Points:
13
Points:
7
Sec. Points:
0
Sec. Points:
0
Primary codex:
Tyranids
Primary codex:
Astra Militarum
Sec. codex:
Genestealer cult
Secondary codex:
Armylist:
Armylist:
+++ Troa Champions 2019 (Warhammer 40,000 8th Edition) [127 PL, -1CP, 1,849pts] +++

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [22 PL, 306pts] ++
Rules: Defenders of Humanity

+ No Force Org Slot +

Regimental Doctrine: Regiment: Millitarum Tempestus
. . Categories: No Force Org Slot
. . Abilities: Storm Troopers
Profiles:
. . Storm Troopers: Description:If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.|

+ HQ [7 PL, 87pts] +

Lord Commissar [4 PL, 39pts]: Plasma pistol [5pts], Power sword [4pts]
. . Categories: HQ, Faction: Astra Militarum, Character, Commissar, Faction: Imperium, Infantry, Lord Commissar, Faction: Officio Prefectus
. . Abilities: Aura of Discipline, Refractor Field, Summary Execution, Unit: Lord Commissar, Weapon: Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Profiles:
. . Aura of Discipline: Description:Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of their own.|
. . Refractor Field: Description:This model has a 5+ invulnerable save.|
. . Summary Execution: Description:The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of any friendly Commissars, you can execute a model. If you do, one model of your choice in that unit is slain and the Morale test is re- rolled (do not include this slain model when re-rolling the Morale test).|
. . Lord Commissar: M:6"|WS:2+|BS:2+|S:3|T:3|W:4|A:3|Ld:9|Save:4+|Codex: Astra Militarum p33
. . Plasma pistol, Standard: Range:12"|Type:Pistol 1|S:7|AP:-3|D:1|Abilities:-|
. . Plasma pistol, Supercharge: Range:12"|Type:Pistol 1|S:8|AP:-3|D:2|Abilities:On a hit roll of 1, the bearer is slain.|
. . Power sword: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:-|

Tempestor Prime [3 PL, 48pts]: Master of Command, Power fist [8pts], Relic: The Laurels of Command, Tempestus Command Rod [5pts], Warlord
. . Categories: Tempestus Scions, Faction: Astra Militarum, HQ, Faction: Imperium, Infantry, Character, Officer, Tempestor Prime, Faction: Militarum Tempestus, Warlord
. . Abilities: Aerial Drop, Master of Command, Tempestus Command Rod, The Laurels of Command, Voice of Command, Unit: Tempestor Prime, Weapon: Frag grenade, Krak grenade, Power fist
Profiles:
. . Aerial Drop: Description:During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
. . Master of Command: Description:Your Warlord gains the Voice of Command ability. If your Warlord already has the Voice of Command or Tank Orders ability, they may instead issue one additional order per turn.|
. . Tempestus Command Rod: Description:A model with a Tempestus command rod may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second.|
. . The Laurels of Command: Description:OFFICER with Voice of Command ability only. Roll a dice each time the bearer issues an order to a friendly <REGIMENT>unit within 6" of them. On a 4+ the bearer can immediately issue another order to the same unit. This does not count towards the maximum number of orders this model may issue each turn.|
. . Voice of Command: Description:This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.|
. . Tempestor Prime: M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:8|Save:4+|Codex: Astra Militarum p39
. . Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. . Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. . Power fist: Range:Melee|Type:Melee|S:x2|AP:-3|D:D3|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll.|

+ Troops [15 PL, 219pts] +

Militarum Tempestus Scions [5 PL, 74pts]
. . Categories: Faction: Astra Militarum, Tempestus Scions, Troops, Faction: Imperium, Infantry, Faction: Militarum Tempestus
. . Abilities: Aerial Drop
. . 9x Scion [63pts]
. . . . Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
. . Tempestor [11pts]: Hot-shot Laspistol, Power sword [4pts]
. . . . Unit: Tempestor, Weapon: Frag grenade, Hot-shot Laspistol, Krak grenade, Power sword
Profiles:
. . Aerial Drop: Description:During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
. . Tempestor: M:6"|WS:3+|BS:3+|S:3|T:3|W:1|A:2|Ld:7|Save:4+|Codex: Astra Militarum p39
. . Tempestus Scion: M:6"|WS:4+|BS:3+|S:3|T:3|W:1|A:1|Ld:6|Save:4+|Codex: Astra Militarum p39
. . Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. . Hot-shot Lasgun: Range:18"|Type:Rapid Fire 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Hot-shot Laspistol: Range:6"|Type:Pistol 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. . Power sword: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:-|

Militarum Tempestus Scions [5 PL, 74pts]
. . Categories: Faction: Astra Militarum, Tempestus Scions, Troops, Faction: Imperium, Infantry, Faction: Militarum Tempestus
. . Abilities: Aerial Drop
. . 9x Scion [63pts]
. . . . Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
. . Tempestor [11pts]: Hot-shot Laspistol, Power sword [4pts]
. . . . Unit: Tempestor, Weapon: Frag grenade, Hot-shot Laspistol, Krak grenade, Power sword
Profiles:
. . Aerial Drop: Description:During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
. . Tempestor: M:6"|WS:3+|BS:3+|S:3|T:3|W:1|A:2|Ld:7|Save:4+|Codex: Astra Militarum p39
. . Tempestus Scion: M:6"|WS:4+|BS:3+|S:3|T:3|W:1|A:1|Ld:6|Save:4+|Codex: Astra Militarum p39
. . Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. . Hot-shot Lasgun: Range:18"|Type:Rapid Fire 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Hot-shot Laspistol: Range:6"|Type:Pistol 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. . Power sword: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:-|

Militarum Tempestus Scions [5 PL, 71pts]
. . Categories: Faction: Astra Militarum, Tempestus Scions, Troops, Faction: Imperium, Infantry, Faction: Militarum Tempestus
. . Abilities: Aerial Drop
. . 9x Scion [63pts]
. . . . Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
. . Tempestor [8pts]: Bolt pistol [1pts], Chainsword
. . . . Unit: Tempestor, Weapon: Bolt pistol, Frag grenade, Krak grenade
Profiles:
. . Aerial Drop: Description:During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
. . Tempestor: M:6"|WS:3+|BS:3+|S:3|T:3|W:1|A:2|Ld:7|Save:4+|Codex: Astra Militarum p39
. . Tempestus Scion: M:6"|WS:4+|BS:3+|S:3|T:3|W:1|A:1|Ld:6|Save:4+|Codex: Astra Militarum p39
. . Bolt pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:-|
. . Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. . Hot-shot Lasgun: Range:18"|Type:Rapid Fire 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|

++ Spearhead Detachment +1CP (Imperium - Astra Militarum) [83 PL, -1CP, 1,241pts] ++
Rules: Defenders of Humanity

+ No Force Org Slot [-1CP] +

Regimental Doctrine: Regiment: Catachan
. . Categories: No Force Org Slot
. . Abilities: Brutal Strength
Profiles:
. . Brutal Strength: Description:INFANTRY units with this doctrine add 1 to their Strength characteristic. In addition, they can add 1 to their Leadership characteristic if they are within 6" of a friendly CATACHAN OFFICER. Each time a VEHICLE with this doctrine fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.) you can re-roll one of the dice used to determine the number of attacks made.|

Vigilus Defiant [-1CP]: Emperor's Fist Tank Company [-1CP]
. . Categories: No Force Org Slot

+ HQ [12 PL, 174pts] +

Tank Commander [12 PL, 174pts]: Battle Cannon [22pts], Emperor's Fist, Heavy Bolter [8pts], Heavy Stubber [2pts], Relic (Emperor's Fist): Hammer of Sunderance, Warlord
. . Categories: Faction: <REGIMENT>, Faction: Astra Militarum, Character, HQ, Faction: Imperium, Leman Russ, Tank Commander, Vehicle, Officer, Warlord, Emperor's Fist
. . Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Hammer of Sunderance, Smoke Launchers, Tank Orders, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Battle Cannon, Hammer of Sunderance, Heavy bolter, Heavy stubber
Profiles:
. . Emergency Plasma Vents: Description:If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.|Codex: Astra Militarum p114
. . Explodes (6+/6"/D3): Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.|
. . Grinding Advance: Description:If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, Conqueror battle cannon, Demolisher cannon, Eradicator nova cannon, Executioner plasma cannon, Exterminator autocannon, Punisher gatling cannon, Stygies Vanquisher battle cannon, twin lascannon and Vanquisher battle cannon.|
. . Hammer of Sunderance: Description:Model with battle cannon only. Hammer of Sunderance replaces the bearer’s battle cannon and has the following profile:|
. . Smoke Launchers: Description:Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.|Warhammer 40,000 Rulebook
. . Tank Orders: Description:This model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order each turn.|
. . TC Russ 1: Remaining W:7-12+|Movement:10"|BS:3+|Attacks:3|
. . TC Russ 2: Remaining W:4-6|Movement:7"|BS:4+|Attacks:D3|
. . TC Russ 3: Remaining W:1-3|Movement:4"|BS:5+|Attacks:1|
. . Tank Commander: M:*|WS:6+|BS:*|S:7|T:8|W:12|A:*|Ld:7|Save:3+|
. . Battle Cannon: Range:72"|Type:Heavy D6|S:8|AP:-2|D:D3|Abilities:-|
. . Hammer of Sunderance: Range:72"|Type:Heavy D6|S:8|AP:-2|D:3|Abilities:|
. . Heavy bolter: Range:36"|Type:Heavy 3|S:5|AP:-1|D:1|Abilities:-|
. . Heavy stubber: Range:36"|Type:Heavy 3|S:4|AP:0|D:1|Abilities:-|

+ Elites [4 PL, 65pts] +

Astropath [1 PL, 15pts]: Laspistol, Nightshroud
. . Categories: Faction: Astra Militarum, Faction: Astra Telepathica, Astropath, Character, Elites, Faction: Imperium, Infantry, Psyker, Faction: Scholastica Psykana
. . Abilities: Astral Devination, Telepathic Assault, Psychic Power: 4) Nightshroud, Psyker: Psyker, Unit: Astropath, Weapon: Laspistol
Profiles:
. . Astral Devination: Description:At the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the phase, the unit you picked gains no bonus to ther saving throws for being in cover when it is targeted by attacks made by friendly ASTRA MILITARUM units within 6" of this model.|
. . Telepathic Assault: Description:Each time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6.|
. . 4) Nightshroud: Warp Charge:6|Range:12"|Details:Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls.|
. . Psyker: Cast:1|Deny:1|Powers Known:Smite & 1 Psykana|Other:|
. . Astropath: M:6"|WS:5+|BS:6+|S:3|T:3|W:3|A:1|Ld:6|Save:6+|
. . Laspistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-|

Sergeant Harker [3 PL, 50pts]
. . Categories: Faction: Astra Militarum, Catachan, Character, Elites, Faction: Imperium, Infantry, Sergeant Harker
. . Abilities: Harker's Hellraisers, Unit: Sergeant 'Stonetooth' Harker, Weapon: Frag grenade, Krak grenade, Payback
Profiles:
. . Harker's Hellraisers: Description:You can re-roll hit rolls of 1 in the Shooting phase for friendly CATACHAN units within 6" of Sergeant Harker.|
. . Sergeant 'Stonetooth' Harker: M:6"|WS:3+|BS:3+|S:4|T:3|W:3|A:4|Ld:7|Save:5+|Codex: Astra Militarum p38
. . Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. . Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. . Payback: Range:36"|Type:Assault 3|S:5|AP:-2|D:1|Abilities:|

+ Heavy Support [67 PL, 1,002pts] +

Cyclops Demolition Vehicle [3 PL, 60pts]: Cyclops [3 PL, 60pts]
. . Categories: Faction: <REGIMENT>, Faction: Astra Militarum, Cyclops Demolition Vehicle, Faction: Imperium, Vehicle, Heavy Support
Profiles:
. . Cyclops Demolition Charge: Description:​At the start of any of this model’s Shooting phases, so long as it has not Advanced, it may choose to detonate its Cyclops demolition charge. When it does so, every unit (both friendly and enemy) within D6" is automatically hit by this weapon using the profile stated above – roll separately for each unit. Once this model has detonated its Cyclops demolition charge, remove it from play. Any Cyclops Demolition Vehicle that is removed from play in this way does not award Victory points in scenarios that offer Victory points for slaying enemy units.|
. . Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 3+ it explodes, and each unit within 6" suffers D3 mortal wound.|
. . Vehicle Squadron: Description:The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.|
. . Cyclops: M:10"|WS:6+|BS:4+|S:4|T:6|W:4|A:1|Ld:7|Save:3+|
. . Cyclops Demolition Charge: Range:*|Type:Heavy 2D6|S:9|AP:-2|D:D3|Abilities:​ This weapon automatically hits its target. This weapon may only be used once per battle.|

Cyclops Demolition Vehicle [3 PL, 60pts]: Cyclops [3 PL, 60pts]
. . Categories: Faction: <REGIMENT>, Faction: Astra Militarum, Cyclops Demolition Vehicle, Faction: Imperium, Vehicle, Heavy Support
Profiles:
. . Cyclops Demolition Charge: Description:​At the start of any of this model’s Shooting phases, so long as it has not Advanced, it may choose to detonate its Cyclops demolition charge. When it does so, every unit (both friendly and enemy) within D6" is automatically hit by this weapon using the profile stated above – roll separately for each unit. Once this model has detonated its Cyclops demolition charge, remove it from play. Any Cyclops Demolition Vehicle that is removed from play in this way does not award Victory points in scenarios that offer Victory points for slaying enemy units.|
. . Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 3+ it explodes, and each unit within 6" suffers D3 mortal wound.|
. . Vehicle Squadron: Description:The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.|
. . Cyclops: M:10"|WS:6+|BS:4+|S:4|T:6|W:4|A:1|Ld:7|Save:3+|
. . Cyclops Demolition Charge: Range:*|Type:Heavy 2D6|S:9|AP:-2|D:D3|Abilities:​ This weapon automatically hits its target. This weapon may only be used once per battle.|

Cyclops Demolition Vehicle [3 PL, 60pts]: Cyclops [3 PL, 60pts]
. . Categories: Faction: <REGIMENT>, Faction: Astra Militarum, Cyclops Demolition Vehicle, Faction: Imperium, Vehicle, Heavy Support
Profiles:
. . Cyclops Demolition Charge: Description:​At the start of any of this model’s Shooting phases, so long as it has not Advanced, it may choose to detonate its Cyclops demolition charge. When it does so, every unit (both friendly and enemy) within D6" is automatically hit by this weapon using the profile stated above – roll separately for each unit. Once this model has detonated its Cyclops demolition charge, remove it from play. Any Cyclops Demolition Vehicle that is removed from play in this way does not award Victory points in scenarios that offer Victory points for slaying enemy units.|
. . Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 3+ it explodes, and each unit within 6" suffers D3 mortal wound.|
. . Vehicle Squadron: Description:The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.|
. . Cyclops: M:10"|WS:6+|BS:4+|S:4|T:6|W:4|A:1|Ld:7|Save:3+|
. . Cyclops Demolition Charge: Range:*|Type:Heavy 2D6|S:9|AP:-2|D:D3|Abilities:​ This weapon automatically hits its target. This weapon may only be used once per battle.|

Leman Russ Battle Tanks [20 PL, 278pts]: Emperor's Fist
. . Categories: Faction: <REGIMENT>, Faction: Astra Militarum, Heavy Support, Faction: Imperium, Leman Russ, Leman Russ Battle Tank, Vehicle, Emperor's Fist
. . Leman Russ Battle Tank [10 PL, 139pts]: Battle Cannon [22pts], Heavy Bolter [8pts], Heavy Stubber [2pts]
. . . . Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle Cannon, Heavy bolter, Heavy stubber
. . Leman Russ Battle Tank [10 PL, 139pts]: Battle Cannon [22pts], Heavy Bolter [8pts], Heavy Stubber [2pts]
. . . . Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle Cannon, Heavy bolter, Heavy stubber
Profiles:
. . Emergency Plasma Vents: Description:If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.|Codex: Astra Militarum p114
. . Explodes (6+/6"/D3): Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.|
. . Grinding Advance: Description:If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, Conqueror battle cannon, Demolisher cannon, Eradicator nova cannon, Executioner plasma cannon, Exterminator autocannon, Punisher gatling cannon, Stygies Vanquisher battle cannon, twin lascannon and Vanquisher battle cannon.|
. . Smoke Launchers: Description:Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.|Warhammer 40,000 Rulebook
. . Vehicle Squadron: Description:The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.|
. . Leman Russ 1: Remaining W:7-12+|Movement:10"|BS:4+|Attacks:3|
. . Leman Russ 2: Remaining W:4-6|Movement:7"|BS:5+|Attacks:D3|
. . Leman Russ 3: Remaining W:1-3|Movement:4"|BS:6+|Attacks:1|
. . Leman Russ: M:*|WS:6+|BS:*|S:7|T:8|W:12|A:*|Ld:7|Save:3+|Codex: Astra Militarum p46
. . Battle Cannon: Range:72"|Type:Heavy D6|S:8|AP:-2|D:D3|Abilities:-|
. . Heavy bolter: Range:36"|Type:Heavy 3|S:5|AP:-1|D:1|Abilities:-|
. . Heavy stubber: Range:36"|Type:Heavy 3|S:4|AP:0|D:1|Abilities:-|

Leman Russ Battle Tanks [30 PL, 411pts]: Emperor's Fist
. . Categories: Faction: <REGIMENT>, Faction: Astra Militarum, Heavy Support, Faction: Imperium, Leman Russ, Leman Russ Battle Tank, Vehicle, Emperor's Fist
. . Leman Russ Battle Tank [10 PL, 137pts]: Battle Cannon [22pts], Heavy Bolter [8pts]
. . . . Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle Cannon, Heavy bolter
. . Leman Russ Battle Tank [10 PL, 137pts]: Battle Cannon [22pts], Heavy Bolter [8pts]
. . . . Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle Cannon, Heavy bolter
. . Leman Russ Battle Tank [10 PL, 137pts]: Battle Cannon [22pts], Heavy Bolter [8pts]
. . . . Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle Cannon, Heavy bolter
Profiles:
. . Emergency Plasma Vents: Description:If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.|Codex: Astra Militarum p114
. . Explodes (6+/6"/D3): Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.|
. . Grinding Advance: Description:If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, Conqueror battle cannon, Demolisher cannon, Eradicator nova cannon, Executioner plasma cannon, Exterminator autocannon, Punisher gatling cannon, Stygies Vanquisher battle cannon, twin lascannon and Vanquisher battle cannon.|
. . Smoke Launchers: Description:Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.|Warhammer 40,000 Rulebook
. . Vehicle Squadron: Description:The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.|
. . Leman Russ 1: Remaining W:7-12+|Movement:10"|BS:4+|Attacks:3|
. . Leman Russ 2: Remaining W:4-6|Movement:7"|BS:5+|Attacks:D3|
. . Leman Russ 3: Remaining W:1-3|Movement:4"|BS:6+|Attacks:1|
. . Leman Russ: M:*|WS:6+|BS:*|S:7|T:8|W:12|A:*|Ld:7|Save:3+|Codex: Astra Militarum p46
. . Battle Cannon: Range:72"|Type:Heavy D6|S:8|AP:-2|D:D3|Abilities:-|
. . Heavy bolter: Range:36"|Type:Heavy 3|S:5|AP:-1|D:1|Abilities:-|

Manticore [8 PL, 133pts]: Heavy Bolter [8pts]
. . Categories: Faction: <REGIMENT>, Faction: Astra Militarum, Heavy Support, Faction: Imperium, Manticore, Vehicle
. . Abilities: Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Stat Damage (HS) 1, Stat Damage (HS) 2, Stat Damage (HS) 3, Unit: Manticore, Weapon: Heavy bolter, Storm Eagle Rockets
Profiles:
. . Smoke Launchers: Description:Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.|Warhammer 40,000 Rulebook
. . Vehicle Squadron: Description:The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.|
. . Stat Damage (HS) 1: Remaining W:6-11+|Movement:12"|BS:4+|Attacks:3|
. . Stat Damage (HS) 2: Remaining W:3-5|Movement:8"|BS:5+|Attacks:D3|
. . Stat Damage (HS) 3: Remaining W:1-2|Movement:4"|BS:6+|Attacks:1|
. . Manticore: M:*|WS:6+|BS:*|S:6|T:7|W:11|A:*|Ld:7|Save:3+|Codex: Astra Militarum p52
. . Heavy bolter: Range:36"|Type:Heavy 3|S:5|AP:-1|D:1|Abilities:-|
. . Storm Eagle Rockets: Range:120"|Type:Heavy 2D6|S:10|AP:-2|D:D3|Abilities:This weapon can target units that are not visible to the bearer. A model can only fire a single storm eagle rocket per turn. Each storm eagle rocket can only be fired once per battle.|

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [22 PL, 302pts] ++
Rules: Defenders of Humanity

+ No Force Org Slot +

Regimental Doctrine: Regiment: Millitarum Tempestus
. . Categories: No Force Org Slot
. . Abilities: Storm Troopers
Profiles:
. . Storm Troopers: Description:If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.|

+ HQ [7 PL, 83pts] +

Lord Commissar [4 PL, 39pts]: Plasma pistol [5pts], Power sword [4pts]
. . Categories: HQ, Faction: Astra Militarum, Character, Commissar, Faction: Imperium, Infantry, Lord Commissar, Faction: Officio Prefectus
. . Abilities: Aura of Discipline, Refractor Field, Summary Execution, Unit: Lord Commissar, Weapon: Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Profiles:
. . Aura of Discipline: Description:Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of their own.|
. . Refractor Field: Description:This model has a 5+ invulnerable save.|
. . Summary Execution: Description:The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of any friendly Commissars, you can execute a model. If you do, one model of your choice in that unit is slain and the Morale test is re- rolled (do not include this slain model when re-rolling the Morale test).|
. . Lord Commissar: M:6"|WS:2+|BS:2+|S:3|T:3|W:4|A:3|Ld:9|Save:4+|Codex: Astra Militarum p33
. . Plasma pistol, Standard: Range:12"|Type:Pistol 1|S:7|AP:-3|D:1|Abilities:-|
. . Plasma pistol, Supercharge: Range:12"|Type:Pistol 1|S:8|AP:-3|D:2|Abilities:On a hit roll of 1, the bearer is slain.|
. . Power sword: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:-|

Tempestor Prime [3 PL, 44pts]: Power sword [4pts], Tempestus Command Rod [5pts]
. . Categories: Tempestus Scions, Faction: Astra Militarum, HQ, Faction: Imperium, Infantry, Character, Officer, Tempestor Prime, Faction: Militarum Tempestus
. . Abilities: Aerial Drop, Tempestus Command Rod, Voice of Command, Unit: Tempestor Prime, Weapon: Frag grenade, Krak grenade, Power sword
Profiles:
. . Aerial Drop: Description:During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
. . Tempestus Command Rod: Description:A model with a Tempestus command rod may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second.|
. . Voice of Command: Description:This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.|
. . Tempestor Prime: M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:8|Save:4+|Codex: Astra Militarum p39
. . Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. . Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. . Power sword: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:-|

+ Troops [15 PL, 219pts] +

Militarum Tempestus Scions [5 PL, 71pts]
. . Categories: Faction: Astra Militarum, Tempestus Scions, Troops, Faction: Imperium, Infantry, Faction: Militarum Tempestus
. . Abilities: Aerial Drop
. . 9x Scion [63pts]
. . . . Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
. . Tempestor [8pts]: Bolt pistol [1pts], Chainsword
. . . . Unit: Tempestor, Weapon: Bolt pistol, Frag grenade, Krak grenade
Profiles:
. . Aerial Drop: Description:During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
. . Tempestor: M:6"|WS:3+|BS:3+|S:3|T:3|W:1|A:2|Ld:7|Save:4+|Codex: Astra Militarum p39
. . Tempestus Scion: M:6"|WS:4+|BS:3+|S:3|T:3|W:1|A:1|Ld:6|Save:4+|Codex: Astra Militarum p39
. . Bolt pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:-|
. . Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. . Hot-shot Lasgun: Range:18"|Type:Rapid Fire 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|

Militarum Tempestus Scions [5 PL, 74pts]
. . Categories: Faction: Astra Militarum, Tempestus Scions, Troops, Faction: Imperium, Infantry, Faction: Militarum Tempestus
. . Abilities: Aerial Drop
. . 9x Scion [63pts]
. . . . Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
. . Tempestor [11pts]: Hot-shot Laspistol, Power sword [4pts]
. . . . Unit: Tempestor, Weapon: Frag grenade, Hot-shot Laspistol, Krak grenade, Power sword
Profiles:
. . Aerial Drop: Description:During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
. . Tempestor: M:6"|WS:3+|BS:3+|S:3|T:3|W:1|A:2|Ld:7|Save:4+|Codex: Astra Militarum p39
. . Tempestus Scion: M:6"|WS:4+|BS:3+|S:3|T:3|W:1|A:1|Ld:6|Save:4+|Codex: Astra Militarum p39
. . Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. . Hot-shot Lasgun: Range:18"|Type:Rapid Fire 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Hot-shot Laspistol: Range:6"|Type:Pistol 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. . Power sword: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:-|

Militarum Tempestus Scions [5 PL, 74pts]
. . Categories: Faction: Astra Militarum, Tempestus Scions, Troops, Faction: Imperium, Infantry, Faction: Militarum Tempestus
. . Abilities: Aerial Drop
. . 9x Scion [63pts]
. . . . Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
. . Tempestor [11pts]: Hot-shot Laspistol, Power sword [4pts]
. . . . Unit: Tempestor, Weapon: Frag grenade, Hot-shot Laspistol, Krak grenade, Power sword
Profiles:
. . Aerial Drop: Description:During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
. . Tempestor: M:6"|WS:3+|BS:3+|S:3|T:3|W:1|A:2|Ld:7|Save:4+|Codex: Astra Militarum p39
. . Tempestus Scion: M:6"|WS:4+|BS:3+|S:3|T:3|W:1|A:1|Ld:6|Save:4+|Codex: Astra Militarum p39
. . Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. . Hot-shot Lasgun: Range:18"|Type:Rapid Fire 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Hot-shot Laspistol: Range:6"|Type:Pistol 1|S:3|AP:-2|D:1|Abilities:-|Warhammer 40,000 Rulebook
. . Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. . Power sword: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:-|

++ Roster Rules ++

. . Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models in range as normal. ()

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