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
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 |
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 |
---|---|---|---|---|---|
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, 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 |
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 |
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 |
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, 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 |
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)
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 | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Heavy Bolter, Searchlight, Smoke Launchers, Turret-mounted Eradicator Nova Cannon
2x Multi-meltas (20pts), Heavy Bolter, 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 |
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 |
Cyclone Missile Launcher (25pts), 5x Deathwing Terminators (220pts), Thunder Hammer and Storm Shield (5pts)
Deathwing Assault, Inner Circle (Fearless, Preferred Enemy (CSM)), Split Fire, Vengeful Strike
Devastation (65pts)
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Deathwing Terminator | Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+ / 5++ |
Name | Description | Ref |
---|---|---|
Standard of Devastation | All friendly Dark Angels within 12" re-roll failed morale and pinning tests and all models within 6" treat their bolters as Salvo 2/4 instead of rapid fire. | Codex: Dark Angels 6th p66 |
Storm Shield | Convers 3++, but can never count as having 2 close combat weapons | Codex: Dark Angels 6th p64 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Cyclone Missile Launcher (Frag) | 48" | 4 | 6 | Heavy 2, Blast | Codex: Dark Angels 6th p60 |
Cyclone Missile Launcher (Krak) | 48" | 8 | 3 | Heavy 2 | Codex: Dark Angels 6th p60 |
Power Fist | - | x2 | 2 | Melee, Specialist Weapon, Unwieldy | BRB 2014 p179 |
Storm Bolter | 24" | 4 | 5 | Assault 2 | BRB 2014 p176 |
Thunder Hammer | - | x2 | 2 | Melee, Concussive, Specialist Weapon, Unwieldy | BRB 2014 p178 |
Iron Halo, Storm Bolter and Sword of Silence, Teleport Homer, Terminator Armour
Deathwing Assault, Grand Master of the Deathwing, Independent Character, Inner Circle (Fearless, Preferred Enemy (CSM)), Marked for Retribution, Precision Shots, Tactical Precision, Vengeful Strike, Warlord Trait: The Hunt
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Belial | Unique, Infantry (Character) | 6 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 2+/5++ | Codex: Dark Angels 6th p56 |
Name | Description | Ref |
---|---|---|
Iron Halo | Convers 4++ | Codex: Dark Angels 6th p63 |
Teleport Homer | Friendly Terminators do not scatter when placed within 6", model must have started the turn on the board | Codex: Dark Angels 6th p64 |
Terminator Armour | 2+/5++, have the Bulky, Deep Strike, Relentless, Deathwing Assault and Vengeful Strike special rules, and may not make sweeping advances. | Codex: Dark Angels 6th p65 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Storm Bolter | 24" | 4 | 5 | Assault 2 | BRB 2014 p176 |
Sword of Silence | - | User | 3 | Melee, Fleshbane, Master Crafted | Codex: Dark Angels 6th p56 |
Perfidious Relic of the Unforgiven (10pts), Storm Shields, Terminator Armour
Deathwing Assault, Fortress of Shields, Hammer of Wrath, Inner Circle (Fearless, Preferred Enemy (CSM)), Precision Strikes, Vengeful Strike
7x Mace of Absolution
Flail of the Unforgiven
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Deathwing Knights | Infantry | 5 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+ / 3++ |
Knight Master | Infantry (Character) | 5 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+ / 3++ |
Name | Description | Ref |
---|---|---|
Perfidious Relic of the Unforgiven | Grants the Adamantium Will and Fear rules | Codex: Dark Angels 6th p64 |
Storm Shield | Convers 3++, but can never count as having 2 close combat weapons | Codex: Dark Angels 6th p64 |
Terminator Armour | 2+/5++, have the Bulky, Deep Strike, Relentless, Deathwing Assault and Vengeful Strike special rules, and may not make sweeping advances. | Codex: Dark Angels 6th p65 |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Flail of the Unforgiven | - | +2 | 3 | Melee, Bane of the Traitor, Concussive |
Mace of Absolution (Normal) | - | +2 | 4 | Melee, Bane of the Traitor, Concussive |
Mace of Absolution (Smite Mode) | - | +6 | 2 | Melee, Bane of the Traitor, Concussive, One Use Only |
Chainfist (5pts), Cyclone Missile Launcher (25pts), 9x Deathwing Terminators (396pts), Plasma Cannon (15pts), Power Fist, Storm Bolter, 2x Thunder Hammer and Storm Shield (10pts)
Armourbane, Deathwing Assault, Inner Circle (Fearless, Preferred Enemy (CSM)), Specialist Weapon, Split Fire, Unwieldy, Vengeful Strike
Storm Bolter and Power Sword
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Deathwing Terminator | Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+ / 5++ |
Name | Description | Ref |
---|---|---|
Storm Shield | Convers 3++, but can never count as having 2 close combat weapons | Codex: Dark Angels 6th p64 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Chainfist | - | x2 | 2 | Melee, Specialist Weapon, Unwieldly, Armourbane | BRB 2014 p178 |
Cyclone Missile Launcher (Frag) | 48" | 4 | 6 | Heavy 2, Blast | Codex: Dark Angels 6th p60 |
Cyclone Missile Launcher (Krak) | 48" | 8 | 3 | Heavy 2 | Codex: Dark Angels 6th p60 |
Plasma Cannon | 36" | 7 | 2 | Heavy 1, Blast, Gets Hot | BRB 2014 p177 |
Power Fist | - | x2 | 2 | Melee, Specialist Weapon, Unwieldy | BRB 2014 p179 |
Power Sword | - | User | 3 | Melee | BRB 2014 p179 |
Storm Bolter | 24" | 4 | 5 | Assault 2 | BRB 2014 p176 |
Thunder Hammer | - | x2 | 2 | Melee, Concussive, Specialist Weapon, Unwieldy | BRB 2014 p178 |
Chainfist (5pts), Cyclone Missile Launcher (25pts), 9x Deathwing Terminators (396pts), 2x Pair of Lightning Claws, Power Fist, Storm Bolter, 6x Thunder Hammer and Storm Shield (30pts)
Armourbane, Deathwing Assault, Inner Circle (Fearless, Preferred Enemy (CSM)), Specialist Weapon, Split Fire, Unwieldy, Vengeful Strike
Pair of Lightning Claws
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Deathwing Terminator | Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+ / 5++ |
Name | Description | Ref |
---|---|---|
Storm Shield | Convers 3++, but can never count as having 2 close combat weapons | Codex: Dark Angels 6th p64 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Chainfist | - | x2 | 2 | Melee, Specialist Weapon, Unwieldly, Armourbane | BRB 2014 p178 |
Cyclone Missile Launcher (Frag) | 48" | 4 | 6 | Heavy 2, Blast | Codex: Dark Angels 6th p60 |
Cyclone Missile Launcher (Krak) | 48" | 8 | 3 | Heavy 2 | Codex: Dark Angels 6th p60 |
Lightning Claw[s] | - | User | 3 | Melee, Shred, Specialist Weapon | BRB 2014 p178 |
Power Fist | - | x2 | 2 | Melee, Specialist Weapon, Unwieldy | BRB 2014 p179 |
Storm Bolter | 24" | 4 | 5 | Assault 2 | BRB 2014 p176 |
Thunder Hammer | - | x2 | 2 | Melee, Concussive, Specialist Weapon, Unwieldy | BRB 2014 p178 |
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 |
Ideal Mission Commander: (Warhammer 40k rulebook)
Objective Secured: (Warhammer 40k rulebook)
Adamantium Will: (Warhammer 40k rulebook)
Amphibious: (Codex: Astra Militarum p40)
Armourbane: Roll an additional D6 for armor penetration against vehicles only. (BRB 2014 p157)
Combined Squad: (Codex: Astra Militarum)
Crack Shot: (Codex: Astra Militarum p59)
Deathwing Assault: Units composed entirely composed of models with this rule and wearing Terminator Armour can choose to make a Deathwing Assault. Immediatly after determining Warlord Traits, tell your opponent which units are making a Deathwing Assault, and make a secret note on weather it happens during turn 1 or turn 2. All units chosen arrive then with no need to roll for deep strike reserves. (Codex: Dark Angels 6th p44)
Doctrine: Demolitions: (Codex: Astra Militarum p38)
Doctrine: Forward Observers: (Codex: Astra Militarum p38)
Doctrine: Grenadiers: (Codex: Astra Militarum p38)
Fortress of Shields: Any model with the Inner Circle rule that is in base contact with at least two models with this rule gain +1 Toughness. (Codex: Dark Angels 6th p45)
Grand Master of the Deathwing: In a CAD that contains Belial, Deathwing Terminator Squads are troop choices instead of elites. (Codex: Dark Angels 6th p92)
Grav Chute Insertion: (Codex: Astra Militarum)
Hammer of Wrath: On the turn this unit charges into combat they get an Initiative 10 automatic hit at their unmodified Strength for each model with this rule. (BRB 2014 p165)
Independent Character: Independent Characters can join and leave other units that do not contain vehicles or Monstrous Creatures. Independent Characters may join with other Independent Characters to form a powerful multi-character unit. An Independent Character counts as having joined a unit if he ends his move within 2" of them, if he is within 2" of more than one unit you must declare which unit he is joining. An Independent Character may leave his unit and join another one in the same movement phase, but he may not join a unit in any other phase. An Independent Character cannot join or leave a unit that is locked in combat or falling back, he also may not leave a unit that has gone to ground. Look out Sir is taken on a 2+. If a unit with an Independent Character in it has fallen to below 25% strength they test as if they had 25% remaining. When an Independent Character joins a unit he looses all special rules that the unit does not have unless the rule says it applies to the unit (e.g. Stubborn) and vice versa. If the unit is suffering from ongoing effects (eg blind, soul blaze) and the Independent Character leaves the unit, he is still suffering from those effects as well, but they to not transfer to a new unit he joins. (BRB 2014 p166)
Inner Circle (Fearless, Preferred Enemy (CSM)): Fearless: never fail Pinning, Fear, Regroup, or Morale checks, and cannot Go To Ground (BRB p163) and Preferred Enemy (Chaos Space Marines): Re-roll failed results of 1 for To Hit and To Wound rolls, in both close combat and shooting (BRB 2014 p169) (Codex: Dark Angels 6th p28)
It's for Your Own Good: (Codex: Astra Militarum)
Leman Russ Commander: (Codex: Astra Militarum)
Marked for Retribution: Belial's shooting attacks are Precision Shots on a to hit roll of 5+ (Codex: Dark Angels 6th p56)
Mobile Command Vehicle: (Codex: Astra Militarum p40)
Move Through Cover: (Warhammer 40k rulebook p40)
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)
Precision Shots: Shooting rolls of 6 become Precision Shots and may be allocated to an engaged model of your choice within range and line of sight. (No snap shots; Look Out, Sir is still allowed.) (BRB 2014 p169)
Precision Strikes: Melee hit rolls of 6 become Precision Strikes and may be allocated to an engaged model of your choice. (Look Out, Sir is still allowed.) (BRB 2014 p169)
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)
Senior Officer: (Codex: Astra Militarum p30)
Special Manoeuvres: (Crusade of Fire p77)
Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon USR. (BRB 2014 p172)
Split Fire: A single model may fire at a different target than the rest of the unit. (BRB 2014 p172)
Stubborn: (Warhammer 40k rulebook p43)
Summary Execution: (Codex: Astra Militarum p33)
Tactical Precision: Belial and any unit he has joined with Inner Circle rule do not scatter when Deep Striking. (Codex: Dark Angels 6th p56)
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)
Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker. (BRB 2014 p174)
Vengeful Strike: When a model with this rule arrives from Deep Strike, it treats all ranged weapons as having Twin Linked until end of turn. (Codex: Dark Angels 6th p44)
Voice of Command: (Codex: Astra Militarum p28)
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)
Warlord Trait: The Hunt: If this model is chosen as your Warlord, it has the Warlord Trait "The Hunt": +1 Victory point if your Warlord or his unit kill enemy Warlord in the Assault phase. (Codex: Dark Angels 6th p28)
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