Not-Quite-Pure Guard Filth v1.7 Vindicare Edition (Warhammer 40,000 8th Edition) [119 PL, 2000pts]

Spearhead Detachment +1CP (Imperium - Astra Militarum) [41 PL, 652pts]

No Force Org Slot

Regiment Selections: Cadian Categories: No Force Org Slot Abilities: Born Soldiers

Abilities Description

Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Born Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in Soldiers the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead.

HQ [13 PL, 205pts]

Knight Commander Pask [13 PL, 205pts] Selections: Heavy Bolter [8pts], Stat Damage (Pask) Categories: Cadian, Astra Militarum, Character, HQ, Imperium, Knight Commander Pask, Leman Russ, Tank Commander, Vehicle Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Knight Commander, Smoke Launchers, Stat Damage - M/BS/A: Pask Russ 1, Pask Russ 2, Pask Russ 3, Tank Orders: Tank Orders (Pask), Unit: Knight Commander Pask, Weapon: Heavy bolter

Command Punisher [20pts] Selections: Turret-mounted Punisher Gatling Cannon [20pts] Unit: Leman Russ, Weapon: Punisher Gatling Cannon

Abilities Description

If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not Emergency automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this Plasma Vents weapon's shots have been resolved.

Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any (6+/6"/D3) embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

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.

Knight Knight Commander Pask may use the Tank Orders ability twice in each of your turns. Resolve the effects of Commander the first order before issuing the second.

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 Launchers weapons that target this vehicle.

Stat Damage - Remaining W Movement BS Attacks M/BS/A

Pask Russ 1 7-12+ 10" 2+ 3

Pask Russ 2 4-6 7" 3+ D3

Pask Russ 3 1-3 4" 4+ 1 Tank Effect Orders

Knight Commander Pask can issue an order to a friendly CADIAN LEMAN RUSS at the start of your Shooting Tank phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of Knight Commander Pask and choose Orders which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order (Pask) each turn.

Unit MWSBSSTWALdSave

Knight Commander * 6+ * 7812* 8 3+ Pask

Leman Russ * 6+ * 7812* 7 3+

Weapon Range Type S AP D Abilities

Heavy bolter 36" Heavy 3 5 -1 1 -

Punisher Gatling 24" Heavy 20 5 0 1 - Cannon

Heavy Support [28 PL, 447pts]

Leman Russ Battle Tanks [10 PL, 152pts] Categories: (REGIMENT), Astra Militarum, Heavy Support, Imperium, Leman Russ, Leman Russ Battle Tank, Vehicle

Leman Russ Battle Tank [10 PL, 152pts] Selections: Battle Cannon [22pts], Heavy Bolter [8pts], Stat Damage (Leman Russ) 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

Abilities Description

Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically Plasma destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots Vents have been resolved.

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.

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.

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 Launchers that target this vehicle.

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.

Stat Damage - Remaining W Movement BS Attacks M/BS/A

Leman Russ 1 7-12+ 10" 4+ 3

Leman Russ 2 4-6 7" 5+ D3

Leman Russ 3 1-3 4" 6+ 1

Unit M WS BS ST W ALd Save

Leman * 6+ * 7812* 7 3+ Russ Weapon Range Type S AP D Abilities

Battle 72" Heavy D6 8 -2 D3 - Cannon

Heavy bolter 36" Heavy 3 5 -1 1 -

Leman Russ Battle Tanks [10 PL, 152pts] Categories: (REGIMENT), Astra Militarum, Heavy Support, Imperium, Leman Russ, Leman Russ Battle Tank, Vehicle

Leman Russ Battle Tank [10 PL, 152pts] Selections: Battle Cannon [22pts], Heavy Bolter [8pts], Stat Damage (Leman Russ) 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

Abilities Description

Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically Plasma destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots Vents have been resolved.

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.

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.

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 Launchers that target this vehicle.

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.

Stat Damage - Remaining W Movement BS Attacks M/BS/A

Leman Russ 1 7-12+ 10" 4+ 3

Leman Russ 2 4-6 7" 5+ D3

Leman Russ 3 1-3 4" 6+ 1

Unit M WS BS ST W ALd Save

Leman * 6+ * 7812* 7 3+ Russ

Weapon Range Type S AP D Abilities

Battle 72" Heavy D6 8 -2 D3 - Cannon

Heavy bolter 36" Heavy 3 5 -1 1 -

Manticore [8 PL, 143pts] Selections: Heavy Bolter [8pts], Stat Damage (HS), 4x Storm Eagle Rockets Categories: (REGIMENT), Astra Militarum, Heavy Support, 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

Abilities Description 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 Launchers weapons that target this vehicle.

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.

Stat Damage - Remaining W Movement BS Attacks M/BS/A

Stat Damage (HS) 1 6-11+ 12" 4+ 3

Stat Damage (HS) 2 3-5 8" 5+ D3

Stat Damage (HS) 3 1-2 4" 6+ 1

Unit M WS BS S T W ALd Save

Manticore * 6+ * 6711* 7 3+

Weapon Range Type S AP D Abilities

Heavy bolter 36" Heavy 3 5 -1 1 -

This weapon can target units that are not visible to the bearer. A model can Storm Eagle Heavy 120" 10 -2 D3 only fire a single storm eagle rocket per turn. Each storm eagle rocket can Rockets 2D6 only be fired once per battle.

Supreme Command Detachment (Imperium - Inquisition) [5 PL, 85pts]

HQ [5 PL, 85pts]

Inquisitor Greyfax [5 PL, 85pts] Selections: 3 - Dominate, Frag & Krak grenades, Master-Crafted Condemnor Boltgun, Master-Crafted Power Sword, Psyk-Out Grenades, Smite Categories: Infantry, Imperium, Inquisitor, Inquisition, Ordo Hereticus, HQ, Greyfax, Character Abilities: Authority of the Inquisition, Indomitable, Psyocculum, Quarry, Unquestionable Wisdom, Psychic Power: 3 - Dominate, Smite, Psyker: Inquisitor Greyfax, Unit: Inquisitor Greyfax, Weapon: Frag grenade, Krak grenade, Master-Crafted Condemnor Boltgun, Master-Crafted Power Sword, Psyk-Out Grenades

Abilities Description

Units with this ability can embark onto any IMPERIUM TRANSPORT, even though the transport in Authority of the question might normally only permit models with other Faction keywords to do so. All other restrictions Inquisition apply normally, and INQUISITOR TERMINATOR models can only embark upon TRANSPORTS that specifically allow Terminator models to do so.

Indomitable Add 1 to the result of the roll for any Deny the Witch tests made for Inquisitor Greyfax.

Inquisitor Greyfax can target enemy CHARACTERS that have the PSYKER or DAEMON keyword even Psyocculum if they are not the closest enemy unit.

You can re-roll hit rolls and wound rolls for ORDO HERETICUS units if the target has the or Quarry PSYKER keyword.

Unquestionable All Friendly IMPERIUM units within 6" of an Inquisitor can use the Inquisitor's Leadership characteristic Wisdom instead of their own.

Psychic Warp Range Details Power Charge

If Manifested, select an enemy CHARACTER within 18" of the psyker. You can force the 3 - model to immediately shoot a single weapon or make a single close combat attack at an 7 18" Dominate enemy unit of your choice as if it were part of your army. Models cannot attack themselves, but they can attack other members of their own unit.

Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" Smite 5 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.

Psyker Cast Deny Powers Known Other Inquisitor 1 2 Smite & 1 Telethesia Greyfax

Unit MWSBSSTWALdSave

Inquisitor 6" 3+ 3+ 3 3 5 4 10 3+ Greyfax

Weapon Range Type S AP D Abilities

Grenade Frag grenade 6" 3 01- D6

Grenade Krak grenade 6" 6 -1 D3 - 1

Master-Crafted Rapid If the target is a PSYKER, increase the DAMAGE of an attack 24" 4 -1 1 Condemnor Boltgun Fire 1 with this weapon from 1 to 3.

Master-Crafted Melee Melee User -3 2 - Power Sword

Each time you roll a hit roll of 6+ for this weapon when targeting Grenade Psyk-Out Grenades 6" 2 01 a PSYKER or DAEMON, the target suffers a mortal wound D3 instead of the normal damage.

Supreme Command Detachment (Imperium - Officio Assassinorum) [5 PL, 90pts]

Elites [5 PL, 90pts]

Vindicare Assassin [5 PL, 90pts] Selections: Blind Grenades, Exitus Pistol, Exitus Rifle Categories: Character, Vindicare Assassin, Officio Assassinorum, Infantry, Elites, Imperium Rules: Independent Operative, Lightning Reflexes Abilities: Deadshot, Spy Mask, Stealth Suit, Unit: Vindicare Assassin, Weapon: Blind Grenades, Exitus Pistol, Exitus Rifle

Abilities Description

This model can target a CHARACTER even if it is not the closest enemy unit. In addition, each time you roll a Deadshot wound roll of 6+ for the model in the Shooting phase, the Damage for that attack in D6 rather then D3

Enemy models target by this model in the Shooting Phase do not gain a bonus to their saving throws for being in Spy Mask cover.

Stealth Your Opponent must subtract 1 from hit rolls that target this model in the Shooting phase. If this model is in Suit cover, they must subtract 2 instead.

Unit MWSBSSTWALdSave

Vindicare 7"2+ 2+ 4 4 5 5 9 6+ Assassin

Weapon Range Type S AP D Abilities

This weapon does not inflict any damage on the target. Instead, if a unit is hit Blind Grenade 12 ** * by any blind grenades, your opponent must subtract 1 from all hit rolls made Grenades d6 until the end of the turn.

Exitus Invulnerable saves cannot be taken against a wound inflicted by this weapon. 12" Pistol 1 4 -3 D3 Pistol This weapon inflicts wounds against INFANTRY units on 2+

Invulnerable saves cannot be taken against a wound inflicted by this weapon. Exitus Rifle 72" Heavy 1 5 -3 D3 This weapon inflicts wounds against INFANTRY units on 2+

Supreme Command Detachment +1CP (Imperium - Astra Militarum) [4 PL, 92pts]

No Force Org Slot Regiment Selections: Cadian Categories: No Force Org Slot Abilities: Born Soldiers

Abilities Description

Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Born Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in Soldiers the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead.

HQ [4 PL, 92pts]

Primaris Psyker [2 PL, 46pts] Selections: 3) Psychic Barrier, 4) Nightshroud, Force Stave [8pts], Laspistol Categories: Astra Militarum, Astra Telepathica, Character, HQ, Imperium, Infantry, Primaris Psyker, Psyker, Scholastica Psykana Abilities: It's For Your Own Good, Psychic Power: 3) Psychic Barrier, 4) Nightshroud, Psyker: Psyker, Unit: Primaris Psyker, Weapon: Force Stave, Laspistol

Abilities Description

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.

Psychic Warp Range Details Power Charge

3) Psychic Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your 6 12" Barrier next Psychic phase, add 1 to that unit's saving throws.

Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of 4) 6 12" your next turn, any enemy unit that targets the chosen unit with a ranged weapon Nightshroud suffers a -1 penalty to its hit rolls.

Psyker Cast Deny Powers Known Other

Smite & 2 Psyker 1 1 Psykana

Unit MWSBSSTWALdSave

Primaris 6"3+ 3+ 3 3 4 3 8 5+ Psyker

Weapon Range Type S AP D Abilities

Force Melee Melee +2 -1 D3 Stave

Laspistol 12 Pistol 1 3 0 1 -

Primaris Psyker [2 PL, 46pts] Selections: 3) Psychic Barrier, 4) Nightshroud, Force Stave [8pts], Laspistol Categories: Astra Militarum, Astra Telepathica, Character, HQ, Imperium, Infantry, Primaris Psyker, Psyker, Scholastica Psykana Abilities: It's For Your Own Good, Psychic Power: 3) Psychic Barrier, 4) Nightshroud, Psyker: Psyker, Unit: Primaris Psyker, Weapon: Force Stave, Laspistol

Abilities Description

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. Psychic Warp Range Details Power Charge

3) Psychic Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your 6 12" Barrier next Psychic phase, add 1 to that unit's saving throws.

Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of 4) 6 12" your next turn, any enemy unit that targets the chosen unit with a ranged weapon Nightshroud suffers a -1 penalty to its hit rolls.

Psyker Cast Deny Powers Known Other

Smite & 2 Psyker 1 1 Psykana

Unit MWSBSSTWALdSave

Primaris 6"3+ 3+ 3 3 4 3 8 5+ Psyker

Weapon Range Type S AP D Abilities

Force Melee Melee +2 -1 D3 Stave

Laspistol 12 Pistol 1 3 0 1 -

Brigade Detachment +9CP (Imperium - Astra Militarum) [64 PL, 1081pts]

No Force Org Slot

Regiment Selections: Cadian Categories: No Force Org Slot Abilities: Born Soldiers

Abilities Description

Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Born Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in Soldiers the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead.

HQ [6 PL, 110pts]

Company Commander [2 PL, 34pts] Selections: Frag grenade, Grand Strategist, Laspistol, Power sword [4pts], Relic of Lost Cadia, Warlord Categories: Astra Militarum, Imperium, (REGIMENT), Character, Infantry, Company Commander, Officer, HQ Abilities: Grand Strategist, Refractor Field, Relic of Lost Cadia, Senior Officer, Voice of Command, Unit: Company Commander, Weapon: Frag grenade, Laspistol, Power sword

Abilities Description

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

Refractor This model has a 5+ invulnerable save. Field

CADIAN model only. The bearer can unveil this relic at the start of any turn. Until the end of that turn, you can Relic of re-roll hit and wound rolls of 1 for all CADIAN units within 12" of the bearer. You can instead re-roll all failed hit Lost Cadia and wound rolls for these units until the end of the turn if they are targeting a CHAOS unit.

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. This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Voice of Orders may only be issued to INFANTRY units within 6" of this unit that have the same keyword Command 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.

Unit MWSBSSTWALdSave

Company 6" 3+ 3+ 3 3 4 3 8 5+/5++ Commander

Weapon Range Type S AP D Abilities

Frag 6" Grenade D6 3 0 1 - grenade

Laspistol 12 Pistol 1 3 0 1 -

Power sword Melee Melee User -3 1 -

Company Commander [2 PL, 30pts] Selections: Chainsword, Frag grenade, Kurov's Aquila, Laspistol Categories: Astra Militarum, Imperium, (REGIMENT), Character, Infantry, Company Commander, Officer, HQ Abilities: Kurov's Aquila, Refractor Field, Senior Officer, Voice of Command, Unit: Company Commander, Weapon: Chainsword, Frag grenade, Laspistol

Abilities Description

Kurov's OFFICERS only. Each time your opponent uses a Stratagem, roll a D6. On a 5+ you gain 1 Command Point. Aquila

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.

This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Voice of Orders may only be issued to INFANTRY units within 6" of this unit that have the same keyword Command 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.

Unit MWSBSSTWALdSave

Company 6" 3+ 3+ 3 3 4 3 8 5+/5++ Commander

Weapon Range Type S AP D Abilities

Each time the bearer fights, it can make 1 additional attack with this Chainsword Melee Melee User 0 1 weapon.

Frag Grenade 6" 3 0 1- grenade D6

Laspistol 12 Pistol 1 3 0 1 -

Primaris Psyker [2 PL, 46pts] Selections: 3) Psychic Barrier, 4) Nightshroud, Force Stave [8pts], Laspistol Categories: Astra Militarum, Astra Telepathica, Character, HQ, Imperium, Infantry, Primaris Psyker, Psyker, Scholastica Psykana Abilities: It's For Your Own Good, Psychic Power: 3) Psychic Barrier, 4) Nightshroud, Psyker: Psyker, Unit: Primaris Psyker, Weapon: Force Stave, Laspistol

Abilities Description

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. Psychic Warp Range Details Power Charge

3) Psychic Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your 6 12" Barrier next Psychic phase, add 1 to that unit's saving throws.

Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of 4) 6 12" your next turn, any enemy unit that targets the chosen unit with a ranged weapon Nightshroud suffers a -1 penalty to its hit rolls.

Psyker Cast Deny Powers Known Other

Smite & 2 Psyker 1 1 Psykana

Unit MWSBSSTWALdSave

Primaris 6"3+ 3+ 3 3 4 3 8 5+ Psyker

Weapon Range Type S AP D Abilities

Force Melee Melee +2 -1 D3 Stave

Laspistol 12 Pistol 1 3 0 1 -

Troops [18 PL, 292pts]

Infantry Squad with Autocannon - Infantry Squad [3 PL, 52pts] Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops Weapon: Frag grenade

7x Guardsman [28pts] Selections: 7x Lasgun Unit: Guardsman, Weapon: Lasgun

Heavy Weapon Team [20pts] Selections: Autocannon [12pts], Lasgun Unit: Heavy Weapons Team, Weapon: Autocannon, Lasgun

Sergeant [4pts] Selections: Chainsword, Laspistol Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit MWSBSSTWALdSave

Guardsman 6"4+ 4+ 3 3 1 1 6 5+

Heavy Weapons 6"4+ 4+ 3 3 2 2 6 5+ Team

Sergeant 6"4+ 4+ 3 3 1 2 7 5+

Weapon Range Type S AP D Abilities

Autocannon 48" Heavy 2 7 -1 2 -

Each time the bearer fights, it can make 1 additional attack with this Chainsword Melee Melee User 0 1 weapon.

Frag Grenade 6" 3 0 1- grenade D6

Rapid Fire Lasgun 24 3 0 1- 1

Laspistol 12 Pistol 1 3 0 1 - Infantry Squad with Lascannon - Infantry Squad [3 PL, 60pts] Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops Weapon: Frag grenade

7x Guardsman [28pts] Selections: 7x Lasgun Unit: Guardsman, Weapon: Lasgun

Heavy Weapon Team [28pts] Selections: Lascannon [20pts], Lasgun Unit: Heavy Weapons Team, Weapon: Lascannon, Lasgun

Sergeant [4pts] Selections: Chainsword, Laspistol Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit MWSBSSTWALdSave

Guardsman 6"4+ 4+ 3 3 1 1 6 5+

Heavy Weapons 6"4+ 4+ 3 3 2 2 6 5+ Team

Sergeant 6"4+ 4+ 3 3 1 2 7 5+

Weapon Range Type S AP D Abilities

Each time the bearer fights, it can make 1 additional attack with this Chainsword Melee Melee User 0 1 weapon.

Frag Grenade 6" 3 01- grenade D6

Lascannon 48" Heavy 1 9 -3 D6 -

Rapid Fire Lasgun 24 3 01- 1

Laspistol 12 Pistol 1 3 0 1 -

Infantry Squad with Mortar - Infantry Squad [3 PL, 45pts] Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops Weapon: Frag grenade

7x Guardsman [28pts] Selections: 7x Lasgun Unit: Guardsman, Weapon: Lasgun

Heavy Weapon Team [13pts] Selections: Lasgun, Mortar [5pts] Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Sergeant [4pts] Selections: Chainsword, Laspistol Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit MWSBSSTWALdSave

Guardsman 6"4+ 4+ 3 3 1 1 6 5+

Heavy Weapons 6"4+ 4+ 3 3 2 2 6 5+ Team

Sergeant 6"4+ 4+ 3 3 1 2 7 5+ Weapon Range Type S AP D Abilities

Each time the bearer fights, it can make 1 additional attack with this Chainsword Melee Melee User 0 1 weapon.

Frag Grenade 6" 3 0 1- grenade D6

Rapid Fire Lasgun 24 3 0 1- 1

Laspistol 12 Pistol 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 with Mortar - Infantry Squad [3 PL, 45pts] Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops Weapon: Frag grenade

7x Guardsman [28pts] Selections: 7x Lasgun Unit: Guardsman, Weapon: Lasgun

Heavy Weapon Team [13pts] Selections: Lasgun, Mortar [5pts] Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Sergeant [4pts] Selections: Chainsword, Laspistol Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit MWSBSSTWALdSave

Guardsman 6"4+ 4+ 3 3 1 1 6 5+

Heavy Weapons 6"4+ 4+ 3 3 2 2 6 5+ Team

Sergeant 6"4+ 4+ 3 3 1 2 7 5+

Weapon Range Type S AP D Abilities

Each time the bearer fights, it can make 1 additional attack with this Chainsword Melee Melee User 0 1 weapon.

Frag Grenade 6" 3 0 1- grenade D6

Rapid Fire Lasgun 24 3 0 1- 1

Laspistol 12 Pistol 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 with Mortar - Infantry Squad [3 PL, 45pts] Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops Weapon: Frag grenade

7x Guardsman [28pts] Selections: 7x Lasgun Unit: Guardsman, Weapon: Lasgun

Heavy Weapon Team [13pts] Selections: Lasgun, Mortar [5pts] Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Sergeant [4pts] Sergeant [4pts] Selections: Chainsword, Laspistol Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit MWSBSSTWALdSave

Guardsman 6"4+ 4+ 3 3 1 1 6 5+

Heavy Weapons 6"4+ 4+ 3 3 2 2 6 5+ Team

Sergeant 6"4+ 4+ 3 3 1 2 7 5+

Weapon Range Type S AP D Abilities

Each time the bearer fights, it can make 1 additional attack with this Chainsword Melee Melee User 0 1 weapon.

Frag Grenade 6" 3 0 1- grenade D6

Rapid Fire Lasgun 24 3 0 1- 1

Laspistol 12 Pistol 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 with Mortar - Infantry Squad [3 PL, 45pts] Categories: (REGIMENT), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops Weapon: Frag grenade

7x Guardsman [28pts] Selections: 7x Lasgun Unit: Guardsman, Weapon: Lasgun

Heavy Weapon Team [13pts] Selections: Lasgun, Mortar [5pts] Unit: Heavy Weapons Team, Weapon: Lasgun, Mortar

Sergeant [4pts] Selections: Chainsword, Laspistol Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit MWSBSSTWALdSave

Guardsman 6"4+ 4+ 3 3 1 1 6 5+

Heavy Weapons 6"4+ 4+ 3 3 2 2 6 5+ Team

Sergeant 6"4+ 4+ 3 3 1 2 7 5+

Weapon Range Type S AP D Abilities

Each time the bearer fights, it can make 1 additional attack with this Chainsword Melee Melee User 0 1 weapon.

Frag Grenade 6" 3 0 1- grenade D6

Rapid Fire Lasgun 24 3 0 1- 1

Laspistol 12 Pistol 1 3 0 1 -

Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.

Elites [6 PL, 121pts] Command Squad [2 PL, 76pts] Categories: (REGIMENT), Astra Militarum, Command Squad, Elites, Imperium, Infantry, Veterans

Veteran w/ Special Weapon [19pts] Selections: Frag grenade, Plasma gun [13pts] Unit: Veteran, Weapon: Frag grenade, Plasma gun, Standard, Plasma gun, Supercharge

Veteran w/ Special Weapon [19pts] Selections: Frag grenade, Plasma gun [13pts] Unit: Veteran, Weapon: Frag grenade, Plasma gun, Standard, Plasma gun, Supercharge

Veteran w/ Special Weapon [19pts] Selections: Frag grenade, Plasma gun [13pts] Unit: Veteran, Weapon: Frag grenade, Plasma gun, Standard, Plasma gun, Supercharge

Veteran w/ Special Weapon [19pts] Selections: Frag grenade, Plasma gun [13pts] Unit: Veteran, Weapon: Frag grenade, Plasma gun, Standard, Plasma gun, Supercharge

Unit M WS BS S T W A Ld Save

Veteran 6"4+ 3+ 3 3 1 1 6 5+

Weapon Range Type S AP D Abilities

Grenade Frag grenade 6" 30 1- D6

Rapid Fire Plasma gun, Standard 24" 7 -3 1 - 1

Plasma gun, Rapid Fire On a hit roll of 1, the bearer is slain after all of this weapon's shots 24" 8 -3 2 Supercharge 1 have been resolved.

Officer of the Fleet [2 PL, 25pts] Selections: Laspistol Categories: Astra Militarum, Aeronautica Imperialis, Character, Elites, Imperium, Infantry, Officer of the Fleet, Officer Abilities: Air Raid Requested, Strafing Coordinates, Unit: Officer of the Fleet, Weapon: Laspistol

Abilities Description

Once per battle, in your Shooting phase you can pick an enemy unit, other than a CHARACTER, which is Air Raid visible to this model anywhere on the battlefield, and then roll a D6. On a roll of 1-3, nothing happens. On a Requested roll of 4-5 the target unit suffers D3 mortal wounds. On a roll of 6, the target unit suffers 3 mortal wounds. You may only call in one air raid per turn, regardless of the number of Officers of the Fleet.

At the start of the Shooting phase, pick an enemy unit, other than one which can FLY, within 18" of this Strafing model. For the duration of the phase, you can re-roll hit rolls of 1 for any friendly AERONAUTICA Coordinates IMPERIALIS units that target the unit you picked.

Unit MWSBSSTWALdSave

Officer of the 6"4+ 3+ 3 3 3 2 6 5+ Fleet

Weapon Range Type S AP D Abilities

Pistol Laspistol 12 30 1- 1

Platoon Commander [2 PL, 20pts] Selections: Chainsword, Frag grenade, Laspistol, The Dagger of Tu'Sakh Categories: (REGIMENT), Astra Militarum, Character, Elites, Imperium, Infantry, Officer, Platoon Commander Abilities: Refractor Field, The Dagger of Tu'Sakh, Voice of Command, Unit: Platoon Commander, Weapon: Chainsword, Frag grenade, Laspistol

Abilities Description

Refractor This model has a 5+ invulnerable save. Field

During deployment, you can set up the bearer and one INFANTRY unit from your army behind enemy lines instead of placing them on the battlefield. The infantry unit must have the same keyword as the The Dagger bearer if the bearer has one.At the end of any of your Movement phases these units can launch their daring of Tu'Sakh 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.

This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Voice of Orders may only be issued to INFANTRY units within 6" of this unit that have the same 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.

Unit MWSBSSTWALdSave

Platoon 6"3+ 3+ 3 3 3 3 7 5+ Commander

Weapon Range Type S AP D Abilities

Each time the bearer fights, it can make 1 additional attack with this Chainsword Melee Melee User 0 1 weapon.

Frag Grenade 6" 3 0 1- grenade D6

Laspistol 12 Pistol 1 3 0 1 -

Fast Attack [9 PL, 135pts]

Scout Sentinels [3 PL, 45pts] Categories: (REGIMENT), Astra Militarum, Fast Attack, Imperium, Scout Sentinels, Vehicle

Scout Sentinel [3 PL, 45pts] Selections: Multi-laser [10pts] Abilities: Explodes (6+/3"/1), Scout Vehicle, Smoke Launchers, Unit: Scout Sentinel, Weapon: Multi-laser

Abilities Description

Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any (6+/3"/1) embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.

At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot Scout end this move within 9" of any enemy models. If both players have units that can do this, the player who is Vehicle taking the first turn moves their units first.

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 Launchers weapons that target this vehicle.

Unit M WSBSSTW ALdSave

Scout 9"4+ 4+ 5 5 6 1 7 4+ Sentinel

Weapon Range Type S AP D Abilities

Multi- 36" Heavy 3 6 0 1 - laser

Scout Sentinels [3 PL, 45pts] Categories: (REGIMENT), Astra Militarum, Fast Attack, Imperium, Scout Sentinels, Vehicle Scout Sentinel [3 PL, 45pts] Selections: Multi-laser [10pts] Abilities: Explodes (6+/3"/1), Scout Vehicle, Smoke Launchers, Unit: Scout Sentinel, Weapon: Multi-laser

Abilities Description

Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any (6+/3"/1) embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.

At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot Scout end this move within 9" of any enemy models. If both players have units that can do this, the player who is Vehicle taking the first turn moves their units first.

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 Launchers weapons that target this vehicle.

Unit M WSBSSTW ALdSave

Scout 9"4+ 4+ 5 5 6 1 7 4+ Sentinel

Weapon Range Type S AP D Abilities

Multi- 36" Heavy 3 6 0 1 - laser

Scout Sentinels [3 PL, 45pts] Categories: (REGIMENT), Astra Militarum, Fast Attack, Imperium, Scout Sentinels, Vehicle

Scout Sentinel [3 PL, 45pts] Selections: Multi-laser [10pts] Abilities: Explodes (6+/3"/1), Scout Vehicle, Smoke Launchers, Unit: Scout Sentinel, Weapon: Multi-laser

Abilities Description

Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any (6+/3"/1) embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.

At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot Scout end this move within 9" of any enemy models. If both players have units that can do this, the player who is Vehicle taking the first turn moves their units first.

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 Launchers weapons that target this vehicle.

Unit M WSBSSTW ALdSave

Scout 9"4+ 4+ 5 5 6 1 7 4+ Sentinel

Weapon Range Type S AP D Abilities

Multi- 36" Heavy 3 6 0 1 - laser

Heavy Support [14 PL, 263pts]

Cyclops Demolition Vehicle [3 PL, 60pts] Categories: (REGIMENT), Astra Militarum, Cyclops Demolition Vehicle, Imperium, Vehicle, Heavy Support

Cyclops [3 PL, 60pts] Selections: Cyclops Demolition Charge Abilities: Cyclops Demolition Charge, Explodes, Vehicle Squadron, Unit: Cyclops, Weapon: Cyclops Demolition Charge

Abilities 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 Cyclops automatically hit by this weapon using the profile stated above roll separately for each unit. Once this model Demolition has detonated its Cyclops demolition charge, remove it from play. Any Cyclops Demolition Vehicle that is Charge removed from play in this way does not award Victory points in scenarios that offer Victory points for slaying enemy units.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any Explodes embarked models disembark. On a 3+ it explodes, and each unit within 6" suffers D3 mortal wound.

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.

Unit M WS BS S T W A Ld Save

Cyclops 10" 6+ 4+ 4 6 4 1 7 3+

Weapon Range Type S AP D Abilities

Cyclops Demolition Heavy This weapon automatically hits its target. This weapon may only * 9 -2 D3 Charge 2D6 be used once per battle.

Cyclops Demolition Vehicle [3 PL, 60pts] Categories: (REGIMENT), Astra Militarum, Cyclops Demolition Vehicle, Imperium, Vehicle, Heavy Support

Cyclops [3 PL, 60pts] Selections: Cyclops Demolition Charge Abilities: Cyclops Demolition Charge, Explodes, Vehicle Squadron, Unit: Cyclops, Weapon: Cyclops Demolition Charge

Abilities 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 Cyclops automatically hit by this weapon using the profile stated above roll separately for each unit. Once this model Demolition has detonated its Cyclops demolition charge, remove it from play. Any Cyclops Demolition Vehicle that is Charge removed from play in this way does not award Victory points in scenarios that offer Victory points for slaying enemy units.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any Explodes embarked models disembark. On a 3+ it explodes, and each unit within 6" suffers D3 mortal wound.

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.

Unit M WS BS S T W A Ld Save

Cyclops 10" 6+ 4+ 4 6 4 1 7 3+

Weapon Range Type S AP D Abilities

Cyclops Demolition Heavy This weapon automatically hits its target. This weapon may only * 9 -2 D3 Charge 2D6 be used once per battle.

Manticore [8 PL, 143pts] Selections: Heavy Bolter [8pts], Stat Damage (HS), 4x Storm Eagle Rockets Categories: (REGIMENT), Astra Militarum, Heavy Support, 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

Abilities Description

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 Launchers weapons that target this vehicle.

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.

Stat Damage - Remaining W Movement BS Attacks M/BS/A

Stat Damage (HS) 1 6-11+ 12" 4+ 3

Stat Damage (HS) 2 3-5 8" 5+ D3

Stat Damage (HS) 3 1-2 4" 6+ 1

Unit M WS BS S T W ALd Save

Manticore * 6+ * 6711* 7 3+

Weapon Range Type S AP D Abilities

Heavy bolter 36" Heavy 3 5 -1 1 -

This weapon can target units that are not visible to the bearer. A model can Storm Eagle Heavy 120" 10 -2 D3 only fire a single storm eagle rocket per turn. Each storm eagle rocket can Rockets 2D6 only be fired once per battle.

Flyer [11 PL, 160pts]

Vulture Gunship [11 PL, 160pts] Categories: Aeronautica Imperialis, Astra Militarum, Fly, Flyer, Imperium, Vehicle, Vulture Gunship

Vulture Gunship [11 PL, 160pts] Selections: Heavy bolter [8pts], Stat Damage (Gunships), Twin Punisher Gatling Cannons [40pts] Rules: Strafing Run Abilities: Airborne, Crash and Burn, Hard to Hit, Hover Jet, Supersonic, Vehicle Squadron, Unit: Vulture Gunship, Weapon: Heavy bolter, Punisher Gatling Cannon Twin, Wound Track (M,BS): Gunship 1, Gunship 2, Gunship 3

Abilities Description

Airborne: This model can not charge, can only be charged by units that can FLY, and can only attack or be Airborne attacked in the Fight phase by units that can FLY.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any Crash and embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal Burn wounds.

Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.

Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic Hover Jet becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginntng of your next Movement phase.

Each time this model moves, first pivot it on the spot up to 90" (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. Supersonic When this model Advances, increase it's Move characteristic by 20" until the end of the phase - do not roll a dice.

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.

Unit MWSBSSTW ALdSave

Vulture * 6+ * 771437 3+ Gunship

Weapon RangeType SAP D Abilities

Heavy bolter 36" Heavy 3 5 -1 1 -

Punisher Gatling Cannon 24" Heavy 40 5 0 1 - Twin

Wound Track (M, Remaining W M BS BS) Gunship 1 8-14+ 20-45" 4+

Gunship 2 4-7 20-30" 5+

Gunship 3 1-3 20" 6+

Selection Rules Independent Operative: This Model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this model can reveal it's position - set it up anywhere on the battlefield that is more then 9" from any enemy model. Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. Strafing Run: Add 1 to hit rolls against units that do not have the FLY keyword

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