Points:
3
Points:
0
Sec. Points:
11
Sec. Points:
0
Primary codex:
Adeptus Astartes
Primary codex:
Astra Militarum
Sec. codex:
Secondary codex:
Dark Angels
Armylist:
Armylist:
Manchacomic 2 (Warhammer 40,000 8th Edition) [103 PL, 2000pts]
Outrider Detachment +1CP (Imperium - Dark Angels) [77 PL, 1507pts]
Rules: Defenders of Humanity, Grim Resolve

HQ [20 PL, 404pts]
Ravenwing Talonmaster [9 PL, 188pts]
Selections: Shroud of Heroes

Categories: Adeptus Astartes, Faction: Ravenwing, Faction: Dark Angels, Character, Fly, HQ, Land Speeder, Talonmaster, Vehicle

Rules: And They Shall Know No Fear

Abilities: Explodes, Jink, No Escape, Tactical Precision, Unit: Ravenwing Talonmaster

Land Speeder [61pts]
Selections: Twin assault cannon [44pts], Twin heavy bolter [17pts]

Weapon: Twin assault cannon, Twin heavy bolter

Talonmaster [4pts]
Selections: Power sword [4pts]

Weapon: Power sword


Abilities Description Ref
Explodes If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffer a mortal wounds.
Jink If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.
No Escape Enemy units do not gain any bonuses to their saving throws for being in cover against shooting attacks made by friendly RAVENWINGunits that are within 6" of this model.
Shroud of Heroes Your opponent must subtract 1 from all hit rolls that target the bearer.
Tactical Precision You can re-roll wound rolls of 1 for friendly DARK ANGELSunits within 6" of this model.
Unit M WS BS S T W A Ld Save Ref
Ravenwing Talonmaster 16" 2+ 3+ 4 6 6 4 8 3+
Weapon Range Type S AP D Abilities Ref
Power sword Melee Melee User -3 1 -
Twin assault cannon 24" Heavy 12 6 -1 1 -
Twin heavy bolter 36" Heavy 6 5 -1 1 -
Sammael in Sableclaw [11 PL, 216pts]
Categories: Adeptus Astartes, Character, Faction: Dark Angels, Grand Master, HQ, Fly, Sammael, Faction: Ravenwing, Imperium, Land Speeder, Vehicle

Rules: And They Shall Know No Fear

Abilities: Explodes, Grand Master of the Ravenwing, Iron Halo, Jink, Rites of Battle, Unit: Sammael in Sableclaw, Weapon: Raven Sword


Abilities Description Ref
Explodes If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffer a mortal wounds.
Grand Master of the Ravenwing You can re-roll failed hit rolls for friendly RAVENWING units within 6" of this model.
Iron Halo This model has a 4+ invulnerable save.
Jink If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.
Rites of Battle You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
Unit M WS BS S T W A Ld Save Ref
Sammael in Sableclaw 16" 2+ 2+ 4 6 7 5 9 3+
Weapon Range Type S AP D Abilities Ref
Raven Sword Melee Melee +1 -3 2 This weapon has Strength x 2 if Sammael charged in the preceding Charge phase.
Twin assault cannon 24" Heavy 12 6 -1 1 -
Twin heavy bolter 36" Heavy 6 5 -1 1 -
Troops [8 PL, 180pts]
Scout Squad [8 PL, 180pts]
Selections: Camo cloak [30pts]

Categories: Infantry, Scout, Scout Squad, Faction: Dark Angels, Adeptus Astartes, Troops

Rules: And They Shall Know No Fear

Abilities: Camo cloaks, Combat Squads, Concealed Positions, Unit: Scout, Scout Sergeant

9x Scout (Sniper rifle) [135pts]
Selections: 9x Sniper rifle [36pts]

Weapon: Bolt pistol, Sniper rifle

Scout Sergeant [15pts]
Selections: Chainsword, Sniper rifle [4pts]

Weapon: Chainsword, Frag grenade, Krak grenade, Sniper rifle


Abilities Description Ref
Camo cloaks If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.
Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
Concealed Positions When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
Unit M WS BS S T W A Ld Save Ref
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout Sergeant 6" 3+ 3+ 4 4 1 2 8 4+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag grenade 6" Grenade D6 3 0 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Sniper rifle 36" Heavy 1 4 0 1 This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
Elites [5 PL, 92pts]
Ravenwing Apothecary [5 PL, 92pts]
Categories: Character, Infantry, Faction: Dark Angels, Elites, Adeptus Astartes, Biker, Imperium, Faction: Ravenwing, Ancient

Abilities: Inner Circle, Jink, Narthecium, Turbo-Boost, Unit: Ravenwing Apothecary, Weapon: Bolt pistol, Frag grenade, Krak grenade

Black Knight Bike
Selections: Plasma Talon

Abilities: Jink, Turbo-Boost, Weapon: Plasma Talon (overcharge), Plasma Talon (standard)


Abilities Description Ref
Inner Circle This unit automatically passes Morale tests. In addition, you can re-roll failed hit rolls in the Fight phase for attacks by this unit that target a FALLEN unit.
Jink If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.
Narthecium At the end of any of your Movement phases, the Apothecary can attempt to heal or revive a single model. Select a friendly <CHAPTER> INFANTRY or BIKER unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of it's models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If the Apothecary fails to revive a model he can do nothing else for the remainder of the turn (shoot, charge, fight, ect) as he recovers gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
Turbo-Boost When this model advances, add 6" to its movement statistic for this phase instead of rolling a dice.
Unit M WS BS S T W A Ld Save Ref
Ravenwing Apothecary 14" 3+ 3+ 4 5 5 3 8 3+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Frag grenade 6" Grenade D6 3 0 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Plasma Talon (overcharge) 18" Assault 2 8 -3 2 On a hit roll of 1, the bearer is slain after all shots from this weapon have been resolved.
Plasma Talon (standard) 18" Assault 2 7 -3 1 -
Fast Attack [44 PL, 831pts]
Ravenwing Bike Squad [14 PL, 279pts]
Categories: Adeptus Astartes, Biker, Fast Attack, Imperium, Faction: Ravenwing, Ravenwing Bike Squad, Adeptus Astartes, Fast Attack

Rules: And They Shall Know No Fear

Abilities: Combat Squad, Jink, Turbo-Boost

Ravenwing Attack Bike [3 PL, 64pts]
Selections: Multi-melta [27pts]

Unit: Ravenwing Attack Bike, Weapon: Multi-melta

Space Marine bike [2pts]
Selections: Twin boltgun [2pts]

Weapon: Twin boltgun

Ravenwing Biker [40pts]
Selections: Chainsword, Plasma gun [13pts]

Unit: Ravenwing Biker, Weapon: Chainsword, Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Space Marine bike [2pts]
Selections: Twin boltgun [2pts]

Weapon: Twin boltgun

Ravenwing Biker [40pts]
Selections: Chainsword, Plasma gun [13pts]

Unit: Ravenwing Biker, Weapon: Chainsword, Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

Space Marine bike [2pts]
Selections: Twin boltgun [2pts]

Weapon: Twin boltgun

Ravenwing Biker [27pts]
Selections: Chainsword

Unit: Ravenwing Biker, Weapon: Chainsword, Frag grenade, Krak grenade

Space Marine bike [2pts]
Selections: Twin boltgun [2pts]

Weapon: Twin boltgun

Ravenwing Biker [27pts]
Selections: Chainsword

Unit: Ravenwing Biker, Weapon: Chainsword, Frag grenade, Krak grenade

Space Marine bike [2pts]
Selections: Twin boltgun [2pts]

Weapon: Twin boltgun

Ravenwing Biker [27pts]
Selections: Chainsword

Unit: Ravenwing Biker, Weapon: Chainsword, Frag grenade, Krak grenade

Space Marine bike [2pts]
Selections: Twin boltgun [2pts]

Weapon: Twin boltgun

Ravenwing Biker [27pts]
Selections: Chainsword

Unit: Ravenwing Biker, Weapon: Chainsword, Frag grenade, Krak grenade

Space Marine bike [2pts]
Selections: Twin boltgun [2pts]

Weapon: Twin boltgun

Ravenwing Sergeant [27pts]
Selections: Chainsword

Unit: Ravenwing Sergeant, Weapon: Chainsword, Frag grenade, Krak grenade

Space Marine bike [2pts]
Selections: Twin boltgun [2pts]

Weapon: Twin boltgun


Abilities Description Ref
Combat Squad Before any models are deployed at the start of the game a Ravenwing Bike Squad containing 9 models may be split into 2 units, one of which has 4 models including the attack bike.
Jink If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.
Turbo-Boost When this model advances, add 6" to its movement statistic for this phase instead of rolling a dice.
Unit M WS BS S T W A Ld Save Ref
Ravenwing Attack Bike 14" 3+ 3+ 4 5 4 2 7 3+
Ravenwing Biker 14" 3+ 3+ 4 5 2 1 7 3+
Ravenwing Sergeant 14" 3+ 3+ 4 5 2 2 8 3+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag grenade 6" Grenade D6 3 0 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Multi-melta 24" Heavy 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Plasma gun, Standard 24" Rapid Fire 1 7 -3 1 -
Plasma gun, Supercharge 24" Rapid Fire 1 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Twin boltgun 24" Rapid Fire 2 4 0 1 -
Ravenwing Black Knights [23 PL, 414pts]
Categories: Faction: Dark Angels, Faction: Ravenwing, Imperium, Adeptus Astartes, Biker, Ravenwing Black Knights, Fast Attack

Abilities: Inner Circle, Jink, Turbo-Boost

Ravenwing Black Knight [46pts]
Selections: Corvus Hammer

Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenade, Krak grenade

Ravenwing Black Knight [46pts]
Selections: Corvus Hammer

Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenade, Krak grenade

Ravenwing Black Knight [46pts]
Selections: Corvus Hammer

Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenade, Krak grenade

Ravenwing Black Knight [46pts]
Selections: Corvus Hammer

Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenade, Krak grenade

Ravenwing Black Knight [46pts]
Selections: Corvus Hammer

Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenade, Krak grenade

Ravenwing Black Knight [46pts]
Selections: Corvus Hammer

Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenade, Krak grenade

Ravenwing Black Knight [46pts]
Selections: Corvus Hammer

Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenade, Krak grenade

Ravenwing Black Knight [46pts]
Selections: Corvus Hammer

Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenade, Krak grenade

Ravenwing Huntmaster [46pts]
Selections: Corvus Hammer

Unit: Ravenwing Huntmaster, Weapon: Bolt pistol, Corvus Hammer, Frag grenade, Krak grenade

Black Knight Bike
Selections: Plasma Talon

Abilities: Jink, Turbo-Boost, Weapon: Plasma Talon (overcharge), Plasma Talon (standard)


Abilities Description Ref
Inner Circle This unit automatically passes Morale tests. In addition, you can re-roll failed hit rolls in the Fight phase for attacks by this unit that target a FALLEN unit.
Jink If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.
Turbo-Boost When this model advances, add 6" to its movement statistic for this phase instead of rolling a dice.
Unit M WS BS S T W A Ld Save Ref
Ravenwing Black Knight 14" 3+ 3+ 4 5 2 2 8 3+
Ravenwing Huntmaster 14" 3+ 3+ 4 5 2 3 8 3+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Corvus Hammer Melee Melee +1 -1 1 Each wound roll of 6 made with this weapon causes D3 wounds instead of 1.
Frag grenade 6" Grenade D6 3 0 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Plasma Talon (overcharge) 18" Assault 2 8 -3 2 On a hit roll of 1, the bearer is slain after all shots from this weapon have been resolved.
Plasma Talon (standard) 18" Assault 2 7 -3 1 -
Ravenwing Darkshroud [7 PL, 138pts]
Selections: Heavy bolter [10pts]

Categories: Adeptus Astartes, Faction: Dark Angels, Fast Attack, Fly, Imperium, Land Speeder, Faction: Ravenwing, Ravenwing Darkshroud, Vehicle

Abilities: Explodes, Icon of old Caliban, Jink, Unit: Ravenwing Dark Shroud, Weapon: Heavy bolter


Abilities Description Ref
Explodes If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Icon of old Caliban Your opponent must subtract 1 from any hit rolls they make for shooting attacks that target friendly <CHAPTER> units within 6" of any friendly Ravenwing Darkshrouds.
Jink If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.
Unit M WS BS S T W A Ld Save Ref
Ravenwing Dark Shroud 12" 3+ 3+ 4 6 9 3 8 3+
Weapon Range Type S AP D Abilities Ref
Heavy bolter 36" Heavy 3 5 -1 1 -
Battalion Detachment +5CP (Imperium - Astra Militarum) [26 PL, 493pts]
No Force Org Slot
Regimental Doctrine
Selections: Vostroyan

Categories: No Force Org Slot

Abilities: Heirloom Weapons


Abilities Description Ref
Heirloom Weapons Units with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire which would normally have a range of 24" or more.
HQ [14 PL, 262pts]
Company Commander [2 PL, 35pts]
Selections: Boltgun [1pts], Display Astra Militarum Orders, Grand Strategist, Power sword [4pts], Warlord

Categories: Astra Militarum, Imperium, (REGIMENT), Character, Infantry, Company Commander, Officer, HQ, Warlord

Abilities: Grand Strategist, Refractor Field, Senior Officer, Voice of Command, Astra Militarum Orders: Bring it Down!, First Rank, Fire! Second Rank, Fire!, Fix Bayonets!, Forwards, for the Emperor!, Get back in the Fight!, Move! Move! Move!, Repel the Enemy!, Take Aim!, Unit: Company Commander, Weapon: Boltgun, Frag grenade, Power sword


Abilities Description Ref
Grand Strategist Whilst your Warlord is alive, you can re-roll a single hit roll, wound roll or saving throw per battle. In addition, if your army is Battle-forged and this Warlord is on the battlefield, roll a D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is immediately refunded.
Refractor Field This model has a 5+ invulnerable save.
Senior Officer This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
Voice of Command 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.
Astra Militarum Orders Effect Ref
Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. Index: Imperium 2 p10
First Rank, Fire! Second Rank, Fire! All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. Index: Imperium 2 p10
Fix Bayonets! This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. Index: Imperium 2 p10
Forwards, for the Emperor! The ordered unit can shoot this phase even if it Advanced in its Movement phase. Index: Imperium 2 p10
Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Index: Imperium 2 p10
Move! Move! Move! Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. Index: Imperium 2 p10
Repel the Enemy! Until the end of the phase, the ordered unit can fire any of its weapons while it is within 1" of the enemy, regardless of the weapon’s type. If they do so, they must target enemy units within 1", even if friendly units are within 1" of these units.
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Index: Imperium 2 p10
Unit M WS BS S T W A Ld Save Ref
Company Commander 6" 3+ 3+ 3 3 4 3 8 5+/5++ Codex: Astra Militarum p30
Weapon Range Type S AP D Abilities Ref
Boltgun 24" Rapid Fire 1 4 0 1 -
Frag grenade 6" Grenade D6 3 0 1 -
Power sword Melee Melee User -3 1 -
Tank Commander [12 PL, 227pts]
Selections: Augur array [10pts], Display Tank Orders, Kurov's Aquila, Lascannon [20pts], Storm Bolter [2pts]

Categories: Astra Militarum, Character, HQ, Imperium, Leman Russ Battle Tank, Tank Commander, Vehicle, Officer, (REGIMENT), Leman Russ

Abilities: Augur array, Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Kurov's Aquila, Smoke Launchers, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Tank Orders: Full Throttle!, Gunners, Kill on Sight!, Strike and Shroud!, Tank Orders, Unit: Tank Commander, Weapon: Lascannon, Storm bolter

Command Battle Tank [28pts]
Selections: Battle Cannon [22pts], Hunter-Killer Missile [6pts]

Unit: Leman Russ, Weapon: Battle Cannon, Hunter-killer missile


Abilities Description Ref
Augur array Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
Emergency Plasma Vents 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) 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 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.
Kurov's Aquila OFFICERS only. Each time your opponent uses a Stratagem, roll a D6. On a 5+ you gain 1 Command Point.
Smoke Launchers 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. BRB
Stat Damage - M/BS/A Remaining W Movement BS Attacks Ref
TC Russ 1 7-12+ 10" 3+ 3
TC Russ 2 4-6 7" 4+ D3
TC Russ 3 1-3 4" 5+ 1
Tank Orders Effect Ref
Full Throttle! Instead of shooting this phase the ordered model immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn.
Gunners, Kill on Sight! Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Strike and Shroud! This order can only be issued to a model that has not yet used its smoke launchers during the battle. The ordered model can shoot its weapons and launch its smoke launchers during this phase.
Tank Orders 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.
Unit M WS BS S T W A Ld Save Ref
Leman Russ * 6+ * 7 8 12 * 7 3+ Codex: Astra Militarum p46
Tank Commander * 6+ * 7 8 12 * 7 3+
Weapon Range Type S AP D Abilities Ref
Battle Cannon 72" Heavy D6 8 -2 D3 -
Hunter-killer missile 48" Heavy 1 8 -2 D6 A model can only fire each of its hunter killer missiles once per battle.
Lascannon 48" Heavy 1 9 -3 D6 -
Storm bolter 24" Rapid Fire 2 4 0 1 -
Troops [9 PL, 153pts]
Infantry Squad [3 PL, 51pts]
Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops

Weapon: Frag grenade

6x Guardsman [24pts]
Unit: Guardsman, Weapon: Lasgun

Guardsman w/ Vox-caster [9pts]
Selections: Vox-caster [5pts]

Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

Heavy Weapon Team [13pts]
Selections: Mortar [5pts]

Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Sergeant [5pts]
Selections: Boltgun [1pts], Chainsword

Unit: Sergeant, Weapon: Boltgun, Chainsword


Abilities Description Ref
Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
Unit M WS BS S T W A Ld Save Ref
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36
Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36
Weapon Range Type S AP D Abilities Ref
Boltgun 24" Rapid Fire 1 4 0 1 -
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag grenade 6" Grenade D6 3 0 1 -
Lasgun 24 Rapid Fire 1 3 0 1 -
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
Infantry Squad [3 PL, 51pts]
Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops

Weapon: Frag grenade

6x Guardsman [24pts]
Unit: Guardsman, Weapon: Lasgun

Guardsman w/ Vox-caster [9pts]
Selections: Vox-caster [5pts]

Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

Heavy Weapon Team [13pts]
Selections: Mortar [5pts]

Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Sergeant [5pts]
Selections: Boltgun [1pts], Chainsword

Unit: Sergeant, Weapon: Boltgun, Chainsword


Abilities Description Ref
Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
Unit M WS BS S T W A Ld Save Ref
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36
Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36
Weapon Range Type S AP D Abilities Ref
Boltgun 24" Rapid Fire 1 4 0 1 -
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag grenade 6" Grenade D6 3 0 1 -
Lasgun 24 Rapid Fire 1 3 0 1 -
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
Infantry Squad [3 PL, 51pts]
Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops

Weapon: Frag grenade

6x Guardsman [24pts]
Unit: Guardsman, Weapon: Lasgun

Guardsman w/ Vox-caster [9pts]
Selections: Vox-caster [5pts]

Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

Heavy Weapon Team [13pts]
Selections: Mortar [5pts]

Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Sergeant [5pts]
Selections: Boltgun [1pts], Chainsword

Unit: Sergeant, Weapon: Boltgun, Chainsword


Abilities Description Ref
Vox-caster If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
Unit M WS BS S T W A Ld Save Ref
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36
Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36
Weapon Range Type S AP D Abilities Ref
Boltgun 24" Rapid Fire 1 4 0 1 -
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag grenade 6" Grenade D6 3 0 1 -
Lasgun 24 Rapid Fire 1 3 0 1 -
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
Heavy Support [3 PL, 78pts]
Heavy Weapons Squad [3 PL, 78pts]
Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Heavy Support, Heavy Weapons Squad

Weapon: Frag grenade

Heavy Weapon Team [26pts]
Selections: Lascannon [20pts]

Unit: Heavy Weapons Team, Weapon: Lascannon, Lasgun

Heavy Weapon Team [26pts]
Selections: Lascannon [20pts]

Unit: Heavy Weapons Team, Weapon: Lascannon, Lasgun

Heavy Weapon Team [26pts]
Selections: Lascannon [20pts]

Unit: Heavy Weapons Team, Weapon: Lascannon, Lasgun


Unit M WS BS S T W A Ld Save Ref
Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36
Weapon Range Type S AP D Abilities Ref
Frag grenade 6" Grenade D6 3 0 1 -
Lascannon 48" Heavy 1 9 -3 D6 -
Lasgun 24 Rapid Fire 1 3 0 1 -
Force Rules
Defenders of Humanity: A unit with this ability 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 that objective marker. 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 within range of it as normal.

Grim Resolve: You can re-roll all hit rolls of 1 for this unit whenever it shoots (including when firing Overwatch) so long as it did not move in its prior Movement phase. In addition, this unit can never lose more than one model as the result of any single failed morale test.

Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.


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