Académique Documents
Professionnel Documents
Culture Documents
Regiment
Selections: Vostroyan
Categories: No Force Org Slot
Abilities: Heirloom Weapons
Dedicated Transport
Heavy Support
HQ
Elites
Veteran Sergeant
Selections: Bolt pistol, Power fist
Unit: Veteran Sergeant, Weapon: Bolt pistol, Power fist
6x Veteran w/ Lasgun
Unit: Veteran, Weapon: Lasgun
Troops
6x Guardsman
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol
Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol
8x Guardsman
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol
Regiment
Selections: Vostroyan
Categories: No Force Org Slot
Abilities: Heirloom Weapons
Heavy Support
Basilisk
Selections: Heavy Bolter
Abilities: Explodes (6+/6"/D3), Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Stat Damage (HS) 1, Stat
Damage (HS) 2, Stat Damage (HS) 3, Unit: Basilisk, Weapon: Earthshaker Cannon, Heavy bolter
Basilisk
Selections: Heavy Bolter
Abilities: Explodes (6+/6"/D3), Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Stat Damage (HS) 1, Stat
Damage (HS) 2, Stat Damage (HS) 3, Unit: Basilisk, Weapon: Earthshaker Cannon, Heavy bolter
HQ
Regiment
Selections: Millitarum Tempestus
Categories: No Force Org Slot
Abilities: Storm Troopers
HQ
Elites
Tempestus Scion
Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge
Tempestus Scion
Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge
Tempestus Scion
Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge
Tempestus Scion
Selections: Plasma gun
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge
Troops
4x Scion
Selections: 4x Hot-shot Lasgun
Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
Tempestor
Selections: Chainsword, Hot-shot Laspistol
Unit: Tempestor, Weapon: Frag grenade, Hot-shot Laspistol, Krak grenade
Profile Summary
During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute,
Aerial Drop 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.
At the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the
Astral
phase, the unit you picked gains no bonus to ther saving throws for being in cover when it is targeted by
Devination
attacks made by friendly ASTRA MILITARUM units within 6" of this model.
Aura of Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of their
Discipline own.
Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically
Astra
Plasma destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots
Militarum
Vents have been resolved.
p114
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
(6+/6"/D3) models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Whilst your Warlord is alive, you can re-roll a single hit roll, wound roll or saving throw per battle. In addition, if
Grand
your army is Battle-forged and this Warlord is on the battlefield, roll a dice for each Command Point spent
Strategist
when using Stratagems. On a 5+ that Command Point is immediately refunded
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’
Grinding
s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons
Advance
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.
Heirloom Units with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire which
Weapons would normally have a range of 24" or more.
If this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR they are
It's For Your
executed before anything untoward can happen -- the power they were attempting still fails, but units within 6"
Own Good
of them do not suffer D3 mortal wounds as normal.
Kurov's
OFFICERS only. Each time your opponent uses a Stratagem, roll a D6. On a 5+ you gain 1 Command Point.
Aquila
Master of You can re-roll any hit rolls of 1 made for friendly <Regiment> Basilisks, Wyverns, Manticores or Deathstrikes
Ballistics when they target enemy units over 36" away in the Shooting phase, if they are within 6" of this model.
Refractor
This model has a 5+ invulnerable save.
Field
Senior This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first
Officer order before issuing the second order.
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 rolls for ranged weapons BRB
Launchers
that target this vehicle.
If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same
Storm
weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not
Troopers
themselves generate any more additional shots.
The rst time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of any
Summary
friendly Commissars, one model of your choice in that unit is slain and the Morale test is re-rolled (do not
Execution
include this slain model when re-rolling the Morale test).
Telepathic
Each time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6.
Assault
A vehicle with track guards always counts as having its starting number of Wounds when determining its
Track guards
Move characteristic (i.e., its Move characteristic does not decrease as it suffers wounds).
Vehicle The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point
Squadron onwards, each operates independently and is treated as a separate unit for all rules purposes.
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting
Voice of phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT>
Command 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
Effect Ref
Orders
Index:
Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium 2
p10
Elimination
You can re-roll failed wound rolls for models from the ordered unit when attacking any enemy
Protocol
VEHICLES or MONSTERS this phase.
Sanctioned!
Index:
First Rank, Fire! All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the
Imperium 2
Second Rank, Fire! end of the phase.
p10
Index:
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit
Fix Bayonets! Imperium 2
immediately fights as if it were the Fight phase.
p10
Index:
Forwards, for the
The ordered unit can shoot this phase even if it Advanced in its Movement phase. Imperium 2
Emperor!
p10
Index:
Get back in the
The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Imperium 2
Fight!
p10
Index:
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement
Move! Move! Move! Imperium 2
phase. It must Advance as part of this move, and cannot declare a charge during this turn.
p10
Until the end of the phase, the ordered unit can fire any of its weapons while it is within 1" of the
Repel the Enemy! 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.
Index:
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium 2
p10
Warp
Psychic Power Range Details Ref
Charge
2) Gaze of the Draw a straight line 2D6" long directly away from the psyker. Roll a die for each model the
6 2D6"
Emperor center of the line passes over. On a 4+ that model's unit suffers a mortal wound.
Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your
4) Nightshroud 6 12" next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1
penalty to its hit rolls.
Smite & 2
Psyker 1 1
Psykana
Stat Damage -
Remaining W Movement BS Attacks Ref
M/BS/A
Transport: This model can transport 10 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy
Taurox Weapons Team takes the place of two other models and each OGRYN takes the space of three other models.
Astropath 6" 5+ 6+ 3 3 3 1 6 6+
Company
6" 3+ 3+ 3 3 4 3 8 5+/5++ Codex: Astra Militarum p30
Commander
This weapon can only be fired once per battle, and cannot be used if
the bearer moves. This weapon can target units that are not visible to Codex:
Artillery Heavy
100" 8 -2 D3 the bearer (when doing so, subtract 1 from the hit rolls). You may only Astra
Barrage D6
use one artillery barrage per turn, regardless of how many Masters of Militarum
Ordnance you have in your army.
Heavy
Battle Cannon 72" 8 -2 D3 -
D6
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Roll two dice for the number of attacks when firing this weapon and Codex:
Earthshaker Heavy
240" 9 -3 D3 discard the lowest result. This weapon can target units that are not Astra
Cannon D6
visible to the bearer. Militarum
Assault
Flamer 8" 4 0 1 This weapon automatically hits its target.
D6
Grenade
Frag grenade 6" 3 0 1 -
D6
Hot-shot Rapid
18" 3 -2 1 - BRB
Lasgun Fire 1
Hot-shot
6" Pistol 1 3 -2 1 - BRB
Laspistol
Grenade
Krak grenade 6" 6 -1 D3 -
1
Rapid
Lasgun 24 3 0 1 -
Fire 1
Laspistol 12 Pistol 1 3 0 1 -
Heavy
Mortar 48" 4 0 1 This weapon can target units that are not visible to the firer.
D6
Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's shots
24" 8 -3 2
Supercharge Fire 1 have been resolved.
Power fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.