 3 | Heavy 1, One Use | Imperial Armour Apocalypse 2013 p135 |
Stormshard Mortar | 48 | 4 | 6 | Heavy 2, Barrage, 3" Blast, Ignores Cover, Shred | Codex: Astra Militarum p51 |
Heavy Bolter, Searchlight, Smoke Launchers, Turret-mounted Eradicator Nova Cannon
2x Multi-meltas (20pts), Lascannon (10pts), Relic Plating (3pts), Searchlight, Smoke Launchers, Turret-mounted Executioner Plasma Cannon
Adamantium Will
Heavy Bolter, Searchlight, Smoke Launchers, Turret-mounted Exterminator Autocannon
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Leman Russ Eradicator | 3 | 14 | 13 | 10 | 3 | Tank, Heavy | Codex: Astra Militarum p47 |
Leman Russ Executioner | 3 | 14 | 13 | 11 | 3 | Tank, Heavy | Codex: Astra Militarum p47 |
Leman Russ Exterminator | 3 | 14 | 13 | 10 | 3 | Tank, Heavy | Codex: Astra Militarum p46 |
Name | Description | Ref |
---|---|---|
Relic Plating | Has Adamantium Will. | Codex: Astra Militarum |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. | Warhammer 40k rulebook |
Smoke Launchers | Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Eradicator Nova Cannon | 36 | 6 | 4 | Heavy 1, 5" Blast, Ignores Cover | Codex: Astra Militarum |
Executioner Plasma Cannon | 36 | 7 | 2 | Heavy 3, 3" Blast | Codex: Astra Militarum |
Exterminator Autocannon | 48 | 7 | 4 | Heavy 4, Twin-linked | Codex: Astra Militarum |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Multi-melta | 24 | 8 | 1 | Heavy 1, Melta | Codex: Astra Militarum |
2x Plasma Cannons (30pts), Battle Cannon, Heavy Bolter, Recovery Gear (5pts), Relic Plating (3pts), Searchlight, Smoke Launchers
Adamantium Will
2x Heavy Bolter (20pts), Heavy Bolter, Recovery Gear (5pts), Searchlight, Smoke Launchers, Turret-mounted Demolisher Siege Cannon
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Leman Russ | 3 | 14 | 13 | 10 | 3 | Tank, Heavy | Codex: Astra Militarum p46 |
Leman Russ Demolisher | 3 | 14 | 13 | 11 | 3 | Tank, Heavy | Codex: Astra Militarum p47 |
Name | Description | Ref |
---|---|---|
Recovery Gear | If a vehicle with Recovery Gear is Immobilised, then it subsequent turns it may attempt to repair itself. Roll 1D6 at the end of the Movement phase: on a 6 the vehicle is no longer Immobilised. This does not restore HP. | Codex: Astra Militarum |
Relic Plating | Has Adamantium Will. | Codex: Astra Militarum |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. | Warhammer 40k rulebook |
Smoke Launchers | Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Battle Cannon | 72 | 8 | 3 | Ordnance 1, 5" Blast | Codex: Astra Militarum |
Demolisher Siege Cannon | 24 | 10 | 2 | Ordnance 1, 5" Blast | Codex: Astra Militarum |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Plasma Cannon | 36 | 7 | 2 | Heavy 1, 3" Blast, Gets Hot! | Codex: Astra Militarum |
Hunter-killer Missile (10pts), Pair of Lascannon Turrets (50pts), Searchlight, Show Super-Heavy Vehicle Rules, Smoke Launchers, Targeters (50pts), Twin-linked Heavy Bolter (10pts), 4x Twin-linked Heavy Bolter, Volcano Cannon
Fear, Invincible Behemoth, Move Through Cover, Thunderblitz, Volcano Cannon Penetration
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Shadowsword (Targeters) | 4.0 | 14 | 13 | 12 | 9 | Super-heavy Vehicle | 40k Apocalypse 2nd Ed |
Name | Description | Ref |
---|---|---|
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. | Warhammer 40k rulebook |
Smoke Launchers | Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. | Warhammer 40k rulebook |
Targeter | +1 BS | 40k Apocalypse 2nd Ed p100 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Hunter-killer Missile | Infinite | 8 | 3 | Heavy 1, One Use | Imperial Armour Apocalypse 2013 p135 |
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Volcano Cannon | 180 | D | 2 | Primary Weapon 1, 7" Blast, Destroyer Weapon | Imperial Armour Apocalypse 2013 p136 |
Gun Emplacement with Quad-gun (50pts)
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Gun Emplacement | Gun Emplacement | - | - | - | 7 | 2 | - | - | - | 3+ | Stronghold Assault |
Name | Description | Ref |
---|---|---|
Aegis Defence Line | A model in cover behind a defence line has a 4+ cover save. If a unit Goes to Ground, then models from the unit gain +2 to the cover save from the defence line rather than +1. Models that are in base contact with a defence line are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that defence line. Units charging an enemy that is behind a defence line count as charging through difficult terrain. | Warhammer 40k rulebook |
Gun Emplacement | A model in cover behind a gun emplacement has a 4+ cover save. One non-vehicle model in base contact with a gun emplacement can fire it instead of firing its own weapons. A model that fires a gun emplacement has the Relentless special rule for that shooting attack. A gun emplacement can be shot at and attacked in close combat. It is hit automatically in close combat. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Quad-gun | 48 | 7 | 4 | Heavy 4, Interceptor, Skyfire, Twin-linked | Stronghold Assault |
Rapid-Fire Battle Cannon, Reaper Chainsword, Two Heavy Stubbers
Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Strikedown
Name | WS | BS | S | Front | Side | Rear | I | A | HP | Type |
---|---|---|---|---|---|---|---|---|---|---|
Knight Paladin | 4 | 4 | 10 | 13 | 12 | 12 | 4 | 3 | 6 | Vehicle (Super-heavy Walker) |
Name | Description |
---|---|
Ion Shield | Grants a 4+ Invulnerable Save against all shooting hits from one facing (chosen at the start of the opponent's shooting phase). |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Heavy Stubber | 36" | 4 | 6 | Heavy 3 |
Rapid-Fire Battle Cannon | 72" | 8 | 3 | Ordnance 2, Large Blast |
Reaper Chainsword | - | D | 2 | Melee |
Rapid-Fire Battle Cannon, Reaper Chainsword, Two Heavy Stubbers
Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Strikedown
Name | WS | BS | S | Front | Side | Rear | I | A | HP | Type |
---|---|---|---|---|---|---|---|---|---|---|
Knight Paladin | 4 | 4 | 10 | 13 | 12 | 12 | 4 | 3 | 6 | Vehicle (Super-heavy Walker) |
Name | Description |
---|---|
Ion Shield | Grants a 4+ Invulnerable Save against all shooting hits from one facing (chosen at the start of the opponent's shooting phase). |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Heavy Stubber | 36" | 4 | 6 | Heavy 3 |
Rapid-Fire Battle Cannon | 72" | 8 | 3 | Ordnance 2, Large Blast |
Reaper Chainsword | - | D | 2 | Melee |
Ideal Mission Commander: (Warhammer 40k rulebook)
Objective Secured: (Warhammer 40k rulebook)
Adamantium Will: (Warhammer 40k rulebook)
Amphibious: (Codex: Astra Militarum p40)
Artillery Bombardment: (Codex: Astra Militarum)
Combined Squad: (Codex: Astra Militarum)
Crack Shot: (Codex: Astra Militarum p59)
Doctrine: Demolitions: (Codex: Astra Militarum p38)
Doctrine: Forward Observers: (Codex: Astra Militarum p38)
Doctrine: Grenadiers: (Codex: Astra Militarum p38)
Fear: At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear – all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.
Grav Chute Insertion: (Codex: Astra Militarum)
Hammer of Wrath: If a model with this special rule ends its charge move in base or hull contact with an enemy model, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the model an additional Pile In move. If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or a Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider.
Independent Character: (Warhammer 40k rulebook p39)
Invincible Behemoth: A Super-heavy vehicle is so large and strongly built that weapons which degrade the armour of smaller vehicles will not effect it. Because of this, any attack that says that the target model is destroyed, wrecked, Explodes! or is otherwise removed from play inflicts D3 Hull Points of damage on a Super-heavy vehicle instead. In addition, any attacks or special abilities that permanently lower the Armour Values of a target vehicle do not affect a Super-heavy vehicle. Note that attacks or abilities that count the Armour Value as being lower, but do not actually change it, work normally.
It's for Your Own Good: (Codex: Astra Militarum)
Leman Russ Commander: (Codex: Astra Militarum)
Mobile Command Vehicle: (Codex: Astra Militarum p40)
Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
Navy Orders: Co-ordinate Reserves: (Codex: Astra Militarum p31)
Navy Orders: Intercept Reserves: (Codex: Astra Militarum p31)
Orders: Bring it Down!: (Codex: Astra Militarum)
Orders: Fire on my Target!: (Codex: Astra Militarum)
Orders: First Rank, FIRE! Second Rank, FIRE!: (Codex: Astra Militarum)
Orders: Forwards, for the Emperor!: (Codex: Astra Militarum)
Orders: Get Back in the Fight!: (Codex: Astra Militarum)
Orders: Move! Move! Move!: (Codex: Astra Militarum)
Orders: Smite at Will!: (Codex: Astra Militarum)
Orders: Suppressive Fire!: (Codex: Astra Militarum)
Orders: Take Aim!: (Codex: Astra Militarum)
Psychic Discipline: Biomancy: (Warhammer 40k rulebook)
Psychic Discipline: Daemonology: (Warhammer 40k rulebook)
Psychic Discipline: Divination: (Warhammer 40k rulebook)
Psychic Discipline: Pyromancy: (Warhammer 40k rulebook)
Psychic Discipline: Telekinesis: (Warhammer 40k rulebook)
Psyker (Mastery Level 1): (Warhammer 40k rulebook)
Psyker (Mastery Level 2): (Warhammer 40k rulebook)
Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.
Senior Officer: (Codex: Astra Militarum p30)
Smash: All of the close combat attacks, except Hammer of Wrath attacks, of a model with this special rule are resolved at AP2 (unless it’s attacking with an AP1 weapon). Additionally, when it makes its close combat attacks, it can choose instead to make a single Smash Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the model’s Strength (to a maximum of 10). Furthermore, a model making a Smash Attack can re-roll its armour penetration rolls, but must abide by the second result.
Special Manoeuvres: (Crusade of Fire p77)
Strikedown: Any non-vehicle model that suffers one or more unsaved Wounds or passes one or more saving throws against an attack with the Strikedown special rule moves as if it is in difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or coins so that you remember.
Stubborn: (Warhammer 40k rulebook p43)
Summary Execution: (Codex: Astra Militarum p33)
Tallarn Desert Raiders: May re-roll any To Hit rolls of 1 in the Shooting phase. Gains the Move Through Cover special rule. May not take Carapace Armour. (Imperial Armour III - 2nd Ed p226)
Tank Orders: Full Throttle!: (Codex: Astra Militarum p32)
Tank Orders: Gunners, Kill on Sight!: (Codex: Astra Militarum p32)
Tank Orders: Strike and Shroud!: (Codex: Astra Militarum p32)
Thunderblitz: (40k Apocalypse 2nd Ed)
Voice of Command: (Codex: Astra Militarum p28)
Volcano Cannon Penetration: (IA1 2nd Ed p100)
Warlord: (Warhammer 40k rulebook)
Warlord Trait: Astra Militarum: 1 Grand Strategist 2 Old Grudges 3 Draconian Disciplinarian 4 Implacable Determination 5 Bellowing Voice 6 Master of Command (Codex: Astra Militarum)
Warlord Trait: Old Grudges: (Codex: Astra Militarum)
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