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**Chapter Selection**
Shadow Masters
Raven Guard
HQ [5 PL, 75pts]
During deployment, all models in this unit must be set up at the same time, though they do not need to
Company
be set up in unit coherency. From that point onwards, each Primaris Lieutenant is treated as a seperate
Heroes
unit.
Tactical
You can re-roll wound rolls of 1 for friendly <CHAPTER> units that are within 6" of this model.
Precision
Primaris
6" 2+ 3+ 4 4 5 4 8 3+
Lieutenants
Redemptor
* * * 7 7 13 4 8 3+
Dreadnought
Add 1 to all hit rolls made for this weapon against targets that
Heavy
Icarus Rocket Pod 24" 7 -1 1 can FLY. Subtract 1 from the hit rolls made for this weapon
D3
against all other targets.
Onslaught Gatling
24" Heavy 6 5 -1 1 -
Cannon
Rapid
Storm bolter 24" 4 0 1 -
Fire 2
Row
7-13+ 8" 3+ 3+
1
Row
4-6 6" 4+ 4+
2
Row
1-3 4" 5+ 5+
3
4x Reiver [72pts]
4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Shock Grenades
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number
Squads of models, may be split into two units each containing an equal number of models.
Terror
Enemy units must subtract 1 from their Leadership characteristic if they are within 3" of any Reivers.
Troops
Reiver 6" 3+ 3+ 4 4 2 2 7 3+
Reiver
6" 3+ 3+ 4 4 2 3 8 3+
Sergeant
Combat Each time the bearer fights, it can make 1 additional attack with this
Melee Melee User 0 1
knife weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Heavy
12" Pistol 1 4 -1 1 -
Bolt Pistol
Krak Grenade
6" 6 -1 D3 -
grenade 1
4x Reiver [72pts]
4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Shock Grenades
Reiver Sergeant [18pts]
Combat knife, Frag & Krak grenades, Heavy Bolt Pistol, Shock Grenades
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number
Squads of models, may be split into two units each containing an equal number of models.
Terror
Enemy units must subtract 1 from their Leadership characteristic if they are within 3" of any Reivers.
Troops
Reiver 6" 3+ 3+ 4 4 2 2 7 3+
Reiver
6" 3+ 3+ 4 4 2 3 8 3+
Sergeant
Combat Each time the bearer fights, it can make 1 additional attack with this
Melee Melee User 0 1
knife weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Heavy
12" Pistol 1 4 -1 1 -
Bolt Pistol
Krak Grenade
6" 6 -1 D3 -
grenade 1
Uncategorised
Regiment
Tallarn
INFANTRYunits with this doctrine can Advance and still shoot any weapon type (except Heavy weapons).
SWIFT When they do so, they do not suffer the usual penalties to hit rolls for Assault weapons. VEHICLESwith this
AS THE doctrine do not suffer the penalty to their hit rolls for moving and firing Heavy weapons. If a TITANIC
WIND VEHICLEwith this doctrine Advances, it treats all Heavy weapons it is equipped with as Assault weapons
until the end of the turn (e.g. a Heavy D6 weapon is treated as an Assault D6 weapon).
HQ [4 PL, 59pts]
Aura of Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of
Discipline their own.
Refractor
This model has a 5+ invulnerable save.
Field
Summary Friendly ASTRA MILITARUM units within 6" of a COMMISSAR can never lose more than one model as
Execution the result of any single failed Morale test.
During deployment, you can set up the bearer and one INFANTRY unit from your army behind enemy
THE lines instead of placing them on the battlefield. The infantry unit must have the same <REGIMENT>
DAGGER keyword as the bearer if the bearer has one.At the end of any of your Movement phases these units can
OF TUSAKH launch their daring attack set them up within 3" of each other, anywhere on the battlefield that is wholly
within 6" of any battlefield edge and more than 9" away from any enemy models.
Lord
6" 2+ 2+ 3 3 4 3 9 4+ Codex: Astra Militarum p33
Commissar
Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge
6x Guardsman [24pts]
6x Lasgun
Sergeant [4pts]
Chainsword, Laspistol
Heavy Weapons
6" 4+ 4+ 3 3 2 2 6 5+ Codex: Astra Militarum p36
Team
Each time the bearer fights, it can make 1 additional attack with
Chainsword Melee Melee User 0 1
this weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Rapid Fire
Lasgun 24 3 0 1 -
1
Laspistol 12 Pistol 1 3 0 1 -
Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not
Astra
Plasma automatically destroyed. Instead, for each hit roll of 1, the bearer sufferes 1 mortal wound after
Militarum
Vents all of this weapon's shots have been resolved.
p114
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before
Explodes
any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal
(6+/6"/D3)
wounds.
The Leman Russ tanks sturdy frame allows it to keep up a fearsome rate of fire even as it
advances on the foe. If this model 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
Grinding weapon twice in the following Shooting phase (the turret weapon must target the same unit both
Advance times). Furthermore, hit rolls for this models turret weapon do not suffer the penalty for moving
and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon,
eradicator nova cannon, exterminator autocannon, vanquisher battle cannon, demolisher
cannon, executioner plasma cannon and punisher gatling cannon.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit BRB
Launchers
rolls for ranged weapons that target this vehicle.
The first time this unit is set up, all models in this unit must be placed within 6" of each other.
Vehicle
From that point onwards, each operates independently and is treated as a separate unit for all
Squadron
rules purposes.
Leman Russ
7-12+ 10" 4+ 3
1
Leman Russ
4-6 7" 5+ D3
2
Leman Russ
1-3 4" 6+ 1
3
Leman
* 6+ * 7 8 12 * 7 3+ Codex: Astra Militarum p46
Russ
Exterminator
48" Heavy 4 7 -1 2 Codex: Astra Militarum
Autocannon
Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.
Explodes (6"/D6): 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 D6 mortal wounds.
Shadow Masters: Your opponent must subtract 1 from any to hit rolls when shooting at RAVEN GUARD unitswith this tactic if they are more
than 12" away.