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Heavy Support
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HQ


4

Colonel ‘Iron Hand’ Straken

NAME M WS BS S T W A Ld Sv
Colonel ‘Iron Hand’ Straken 6" 2+ 3+ 6 4 5 4 9 3+
Colonel ‘Iron Hand’ Straken is a single model armed with a plasma pistol, shotgun, frag grenades, krak grenades and a bionic arm with devil’s claw. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
Bionic arm with devil’s claw
Melee
Melee
User
-1
2
-
Frag grenade
6"
Grenade D6
3
0
1
-
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Voice of Command

Been There, Seen It, Killed It: You can re-roll failed wound rolls made for Colonel ‘Iron Hand’ Straken in the Fight phase when targeting enemy MONSTERS.

Refractor Field: Colonel ‘Iron Hand’ Straken has a 5+ invulnerable save.

Cold Steel and Courage: All models in friendly CATACHAN units within 6" of Colonel 'Iron Hand' Straken at the start of the Fight phase can make 1 additional attack each time they fight during that phase.

Senior Officer: Colonel ‘Iron Hand’ Straken 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.
WARLORD TRAIT
Lead From the Front: This Warlord can perform a Heroic Intervention if, after the enemy has completed all their charge moves, they are within 6" of any enemy units. This Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, CATACHAN
KEYWORDS
CHARACTER, INFANTRY, OFFICER, COLONEL ‘IRON HAND’ STRAKEN


7

Commissar Yarrick

NAME M WS BS S T W A Ld Sv
Commissar Yarrick 6" 2+ 2+ 3 4 4 3 9 4+
Commissar Yarrick is a single model armed with a bolt pistol, storm bolter, power klaw and the Bale Eye. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Bale Eye
6"
Pistol 1
3
-2
1
-
Bolt pistol
12"
Pistol 1
4
0
1
-
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
ABILITIES
Aura of Discipline: ASTRA MILITARUM units within 6" of a friendly COMMISSAR can use the Commissar’s Leadership instead of their own.

Iron Will: Roll a D6 each time Commissar Yarrick loses his final wound; on a roll of 3+ that wound is not lost.

Power Field: Commissar Yarrick has a 4+ invulnerable save.

Hero of Hades Hive: You can re-roll hit rolls of 1 made for friendly ASTRA MILITARUM units within 6" of Commissar Yarrick. You may re-roll any failed hit rolls for friendly ASTRA MILITARUM units within 6" of Commissar Yarrick when attacking ORK units.

Summary Execution: 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).
WARLORD TRAIT
Master of Command: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, OFFICIO PREFECTUS
KEYWORDS
CHARACTER, INFANTRY, COMMISSAR, YARRICK


2

Company Commander

NAME M WS BS S T W A Ld Sv
Company Commander 6" 3+ 3+ 3 3 4 3 8 5+
A Company Commander is a single model armed with a laspistol and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
WARGEAR OPTIONS
 • This model may take a chainsword or an item from the Melee Weapons list.
 • This model may replace its laspistol with an item from the Ranged Weapons list.
 ◦ This model may replace its laspistol with a shotgun or an item from the Ranged Weapons list.
ABILITIES
Voice of Command

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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
CHARACTER, INFANTRY, OFFICER, COMPANY COMMANDER


13

Knight Commander Pask

NAME M WS BS S T W A Ld Sv
Knight Commander Pask * 6+ * 7 8 12 * 8 3+
Knight Commander Pask is a single model. He rides to battle in the cupola of his trusty Leman Russ battle tank, Hand of Steel, which is equipped with a battle cannon and a heavy bolter. Only one of this model may be included in your army.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-12+
10"
2+
3
4-6
7"
3+
D3
1-3
4"
4+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
22
Battle cannon
72"
Heavy D6
8
-2
D3
-
20
Demolisher cannon
24"
Heavy D6
10
-3
D6
-
15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
15
Executioner plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
7
-3
1
-
 - Supercharge
36"
Heavy D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
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.
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
WARGEAR OPTIONS
 • Hand of Steel’s battle cannon may be replaced with an exterminator autocannon, vanquisher battle cannon, eradicator nova cannon, demolisher cannon, punisher gatling cannon or executioner plasma cannon.
 • Hand of Steel’s heavy bolter may be replaced with a heavy flamer or a lascannon.
 • Hand of Steel may take two heavy bolters, two heavy flamers, two multi-meltas or two plasma cannons.
 • Hand of Steel may take items from the Vehicle Equipment list.
ABILITIES
Grinding Advance

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, Knight Commander Pask can launch Hand of Steel’s smoke launchers; if he does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

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

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.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Tank Orders: Knight Commander Pask can issue orders to a friendly CADIAN LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of Knight Commander Pask and choose which order you wish to issue from the following table. Each LEMAN RUSS can only be given a single order each turn.
TANK ORDERS
ORDER
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.
WARLORD TRAIT
Superior Tactical Training: Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an additional CADIAN unit of the same type as the original target (INFANTRY or LEMAN RUSS) within 6" of the Warlord.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, CADIAN
KEYWORDS
CHARACTER, VEHICLE, LEMAN RUSS, OFFICER, TANK COMMANDER, KNIGHT COMMANDER PASK


4

Lord Castellan Creed

NAME M WS BS S T W A Ld Sv
Lord Castellan Creed 6" 3+ 3+ 3 3 4 3 9 4+
Lord Castellan Creed is a single model armed with two hot-shot laspistols and a power sword. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
Power sword
Melee
Melee
User
-3
1
-
ABILITIES
Voice of Command

Refractor Field: Lord Castellan Creed has a 5+ invulnerable save.

Tactical Genius: If your army is Battle-forged, you receive an additional 2 Command Points if Lord Castellan Creed is your Warlord.

Supreme Commander: Lord Castellan Creed’s Voice of Command ability has a range of 12", and he may use this ability three times in each of your turns. Resolve the effects of the first order before issuing the second order, and so on.
WARLORD TRAIT
Superior Tactical Training: Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an additional CADIAN unit of the same type as the original target (INFANTRY or LEMAN RUSS) within 6" of the Warlord.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, CADIAN
KEYWORDS
CHARACTER, INFANTRY, OFFICER, LORD CASTELLAN CREED


4

Lord Commissar

NAME M WS BS S T W A Ld Sv
Lord Commissar 6" 2+ 2+ 3 3 4 3 9 4+
A Lord Commissar is a single model armed with a bolt pistol and power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Bolt pistol
12"
Pistol 1
4
0
1
-
4
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • This model may replace its power sword with up to two items from the Melee Weapons list.
 • This model may replace its bolt pistol with one item from the Ranged Weapons list.
ABILITIES
Aura of Discipline: ASTRA MILITARUM units within 6" of a friendly COMMISSAR can use the Commissar’s Leadership instead of their own.

Refractor Field: This model has a 5+ invulnerable save.

Summary Execution: 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).
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, OFFICIO PREFECTUS
KEYWORDS
CHARACTER, INFANTRY, COMMISSAR, LORD COMMISSAR


2

Primaris Psyker

NAME M WS BS S T W A Ld Sv
Primaris Psyker 6" 3+ 3+ 3 3 4 3 8 5+
A Primaris Psyker is a single model armed with a laspistol and force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Laspistol
12"
Pistol 1
3
0
1
-
8
Force stave
Melee
Melee
+2
-1
D3
-
ABILITIES
It’s For Your Own Good: If this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR, they are executed before anything untoward can happen – the power they were attempting still fails, but units within 6" of them do not suffer D3 mortal wounds as normal.
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Psykana discipline.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, ASTRA TELEPATHICA, SCHOLASTICA PSYKANA
KEYWORDS
CHARACTER, INFANTRY, PSYKER, PRIMARIS PSYKER


12

Tank Commander

NAME M WS BS S T W A Ld Sv
Tank Commander * 6+ * 7 8 12 * 7 3+
A Tank Commander is a single model. He rides to battle from the cupola of a Leman Russ battle tank, which is equipped with a battle cannon and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-12+
10"
3+
3
4-6
7"
4+
D3
1-3
4"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
22
Battle cannon
72"
Heavy D6
8
-2
D3
-
20
Demolisher cannon
24"
Heavy D6
10
-3
D6
-
15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
15
Executioner plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
7
-3
1
-
 - Supercharge
36"
Heavy D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
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.
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
WARGEAR OPTIONS
 • This model may replace its battle cannon with an exterminator autocannon, vanquisher battle cannon, eradicator nova cannon, demolisher cannon, punisher gatling cannon or executioner plasma cannon.
 • This model may replace its heavy bolter with a heavy flamer or a lascannon.
 • This model may take two heavy bolters, two heavy flamers, two multi-meltas or two plasma cannons.
 • This model may take items from the Vehicle Equipment list.
ABILITIES
Grinding Advance

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

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.

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 table to the right. Each LEMAN RUSS can only be given a single order each turn.
TANK ORDERS
ORDER
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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
CHARACTER, VEHICLE, LEMAN RUSS, OFFICER, TANK COMMANDER


3

Tempestor Prime

NAME M WS BS S T W A Ld Sv
Tempestor Prime 6" 3+ 3+ 3 3 4 3 8 4+
A Tempestor Prime is a single model armed with a hot-shot laspistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model may take a chainsword or one item from the Melee Weapons list.
 • This model may replace its hot-shot laspistol with a Tempestus command rod, a bolt pistol or a plasma pistol.
ABILITIES
Voice of Command

Tempestus Command Rod:
5
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 order.

Aerial Drop: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM TEMPESTUS
KEYWORDS
CHARACTER, INFANTRY, OFFICER, TEMPESTOR PRIME


4

Sly Marbo

NAME M WS BS S T W A Ld Sv
Sly Marbo 6" 2+ 2+ 3 3 4 4 7 5+
Sly Marbo is a single model. He is armed with a ripper pistol, frag grenades and an envenomed blade. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Ripper pistol
12"
Pistol 3
5
0
1
This weapon wounds INFANTRY units on a roll of 2+.
Envenomed blade
Melee
Melee
+1
0
1
This weapon wounds INFANTRY units on a roll of 2+.
Frag grenade
6"
Grenade D6
3
0
1
-
ABILITIES
Loner: Officers cannot issue orders to Sly Marbo. Sly Marbo can never have a Warlord Trait.

One With his Surroundings: If Sly Marbo receives the benefit of cover, add 2 to his saving throws instead of 1.

Like Fighting a Shadow: Once per battle, at the start of any of your Movement phases. Sly Marbo can disappear so long as there are no enemy models within 6" of him. If he does, remove him from the battlefield. At the end of your next Movement phase he reappears using the Lethal Ambush ability.

Lethal Ambush: During deployment, you can set up Sly Marbo in ambush instead of placing him on the battlefield. At the end of any of your Movement phases he can emerge from hiding and attack - set him up anywhere on the battlefield that is more than 9" away from any enemy models. Sly Marbo can then do one of the following:
  • Stalk with Blade: Sly Marbo can immediately move up to D6" in any direction. In addition, until the start of your next turn, add 2 to Sly Marbos Attacks characteristic.
  • Snipe with Pistol: Sly Marbo can immediately shoot his ripper pistol as if it were the Shooting phase (doing so does not prevent him from shooting in the Shooting phase of this turn). In addition, until the start of your next turn, Sly Marbo can target enemy CHARACTERS when he shoots his ripper pistol even if another enemy unit is closer.
  • Detonate Concealed Explosives: Pick an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a CHARACTER, but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds, but on a 7+ it suffers D6 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, CATACHAN
KEYWORDS
CHARACTER, INFANTRY, SLY MARBO


2

Aradia Madellan

NAME M WS BS S T W A Ld Sv
Aradia Madellan 6" 3+ 3+ 3 3 4 3 8 5+
Aradia Madellan is a single model armed with a laspistol and force stave. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Force stave
Melee
Melee
+2
-1
D3
-
ABILITIES
It’s For Your Own Good: If Aradia Madellan is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR, she is executed before anything untoward can happen - the power she was attempting still fails, but units within 6" of her do not suffer D3 mortal wounds as normal.
PSYKER
Aradia Madellan can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. She knows the Smite and Psychic Augment powers.

Psychic Augment: Psychic Augment has a warp charge value of 8. If manifested, select a friendly ASTRA MILITARUM INFANTRY unit within 12" of the psyker. Add 1 to hit rolls for attacks made by that unit until the
start of your next psychic phase.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, ASTRA TELEPATHICA, SCHOLASTICA PSYKANA
KEYWORDS
INFANTRY, CHARACTER, PSYKER, PRIMARIS PSYKER, ARADIA MADELLAN


Troops


3

Conscripts

NAME M WS BS S T W A Ld Sv
Conscript 6" 5+ 5+ 3 3 1 1 4 5+
This unit contains 20 Conscripts. It can include up to 10 additional Conscripts (Power Rating +1). Each Conscript is armed with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
ABILITIES
Raw Recruits: Roll a D6 each time an OFFICER uses the Voice of Command ability to issue an order to this unit; on a 4+ the order applies as normal, otherwise the order has no effect and no other orders can be issued to this unit for the rest of this turn.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
INFANTRY, CONSCRIPTS


3

Infantry Squad

NAME M WS BS S T W A Ld Sv
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+
Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+
This unit contains 1 Sergeant and 9 Guardsmen.
 • Each Guardsman is armed with a lasgun and frag grenades.
 • The Sergeant is armed with a laspistol and frag grenades.
 • A Heavy Weapons Team is armed with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
4
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
5
Power axe
Melee
Melee
+1
-2
1
-
4
Power maul
Melee
Melee
+2
-1
1
-
WARGEAR OPTIONS
 • One Guardsman may take a vox-caster.
 • Two other Guardsmen may form a Heavy Weapons Team who must take an item from the Heavy Weapons list.
 • One other Guardsman may replace his lasgun with an item from the Special Weapons list.
 • The Sergeant may replace their laspistol with an item from the Ranged Weapons list.
 • The Sergeant may take a chainsword or a power sword.
 ◦ The Sergeant may replace their chainsword with a power axe, power maul or power sword.
ABILITIES
Vox-caster:
5
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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
INFANTRY, INFANTRY SQUAD


3

Militarum Tempestus Scions

NAME M WS BS S T W A Ld Sv
Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+
Tempestor 6" 3+ 3+ 3 3 1 2 7 4+
This unit contains 1 Tempestor and 4 Tempestus Scions. It can include up to 5 additional Tempestus Scions (Power Rating +2).
 • Each Tempestus Scion is armed with a hot-shot lasgun, frag grenades and krak grenades.
 • The Tempestor is armed with a hot-shot laspistol, chainsword, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Bolt pistol
12"
Pistol 1
4
0
1
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
3
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
7
Hot-shot volley gun
24"
Heavy 4
4
-2
1
-
14
Meltagun (other models)
12"
Assault 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.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - 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.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • One Tempestus Scion may either replace its hot-shot lasgun with a hot-shot laspistol and a vox-caster, or take a hot-shot laspistol and a vox-caster in addition to their hot-shot lasgun.
 • For every five models in the unit, up to two other Tempestus Scions may replace their hot-shot lasgun with a flamer, meltagun, plasma gun, grenade launcher or hot-shot volley gun.
 • The Tempestor may replace their chainsword with an item from the Melee Weapons list.
 • The Tempestor may replace their hot-shot laspistol with a bolt pistol or plasma pistol.
ABILITIES
Aerial Drop: During deployment, you can set up this unit 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 unit can make an aerial drop – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Vox-caster:
5
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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM TEMPESTUS
KEYWORDS
INFANTRY, TEMPESTUS SCIONS


Dedicated Transport


6

Chimera

NAME M WS BS S T W A Ld Sv
Chimera * 6+ * 6 7 10 * 7 3+
A Chimera is a single model equipped with a multi-laser, a heavy bolter and two lasgun arrays.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
5
Multi-laser
36"
Heavy 3
6
0
1
-
WARGEAR OPTIONS
 • This model may replace its heavy bolter with a heavy flamer.
 • This model may replace its multi-laser with a heavy flamer or a heavy bolter.
 • This model may take items from the Vehicle Equipment list.
ABILITIES
Explodes: 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.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
TRANSPORT
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TRANSPORT, CHIMERA


4

Taurox

NAME M WS BS S T W A Ld Sv
Taurox * 6+ * 6 6 10 * 7 3+
A Taurox is a single model equipped with two autocannons.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
14"
4+
3
3-5
10"
5+
D3
1-2
6"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
2
Heavy stubber
36"
Heavy 3
4
0
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • This model may take a storm bolter or heavy stubber.
ABILITIES
Explodes: 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.
TRANSPORT
This model can transport 10 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TRANSPORT, TAUROX


6

Taurox Prime

NAME M WS BS S T W A Ld Sv
Taurox Prime * 6+ * 6 6 10 * 7 3+
A Taurox Prime is a single model equipped with a Taurox battle cannon and two hot-shot volley guns.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
14"
3+
3
3-5
10"
4+
D3
1-2
6"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
2
Heavy stubber
36"
Heavy 3
4
0
1
-
7
Hot-shot volley gun
24"
Heavy 4
4
-2
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
18
Taurox battle cannon
48"
Heavy D6
7
-1
D3
-
20
Taurox gatling cannon
24"
Heavy 20
4
0
1
-
30
Taurox missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
 • This model may replace its Taurox battle cannon with a Taurox gatling cannon or a Taurox missile launcher.
 • This model may replace its two hot-shot volley guns with two autocannons.
 • This model may take a storm bolter or a heavy stubber.
ABILITIES
Explodes: 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.
TRANSPORT
This model can transport 10 MILITARUM TEMPESTUS or OFFICIO PREFECTUS INFANTRY models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM TEMPESTUS
KEYWORDS
VEHICLE, TRANSPORT, TAUROX PRIME


3

Centaur Light Carrier

NAME M WS BS S T W A Ld Sv
Centaur Light Carrier 12" 6+ 4+ 5 6 7 2 7 3+
A Centaur Light Carrier is a single model equipped with two heavy stubbers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
ABILITIES
Artillery Tractor: If this model starts its move within 1" of a friendly <REGIMENT> ARTILLERY model, it can choose to tow it as long as neither this model nor the ARTILLERY model is within 1" of an enemy model. If it does this, this model immediately makes a move of up to 12". The ARTILLERY model is then placed anywhere within 1" of this model so that no part of the ARTILLERY model has moved more than 12" from where it started. Finally, any crew are placed in base contact with the ARTILLERY model. An ARTILLERY model that has been towed may not fire its weapons during the Shooting phase of the same turn.

Explodes: 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.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.
TRANSPORT
This model can transport 5 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models, and each OGRYN takes the space of three other models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TRANSPORT, CENTAUR LIGHT CARRIER


5

Gryphonne Pattern Chimera

NAME M WS BS S T W A Ld Sv
Gryphonne Pattern Chimera * 6+ * 6 7 10 * 7 3+
A Gryphonne Pattern Chimera is a single model equipped with a twin heavy bolter, a heavy bolter and two lasgun arrays.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
0
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
14
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
WARGEAR OPTIONS
 • This model may replace its heavy bolter with a heavy flamer.
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter or a heavy stubber.
 • This model may replace its twin heavy bolter with an autocannon.
ABILITIES
Explodes: 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.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.
TRANSPORT
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TRANSPORT, GRYPHONNE PATTERN CHIMERA


5

Trojan Support Vehicle

NAME M WS BS S T W A Ld Sv
Trojan Support Vehicle * 6+ * 6 7 10 * 7 3+
A Trojan Support Vehicle is a single model equipped with a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
14"
4+
3
3-5
10"
5+
D3
1-2
6"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • This model may replace its heavy bolter with a heavy flamer.
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter or a heavy stubber.
ABILITIES
Explodes: 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.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

Support Vehicle: During the Shooting phase, a single friendly <REGIMENT> VEHICLE within 6" may re-roll any failed hit rolls when making shooting attacks.
TRANSPORT
This model can transport 6 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TRANSPORT, TROJAN SUPPORT VEHICLE


Elites


1

Astropath

NAME M WS BS S T W A Ld Sv
Astropath 6" 5+ 6+ 3 3 3 1 6 6+
An Astropath is a single model armed with a Telepathica stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Laspistol
12"
Pistol 1
3
0
1
-
6
Telepathica stave
Melee
Melee
+1
0
D3
-
WARGEAR OPTIONS
 • This model may replace its Telepathica stave with a laspistol.
ABILITIES
Astral Divination: At the start of your Shooting phase, pick an enemy unit within 18" of this model. For the duration of the phase, the unit you picked gains no bonus to their 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: Each time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6.
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one power from the Psykana discipline.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, ASTRA TELEPATHICA, SCHOLASTICA PSYKANA
KEYWORDS
CHARACTER, INFANTRY, PSYKER, ASTROPATH


7

Bullgryns

NAME M WS BS S T W A Ld Sv
Bullgryn 6" 3+ 4+ 5 5 3 3 7 4+
Bullgryn Bone ’ead 6" 3+ 4+ 5 5 3 4 8 4+
This unit contains 1 Bullgryn Bone ’ead and 2 Bullgryns. It may contain up to 3 additional Bullgryns (Power Rating +6) or up to 6 additional Bullgryns (Power Rating +12). Each model is armed with a grenadier gauntlet and frag bombs and equipped with a slabshield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Grenadier gauntlet
12"
Assault D6
4
0
1
-
7
Bullgryn maul
Melee
Melee
+2
-1
2
-
0
Frag bomb
6"
Grenade D6
4
0
1
-
WARGEAR OPTIONS
 • Any model may replace its grenadier gauntlet with a Bullgryn maul.
 • Any model may replace its slabshield with a brute shield.
ABILITIES
Brute shield:
0
Models equipped with a brute shield have a 4+ invulnerable save.

Slabshield:
0
Add 2 to armour saving throws for a model equipped with a slabshield (invulnerable saving throws are not affected).

Avalanche of Muscle: You can add 1 to the Attacks characteristic of this unit in the Fight phase on any turn in which it made a successful charge. This ability may only be used the first time this unit fights each turn.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
KEYWORDS
INFANTRY, OGRYN, BULLGRYNS


3

Colour Sergeant Kell

NAME M WS BS S T W A Ld Sv
Colour Sergeant Kell 6" 3+ 3+ 3 3 4 3 7 4+
Colour Sergeant Kell is a single model armed with a laspistol, power fist and power sword. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Power sword
Melee
Melee
User
-3
1
-
ABILITIES
Colours of the Cadian 8th: Friendly CADIAN units within 6" of Colour Sergeant Kell may re-roll failed Morale tests.

Listen Up, Maggots!: You can make one additional order with a single friendly CADIAN OFFICER within 6" of Colour Sergeant Kell in each of your turns.

Sworn Protector: Roll a D6 each time Lord Castellan Creed loses a wound whilst he is within 3" of Colour Sergeant Kell; on a 2+ Lord Castellan Creed does not lose a wound but Colour Sergeant Kell suffers a mortal wound.
WARLORD TRAIT
Superior Tactical Training: Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an additional CADIAN unit of the same type as the original target (INFANTRY or LEMAN RUSS) within 6" of the Warlord.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, CADIAN
KEYWORDS
CHARACTER, INFANTRY, COLOUR SERGEANT KELL


2

Command Squad

NAME M WS BS S T W A Ld Sv
Veteran 6" 4+ 3+ 3 3 1 1 6 5+
Veteran Heavy Weapons Team 6" 4+ 3+ 3 3 2 2 6 5+
This unit contains 4 Veterans. Each model is armed with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • Any Veteran may replace their lasgun with a laspistol.
 • Any Veteran with a laspistol may also take a chainsword.
 • One Veteran may take a vox-caster.
 • One other Veteran may replace their lasgun with a heavy flamer.
 • One other Veteran may take a regimental standard.
 • One other Veteran may take a medi-pack.
 • Two other Veterans may form a Veteran Heavy Weapons Team which must take an item from the Heavy Weapons list.
 • Any other Veteran may replace their lasgun with an item from the Special Weapons list.
ABILITIES
Medi-pack:
5
At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.

Regimental Standard:
5
All friendly <REGIMENT> units add 1 to their Leadership whilst they are within 6" of any <REGIMENT> Veteran with a regimental standard.

Vox-caster:
5
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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
INFANTRY, VETERANS, COMMAND SQUAD


2

Commissar

NAME M WS BS S T W A Ld Sv
Commissar 6" 3+ 3+ 3 3 3 3 8 5+
A Commissar is a single model armed with a bolt pistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Bolt pistol
12"
Pistol 1
4
0
1
-
WARGEAR OPTIONS
 • This model may take up to two items from the Melee Weapons list.
 • This model may replace their bolt pistol with an item from the Ranged Weapons list.
ABILITIES
Aura of Discipline: ASTRA MILITARUM units within 6" of a friendly COMMISSAR can use the Commissar’s Leadership instead of their own.

Summary Execution: 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).
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, OFFICIO PREFECTUS
KEYWORDS
CHARACTER, INFANTRY, COMMISSAR


2

Crusaders

NAME M WS BS S T W A Ld Sv
Crusader 6" 3+ 4+ 3 3 1 2 7 4+
This unit contains 2 Crusaders. It may contain up to 2 additional Crusaders (Power Rating +1), up to 4 additional Crusaders (Power Rating +2), up to 6 additional Crusaders (Power Rating +3) or up to 8 additional Crusaders (Power Rating +4). Each Crusader is armed with a power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Power sword
Melee
Melee
User
-3
1
-
ABILITIES
Acts of Faith: Roll a D6 at the start of each of your turns. On a roll of 2+, one unit from your army with this ability can perform an Act of Faith chosen from the following list.

Hand of the Emperor: The unit can immediately move as if it were the Movement phase.

Divine Guidance: The unit can immediately shoot as if it were the Shooting phase.

The Passion: The unit can, if it is within 1" of an enemy unit, immediately pile in and attack as if it were the Fight phase.

Spirit of the Martyr: One model in the unit recovers D3 lost wounds, or you can return a single slain model to the unit with 1 wound remaining.

Shield of Faith: Models in this unit have a 6+ invulnerable save. In addition, this unit can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. However, if it does so, instead of rolling 2D6, only roll a single D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power. When attempting to deny a psychic power, first select a model in the unit – measure range, visibility etc. from this model.

Zealot: You can re-roll failed hit rolls for a unit with this ability in a turn in which it charged, made a heroic intervention, or was charged by an enemy unit.

Storm Shield:
0
Models in this unit have a 3+ invulnerable save.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, ADEPTUS MINISTORUM
KEYWORDS
INFANTRY, CRUSADERS


2

Master of Ordnance

NAME M WS BS S T W A Ld Sv
Master of Ordnance 6" 4+ 3+ 3 3 3 2 6 5+
A Master of Ordnance is a single model armed with a laspistol and an artillery barrage.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Artillery barrage
100"
Heavy D6
8
-2
D3
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 the bearer (when doing so, subtract 1 from the hit rolls). You may only use one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army.
0
Laspistol
12"
Pistol 1
3
0
1
-
ABILITIES
Master of Ballistics: You can re-roll any hit rolls of 1 made for friendly <REGIMENT> BASILISKS, WYVERNS, MANTICORES or DEATHSTRIKES when they target enemy units over 36" away in the Shooting phase, if they are within 6" of this model.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
CHARACTER, INFANTRY, OFFICER, MASTER OF ORDNANCE


3

Militarum Tempestus Command Squad

NAME M WS BS S T W A Ld Sv
Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+
This unit contains 4 Tempestus Scions. Each model is armed with a hot-shot lasgun, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
3
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
7
Hot-shot volley gun
24"
Heavy 4
4
-2
1
-
14
Meltagun (other models)
12"
Assault 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.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - 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.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • One model may either replace its hot-shot lasgun with a hot-shot laspistol and a vox-caster, or take a hot-shot laspistol and a vox-caster in addition to their hot-shot lasgun.
 • One other model may either replace its hot-shot lasgun with a hot-shot laspistol and a medi-pack, or take a hot-shot laspistol and a medi-pack in addition to their hot-shot lasgun.
 • One other model may take a platoon standard.
 • Up to four other models may replace their hot-shot lasgun with a flamer, meltagun, plasma gun, grenade launcher or hot-shot volley gun.
ABILITIES
Aerial Drop: During deployment, you can set up this unit 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 unit can make an aerial drop – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Platoon Standard:
5
All MILITARUM TEMPESTUS units within 6" of any friendly units with a platoon standard may add 1 to their Leadership when taking Morale tests.

Medi-pack:
5
At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.

Vox-caster:
5
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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM TEMPESTUS
KEYWORDS
INFANTRY, TEMPESTUS COMMAND SQUAD


2

Ministorum Priest

NAME M WS BS S T W A Ld Sv
Ministorum Priest 6" 4+ 4+ 3 3 4 3 7 6+
A Ministorum Priest is a single model armed with a laspistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model may take an autogun.
 • This model may take a chainsword.
ABILITIES
Zealot: You can re-roll failed hit rolls for this unit in a turn in which it charged, made a heroic intervention, or was charged by an enemy unit.

Rosarius: This model has a 4+ invulnerable save.

War Hymns: You can add 1 to the Attacks characteristic of all models in ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units that are within 6" of any friendly MINISTORUM PRIESTS.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, ADEPTUS MINISTORUM
KEYWORDS
CHARACTER, INFANTRY, MINISTORUM PRIEST


4

Nork Deddog

NAME M WS BS S T W A Ld Sv
Nork Deddog 6" 3+ 4+ 5 5 6 4 8 4+
Nork Deddog is a single model armed with a ripper gun, a huge knife and frag bombs. He can also deliver a thunderous headbutt. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Ripper gun (shooting)
12"
Assault 3
5
0
1
-
Huge knife
Melee
Melee
User
-1
2
-
Ripper gun (melee)
Melee
Melee
User
-1
1
-
Thunderous headbutt
Melee
Melee
+3
-2
D3
Nork can only make a single thunderous headbutt attack each time he fights.
Frag bomb
6"
Grenade D6
4
0
1
-
ABILITIES
Avalanche of Muscle: You can add 1 to the Attacks characteristic of this model in the Fight phase on any turn in which it made a successful charge. This ability may only be used the first time this model fights each turn.

Heroic Sacrifice: If Nork Deddog is slain in the Fight phase, you can immediately fight with him before removing his model as a casualty, even if he has already been chosen to fight during that phase.

Loyal to the End: Roll a D6 each time a friendly ASTRA MILITARUM INFANTRY CHARACTER (excluding OGRYNS) loses a wound whilst they are within 3" of Nork Deddog; on a 2+ the Astra Militarum character does not lose a wound but Nork Deddog suffers a mortal wound. In addition, Nork Deddog may not be selected as your Warlord, and may not be given a Warlord Trait.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
KEYWORDS
CHARACTER, INFANTRY, OGRYN, NORK DEDDOG


2

Officer of the Fleet

NAME M WS BS S T W A Ld Sv
Officer of the Fleet 6" 4+ 3+ 3 3 3 2 6 5+
An Officer of the Fleet is a single model armed with a laspistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Laspistol
12"
Pistol 1
3
0
1
-
ABILITIES
Air Raid Requested: Once per battle, in your Shooting phase, you can pick an enemy unit, other than a CHARACTER, that is visible to this model anywhere on the battlefield, and then roll a D6. On a roll of 1-3, nothing happens. On a 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.

Strafing Coordinates: At the start of the Shooting phase, pick an enemy unit, other than one which can FLY, within 18" of this model. For the duration of the phase, you can re-roll hit rolls of 1 for any friendly AERONAUTICA IMPERIALIS units that can FLY that target the unit you picked.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
CHARACTER, INFANTRY, OFFICER, OFFICER OF THE FLEET


4

Ogryn Bodyguard

NAME M WS BS S T W A Ld Sv
Ogryn Bodyguard 6" 3+ 4+ 5 5 6 4 8 5+
An Ogryn Bodyguard is a single model armed with a ripper gun, a huge knife and frag bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Grenadier gauntlet
12"
Assault D6
4
0
1
-
0
Ripper gun (shooting)
12"
Assault 3
5
0
1
-
7
Bullgryn maul
Melee
Melee
+2
-1
2
-
0
Huge knife
Melee
Melee
User
-1
2
-
0
Ripper gun (melee)
Melee
Melee
User
-1
1
-
0
Frag bomb
6"
Grenade D6
4
0
1
-
WARGEAR OPTIONS
 • This model may replace its ripper gun with a grenadier gauntlet or Bullgryn maul.
 • This model may replace its huge knife with a slabshield or brute shield.
 • This model may take Bullgryn plate.
ABILITIES
Avalanche of Muscle: You can add 1 to the Attacks characteristic of this model in the Fight phase on any turn in which it made a successful charge. This ability may only be used the first time this model fights each turn.

Brute shield:
0
Models equipped with a brute shield have a 4+ invulnerable save.

Bullgryn Plate:
5
A model in Bullgryn plate has a Save characteristic of 4+.

Bodyguard: Roll a D6 each time a friendly ASTRA MILITARUM INFANTRY CHARACTER (excluding OGRYNS) loses a wound whilst they are within 3" of any models with this ability; on a 3+ the Astra Militarum character does not lose a wound but one model with this ability suffers a mortal wound. In addition, this model may not be selected as your Warlord, and may not be given a Warlord Trait.

Slabshield:
0
Add 2 to armour saving throws for a model equipped with a slabshield (invulnerable saving throws are not affected).
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
KEYWORDS
CHARACTER, INFANTRY, OGRYN, OGRYN BODYGUARD


5

Ogryns

NAME M WS BS S T W A Ld Sv
Ogryn 6" 3+ 4+ 5 5 3 3 7 5+
Ogryn Bone ’ead 6" 3+ 4+ 5 5 3 4 8 5+
This unit contains 1 Ogryn Bone ’ead and 2 Ogryns. It may contain up to 3 additional Ogryns (Power Rating +4) or up to 6 additional Ogryns (Power Rating +8). Each model is armed with a ripper gun and frag bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Ripper gun (shooting)
12"
Assault 3
5
0
1
-
0
Ripper gun (melee)
Melee
Melee
User
-1
1
-
0
Frag bomb
6"
Grenade D6
4
0
1
-
ABILITIES
Avalanche of Muscle: You can add 1 to the Attacks characteristic of this unit in the Fight phase on any turn in which it made a successful charge. This ability may only be used the first time this unit fights each turn.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
KEYWORDS
INFANTRY, OGRYN


2

Platoon Commander

NAME M WS BS S T W A Ld Sv
Platoon Commander 6" 3+ 3+ 3 3 3 3 7 5+
A Platoon Commander is a single model armed with a laspistol and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
WARGEAR OPTIONS
 • This model may take a chainsword or an item from the Melee Weapons list.
 • This model may replace its laspistol with an item from the Ranged Weapons list.
 ◦ This model may replace its laspistol with a shotgun or an item from the Ranged Weapons list.
ABILITIES
Voice of Command

Refractor Field: This model has a 5+ invulnerable save.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
CHARACTER, INFANTRY, OFFICER, PLATOON COMMANDER


2

Ratlings

NAME M WS BS S T W A Ld Sv
Ratling 5" 5+ 3+ 2 2 1 1 5 6+
This unit contains 5 Ratlings. It may contain up to 5 additional Ratlings (Power Rating +1). Each model is armed with a sniper rifle.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper weapon can target an enemy CHARACTER even if they are 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.
ABILITIES
Find the Best Spot: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 18" away from the enemy deployment zone and any enemy models.

Shoot Sharp and Scarper: Immediately after making a Shooting attack (other than firing Overwatch), this unit can move as if it were the Movement phase (though it cannot Advance as part of this move).

Naturally Stealthy: Models in this unit receive a +2 bonus to their saving throw when they receive the benefits of cover instead of only +1.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
KEYWORDS
INFANTRY, RATLINGS


3

Sergeant Harker

NAME M WS BS S T W A Ld Sv
Sergeant Harker 6" 3+ 3+ 4 3 3 4 7 5+
Sergeant Harker is a single model armed with Payback, frag grenades and krak grenades. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Payback
36"
Assault 3
5
-2
1
-
Frag grenade
6"
Grenade D6
3
0
1
-
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Harker’s Hellraisers: You can re-roll hit rolls of 1 in the Shooting phase for friendly CATACHAN units within 6" of Sergeant Harker.
WARLORD TRAIT
Lead From the Front: This Warlord can perform a Heroic Intervention if, after the enemy has completed all their charge moves, they are within 6" of any enemy units. This Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, CATACHAN
KEYWORDS
CHARACTER, INFANTRY, SERGEANT HARKER


3

Servitors

NAME M WS BS S T W A Ld Sv
Servitor 5" 5+ 5+ 3 3 1 1 6 4+
This unit contains 4 Servitors. Each Servitor is armed with a servo-arm.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
15
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.
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
WARGEAR OPTIONS
 • Up to two models may replace their servo-arm with a heavy bolter, plasma cannon or multi-melta.
ABILITIES
Mindlock: Servitors improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership to 9, whilst they are within 6" of any friendly TECH-PRIESTS.

Designer’s Note: When selecting this unit for your army, choose which forge world it will be from. This replaces the <FORGE WORLD> keyword in all instances on this datasheet.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, ADEPTUS MECHANICUS, <FORGE WORLD>
KEYWORDS
INFANTRY, SERVITORS


2

Special Weapons Squad

NAME M WS BS S T W A Ld Sv
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+
This unit contains 6 Guardsmen. Each model is armed with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
5
Demolition charge
6"
Grenade D6
8
-3
D3
Each demolition charge can only be used once per battle.
WARGEAR OPTIONS
 • Three models must replace their lasgun with an item from the Special Weapons list.
 ◦ Three models must either take a demolition charge, or replace their lasgun with an item from the Special Weapons list.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
INFANTRY, SPECIAL WEAPONS SQUAD


2

Tech-Priest Enginseer

NAME M WS BS S T W A Ld Sv
Tech-Priest Enginseer 6" 4+ 4+ 4 4 4 2 8 3+
A Tech-Priest Enginseer is a single model armed with an Omnissian axe, a laspistol and a servo-arm.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Omnissian axe
Melee
Melee
+1
-2
2
-
0
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
ABILITIES
Bionics: This model has a 6+ invulnerable save.

Master of Machines: At the end of your Movement phase this model can repair a single friendly <FORGE WORLD> VEHICLE, ASTRA MILITARUM VEHICLE or QUESTOR MECHANICUS model within 3". If the model being repaired is a <FORGE WORLD> or ASTRA MILITARUM model, it regains D3 lost wounds; if it is a QUESTOR MECHANICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn.

Designer’s Note: When selecting this unit for your army, choose which forge world it will be from. This replaces the <FORGE WORLD> keyword in all instances on this datasheet.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, CULT MECHANICUS, <FORGE WORLD>
KEYWORDS
CHARACTER, INFANTRY, TECH-PRIEST, ENGINSEER


5

Veterans

NAME M WS BS S T W A Ld Sv
Veteran 6" 4+ 3+ 3 3 1 1 6 5+
Veteran Sergeant 6" 4+ 3+ 3 3 1 2 7 5+
Veteran Weapons Team 6" 4+ 3+ 3 3 2 2 6 5+
This unit contains 1 Veteran Sergeant and 9 Veterans.
 • Each Veteran is armed with a lasgun and frag grenades.
 • The Veteran Sergeant is armed with a laspistol and frag grenades.
 • A Veteran Heavy Weapons Team is armed with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • Any Veteran may replace their lasgun with a shotgun or an autogun.
 • One Veteran may take a vox-caster.
 • One other Veteran may replace their lasgun with a heavy flamer.
 • Two other Veterans may form a Veteran Heavy Weapons Team who must take an item from the Heavy Weapons list.
 • Up to three other Veterans may replace their lasgun with an item from the Special Weapons list.
 • The Veteran Sergeant may take a chainsword or an item from the Melee Weapons list.
 • The Veteran Sergeant may replace their laspistol with an item from the Ranged Weapons list.
ABILITIES
Vox-caster:
5
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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
INFANTRY, VETERANS


1

Wyrdvane Psykers

NAME M WS BS S T W A Ld Sv
Wyrdvane Psyker 6" 5+ 4+ 3 3 1 1 7 6+
This unit contains 3 Wyrdvane Psykers. It may contain up to 3 additional Wyrdvane Psykers (Power Rating +1) or up to 6 additional Wyrdvane Psykers (Power Rating +2). Each model is armed with a laspistol and a Wyrdvane stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Wyrdvane stave
Melee
Melee
+1
0
1
-
ABILITIES
Choir of Minds: Each time you take a Psychic test or Deny the Witch test for this unit, roll 1D6 instead of 2D6. You can add 1 to Psychic tests you make for this unit if it has 3 or more models, or 2 to tests if it has 6 or more models.
PSYKER
This unit can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one power from the Psykana discipline.

When manifesting or denying a psychic power, first select a model in the unit – measure range, visibility etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, ASTRA TELEPATHICA, SCHOLASTICA PSYKANA
KEYWORDS
INFANTRY, PSYKER, WYRDVANE PSYKERS


3

Commissar Severina Raine

NAME M WS BS S T W A Ld Sv
Commissar Severina Raine 6" 3+ 3+ 3 3 3 3 8 4+
Commissar Severina Raine is a single model armed with Penance and Evenfall. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Penance
12"
Pistol 1
4
-1
1
-
Evanfall
Melee
Melee
User
-1
1
-
ABILITIES
Aura of Discipline: ASTRA MILITARUM units within 6" of a friendly COMMISSAR can use the Commissar’s Leadership instead of their own.

Summary Execution: The first time an ASTRA MILITARUM unit fails a Morale test during the Morale phase whilst it is within 6" of any friendly COMMISSAR models, 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).

Leading from the Front: Friendly ASTRA MILITARUM units within 6" of this model automatically pass Morale tests whilst this model is within 1" of an enemy model.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, OFFICIO PREFECTUS
KEYWORDS
CHARACTER, INFANTRY, COMMISSAR, SEVERINA RAINE


2

Gotfret de Montbard

NAME M WS BS S T W A Ld Sv
Gotfret de Montbard 6" 3+ 4+ 3 3 4 4 7 4+
Gotfret de Montbard is a single model armed with a power sword and storm shield. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Power sword
Melee
Melee
User
-3
1
-
ABILITIES
Acts of Faith

Hacking Advance: Each unmodified hit roll of 6 made for Gotfret de Montbard’s attacks in the Fight phase scores 2 hits instead of 1.

Shield of Faith: Gotfret de Montbard can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. However, if he does so, instead of rolling 2D6, only roll a single D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power.

Zealot: You can re-roll failed hit rolls for Gotfret de Montbard in a turn in which he charged, made a Heroic Intervention, or was charged by an enemy unit.

Storm Shield: Gotfret de Montbard has a 3+ invulnerable save.

Ecclesiarchy Battle Conclave: If your army is Battle-forged, this unit does not take up slots in a Detachment that includes any MINISTORUM PRIESTS.

Servant of the Imperium: Gotfret de Montbard can be included in an ASTRA MILITARUM Detachment without preventing other units in that Detachment from gaining a Regimental Doctrine. Note, however, that Gotfret de Montbard can never benefit from a Regimental Doctrine.
FACTION KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, ASTRA MILITARUM
KEYWORDS
CHARACTER, INFANTRY, ECCLESIARCHY BATTLE CONCLAVE, CRUSADER, GOTFRET DE MONTBARD


2

Rein and Raus

NAME M WS BS S T W A Ld Sv
Rein 6" 5+ 2+ 2 2 2 1 6 6+
Raus 6" 5+ 2+ 2 2 2 1 6 6+
This unit contains two models, Rein and Raus. Rein is armed with a sniper rifle and stub pistol. Raus is armed with a stub pistol and demolition charge. Only one of this unit can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper weapon can target an enemy CHARACTER even if they are 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.
Stub pistol
9"
Pistol 1
4
0
1
-
Demolition charge
6"
Grenade D6
8
-3
D3
Each demolition charge can only be used once per battle.
ABILITIES
Find the Best Spot: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 18" away from the enemy deployment zone and any enemy models.

Shoot Sharp and Scarper: Immediately after making a shooting attack with Rein or Raus (other than firing Overwatch), that model can move as if it were the Movement phase (though it cannot Advance as part of this move).

Naturally Stealthy: If Rein and Raus are receiving the benefit of cover, add 2 to their saving throws instead of 1.

You Go High, I’ll Go Low: The first time this unit is set up on the battlefield, both models must be placed in unit coherency with each other. From that point onwards, each operates independently and is treated as a separate unit.

Grappling Hook: When moving with Raus, do not count any vertical distance he moves against the total he can move that turn (i.e. moving vertically is free for this model).

The Ratling Twins: You can re-roll failed hit and wound rolls when shooting with Reins sniper rifle if the target is also visible to Raus.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
KEYWORDS (Rein)
CHARACTER, INFANTRY, RATLING, REIN
KEYWORDS (Raus)
CHARACTER, INFANTRY, RATLING, RAUS


5

Atlas Recovery Tank

NAME M WS BS S T W A Ld Sv
Atlas Recovery Tank * 6+ * 7 7 11 * 7 3+
An Atlas Recovery Tank is a single model equipped with a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter or a heavy stubber.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Recovery Vehicle: At the end of this model’s Movement phase, this model can repair a single <REGIMENT> VEHICLE within 3" (but not itself). That model regains D3 lost wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, ATLAS RECOVERY TANK


6

Hades Breaching Drill Squadron

NAME M WS BS S T W A Ld Sv
Hades breaching drill 6" 3+ 4+ 5 7 7 D6 7 3+
Veteran 6" 4+ 4+ 3 3 1 1 7 5+
Veteran Sergeant 6" 4+ 4+ 3 3 1 2 8 5+
This unit contains 1 Hades Breaching Drill, 1 Veteran Sergeant and 9 Veterans.
 • The Hades Breaching Drill is armed with a melta-cutter drill.
 • The Veteran Sergeant is armed with a laspistol, chainsword and frag grenades.
 • Each Veteran is armed with a shotgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Bolt pistol
12"
Pistol 1
4
0
1
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
3
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Laspistol
12"
Pistol 1
3
0
1
-
10
Meltagun (model with a Ballistic Skill of 4+)
12"
Assault 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.
7
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - 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.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Melta-cutter drill
Melee
Melee
x2
-4
D3
When making attacks against a VEHICLE, roll D6 for the Damage instead of D3.
5
Power axe
Melee
Melee
+1
-2
1
-
8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • The Veteran Sergeant may replace their chainsword for a power sword, power axe or power fist.
 • The Veteran Sergeant may replace their laspistol for a bolt pistol or plasma pistol.
 • Up to two Veterans may replace their shotgun with a flamer, grenade launcher, meltagun or plasma gun.
ABILITIES
Fortification Breacher: When attacking a BUILDING, change the Hades Breaching Drill’s Attacks to 2D6 and the Damage of the melta-cutter drill to D6.

Subterranean Assault: During deployment, you can set this unit up underground instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may drill up from the ground and into battle – set it up anywhere on the battlefield that is more than 9" away from enemy models.

Separate Orders: The first time this unit is set up, the Hades Breaching Drill Squadron must be deployed as a single group with each model within 2" of at least one other model from their unit. From that point on, the Hades Breaching Drill operates independently from the unit of Veterans and both are treated as separate units for all rules purposes.

Whirling Blades: The Hades Breaching Drill has a 4+ invulnerable save in the Fight phase.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS (Hades breaching drill)
VEHICLE, HADES BREACHING DRILL
KEYWORDS (Veterans)
INFANTRY, VETERANS


5

Salamander Command Vehicle

NAME M WS BS S T W A Ld Sv
Salamander Command Vehicle * 6+ * 6 7 10 * 8 3+
A Salamander Command Vehicle is a single model equipped with a heavy flamer and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
12"
3+
3
3-5
8"
4+
D3
1-2
4"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter or a heavy stubber.
ABILITIES
Auspex Surveyor: During the Shooting phase, a single friendly <REGIMENT> VEHICLE within 6" may add 1 to all hit rolls until the end of the phase. A single model cannot benefit from multiple SALAMANDER COMMAND VEHICLE auspex surveyors.

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

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

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, SALAMANDER, SALAMANDER COMMAND VEHICLE


Fast Attack


3

Rough Riders

NAME M WS BS S T W A Ld Sv
Rough Rider 10" 4+ 4+ 3 3 2 1 6 5+
Rough Rider Sergeant 10" 4+ 4+ 3 3 2 2 7 5+
This unit contains 1 Rough Rider Sergeant and 4 Rough Riders. It can include up to 5 additional Rough Riders (Power Rating +2). Each model is armed with a laspistol, chainsword, hunting lance and frag grenades, and rides a Purebred Steed which attacks with trampling hooves.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Rough Rider and Rough Rider Sergeant
0
Laspistol
12"
Pistol 1
3
0
1
-
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
2
Hunting lance
Melee
Melee
+2
-2
D3
A model may only attack with this weapon on a turn in which it has charged.
5
Power axe
Melee
Melee
+1
-2
1
-
4
Power lance
Melee
Melee
+2
-1
1
-
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
Purebred Steed
0
Trampling hooves
Melee
Melee
User
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
WARGEAR OPTIONS
 • The Rough Rider Sergeant may replace their laspistol with a plasma pistol.
 • The Rough Rider Sergeant may replace their chainsword with a power axe, power lance, power maul or power sword.
 • Instead of hunting lances, up to two Rough Riders can be equipped with an item from the Astra Militarum Special Weapons list.
ABILITIES
Flanking Manoeuvres: During deployment, you can set up this unit riding around the flanks instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join the battle – set it up so that all models in the unit are within 7" of a battlefield edge of your choice and more than 9" from any enemy models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
CAVALRY, ROUGH RIDERS


3

Armoured Sentinels

NAME M WS BS S T W A Ld Sv
Armoured Sentinel 8" 4+ 4+ 5 6 6 1 7 3+
This unit contains 1 Armoured Sentinel. It can include 1 additional Armoured Sentinel (Power Rating +3) or 2 additional Armoured Sentinels (Power Rating +6). Each model is equipped with a multi-laser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
5
Multi-laser
36"
Heavy 3
6
0
1
-
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
2
Sentinel chainsaw
Melee
Melee
User
-1
1
-
WARGEAR OPTIONS
 • Any model may replace its multi-laser with a heavy flamer, autocannon, missile launcher, lascannon or plasma cannon.
 • Any model may take a Sentinel chainsaw.
 • Any model may take a hunter-killer missile.
ABILITIES
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" suffers 1 mortal wound.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this unit can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target it.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, ARMOURED SENTINELS


6

Hellhounds

NAME M WS BS S T W A Ld Sv
Hellhound * 6+ * 6 7 11 * 7 3+
Devil Dog * 6+ * 6 7 11 * 7 3+
Bane Wolf * 6+ * 6 7 11 * 7 3+
This unit contains 1 Hellhound, Devil Dog or Bane Wolf. It can include 1 additional Hellhound, Devil Dog or Bane Wolf (Power Rating +6) or 2 additional Hellhounds, Devil Dogs and/or Bane Wolves in any combination (Power Rating +12).
 • Each Hellhound is equipped with a heavy bolter and an inferno cannon.
 • Each Devil Dog is equipped with a heavy bolter and a melta cannon.
 • Each Bane Wolf is equipped with a heavy bolter and a chem cannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
7
Chem cannon
8"
Heavy D6
*
-3
1
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
20
Inferno cannon
16"
Heavy 2D6
6
-1
1
This weapon automatically hits its target.
20
Melta cannon
24"
Assault D3
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.
15
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.
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer or a multi-melta.
 • Any model may take items from the Vehicle Equipment list.
ABILITIES
Explodes: If a Hellhound, Devil Dog or Bane Wolf is reduced to 0 wounds, roll a D6 (adding 2 to the result in the case of a Hellhound) before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, a Hellhound, Devil Dog or Bane Wolf can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target it.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, HELLHOUNDS


3

Scout Sentinels

NAME M WS BS S T W A Ld Sv
Scout Sentinel 9" 4+ 4+ 5 5 6 1 7 4+
This unit contains 1 Scout Sentinel. It can include 1 additional Scout Sentinel (Power Rating +3) or 2 additional Scout Sentinels (Power Rating +5). Each model is equipped with a multi-laser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
5
Multi-laser
36"
Heavy 3
6
0
1
-
2
Sentinel chainsaw
Melee
Melee
User
-1
1
-
WARGEAR OPTIONS
 • Any model may replace its multi-laser with a heavy flamer, autocannon, missile launcher or lascannon.
 • Any model may take a Sentinel chainsaw.
 • Any model may take a hunter-killer missile.
ABILITIES
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" suffers 1 mortal wound.

Scout Vehicle: At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this unit can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target it.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, SCOUT SENTINELS


6

Artemia Pattern Hellhound

NAME M WS BS S T W A Ld Sv
Artemia Pattern Hellhound * 6+ * 6 7 11 * 7 3+
This unit contains 1 Artemia Pattern Hellhound. It can include 1 additional Artemia Pattern Hellhound (Power Rating +5) or 2 additional Artemia Pattern Hellhounds (Power Rating +10). Each Artemia Pattern Hellhound is equipped with a heavy bolter and an Artemia inferno cannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
20
Artemia inferno cannon
16"
Heavy D6
6
-1
2
This weapon automatically hits its target. Roll two dice for the number of attacks when firing this weapon and discard the lowest result.
15
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.
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer or a multi-melta.
ABILITIES
Fuel Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D6 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, a Hellhound, Devil Dog or Bane Wolf can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target it.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, HELLHOUND, ARTEMIA PATTERN HELLHOUND


3

Mukaali Riders

NAME M WS BS S T W A Ld Sv
Mukaali Riders 8" 4+ 4+ 3 4 3 1 6 4+
Mukaali Sergeant 8" 4+ 4+ 3 4 3 2 7 4+
This unit contains 2 Mukaali Riders and a Mukaali Sergeant. It can include up to 3 additional Mukaali Riders (Power Rating +1 per model). Each model is armed with a laspistol, hunting lance and frag grenades, and rides a mukaali that attacks with stomping feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Rider
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
Laspistol
12"
Pistol 1
3
0
1
-
Meltagun (model with a Ballistic Skill of 4+)
12"
Assault 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
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - 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.
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Hunting lance
Melee
Melee
+2
-2
D3
A model may only attack with this weapon on a turn in which it has charged.
Power axe
Melee
Melee
+1
-2
1
-
Power lance
Melee
Melee
+2
-1
1
-
Power maul
Melee
Melee
+2
-1
1
-
Power sword
Melee
Melee
User
-3
1
-
Frag grenade
6"
Grenade D6
3
0
1
-
Mukaali
Stomping feet
Melee
Melee
5
0
1
After a model riding a mukaali makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.
WARGEAR OPTIONS
 • The Mukaali Sergeant can replace their laspistol with a plasma pistol.
 • The Mukaali Sergeant can replace their hunting lance with a chainsword, power axe, power lance, power maul or power sword.
 • Up to two Mukaali Riders can each replace their hunting lances with one of the following:
  - Flamer
  - Grenade launcher
  - Meltagun
  - Plasma gun
ABILITIES
Flanking Manoeuvres: During deployment, you can set up this unit on the army’s flank instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can race in to encircle the foe – set it up so that all models in the unit are within 7" of a battlefield edge of your choice and more than 9" away from any enemy models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, TALLARN
KEYWORDS
CAVALRY, MUKAALI RIDERS


5

Salamander Scout Tank

NAME M WS BS S T W A Ld Sv
Salamander Scout Tank * 6+ * 6 7 10 * 7 3+
This unit contains 1 Salamander Scout Tank. It can include 1 additional Salamander Scout Tank (Power Rating +5) or 2 additional Salamander Scout Tanks (Power Rating +10). Each Salamander Scout Tank is equipped with an autocannon and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter or a heavy stubber.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.

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

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, SALAMANDER, SALAMANDER SCOUT TANK


3

Tauros Assault Vehicle

NAME M WS BS S T W A Ld Sv
Tauros Assault Vehicle 15" 4+ 4+ 4 5 6 2 7 4+
This unit contains 1 Tauros Assault Vehicle. It can include 1 additional Tauros Assault Vehicle (Power Rating +3) or 2 additional Tauros Assault Vehicles (Power Rating +6). Each Tauros Assault Vehicle is equipped with a heavy flamer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
20
Tauros grenade launcher
When attacking with this weapon, choose one of the profiles below:
 - Frag grenade
36"
Assault 2D6
3
0
1
-
 - Krak grenade
36"
Assault 2
6
-1
D3
-
WARGEAR OPTIONS
 • Any model may replace its heavy flamer with a Tauros grenade launcher.
 • Any model may take a hunter-killer missile.
ABILITIES
Explodes: 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 1 mortal wound.

Galvanic Motor: If this model moved over 10" in its last Movement phase, it gains a 5+ invulnerable save.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TAUROS, TAUROS ASSAULT VEHICLE


4

Tauros Venator

NAME M WS BS S T W A Ld Sv
Tauros Venator 15" 4+ 4+ 4 5 6 2 7 4+
This unit contains 1 Tauros Venator. It can include 1 additional Tauros Venator (Power Rating +4) or 2 additional Tauros Venators (Power Rating +8). Each Tauros Venator is equipped with a twin multi-laser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
18
Twin multi-laser
36"
Heavy 6
6
0
1
-
WARGEAR OPTIONS
 • Any model may replace its twin multi-laser with a twin lascannon.
 • Any model may take a hunter-killer missile.
ABILITIES
Explodes: 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 1 mortal wound.

Galvanic Motor: If this model moved over 10" in its last Movement phase, it gains a 5+ invulnerable save.

Venator Targeting Array: This model does not suffer the penalty to hit for shooting a Heavy weapon on a turn in which it has moved.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TAUROS, TAUROS VENATOR


Flyers


8

Valkyries

NAME M WS BS S T W A Ld Sv
Valkyrie * 6+ * 7 7 14 3 7 3+
This unit contains 1 Valkyrie. It can include 1 additional Valkyrie (Power Rating +8) or 2 additional Valkyries (Power Rating +15). Each model is equipped with a multi-laser and hellstrike missiles.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
8-14+
20-45"
4+
4-7
20-30"
5+
1-3
20"
6+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
12
Hellstrike missiles
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
5
Multi-laser
36"
Heavy 3
6
0
1
-
8
Multiple rocket pod
36"
Assault D6
5
-1
1
-
WARGEAR OPTIONS
 • Any model may replace its multi-laser with a lascannon.
 • Any model may replace its hellstrike missiles with two multiple rocket pods.
 • Any model may take two heavy bolters.
ABILITIES
Vehicle Squadron: 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.

Grav-chute Insertion: Models may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the Valkyrie moves 20" or more, you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models.

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

Roving Gunship: If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase.

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Crash and Burn: 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, TRANSPORT, FLY, VALKYRIES


7

Aquila Lander

NAME M WS BS S T W A Ld Sv
Aquila Lander * 6+ * 6 7 12 2 7 3+
An Aquila Lander is a single model equipped with a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
5-12+
20-45"
4+
3-4
20-30"
5+
1-2
20"
6+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
5
Multi-laser
36"
Heavy 3
6
0
1
-
WARGEAR OPTIONS
 • This model may replace its heavy bolter with either an autocannon or a multi-laser.
ABILITIES
Aerial Assault: During deployment, you can set this unit up in the sky instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may fly into battle – set it up anywhere on the battlefield that is more than 9" away from enemy models.

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Crash and Burn: 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

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

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
TRANSPORT
This model can transport 7 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models. This model may not transport OGRYNS.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, TRANSPORT, AQUILA LANDER


6

Arvus Lighter

NAME M WS BS S T W A Ld Sv
Arvus Lighter 20"-30" 6+ 4+ 6 6 8 1 7 3+
This unit contains 1 Arvus Lighter. It can include 1 additional Arvus Lighter (Power Rating +6) or 2 additional Arvus Lighters (Power Rating +12). Each Arvus Lighter is equipped with no weaponry.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
30
Hellstrike missiles (FW)
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
7
Twin heavy stubber
36"
Heavy 6
4
0
1
-
18
Twin multi-laser
36"
Heavy 6
6
0
1
-
WARGEAR OPTIONS
 • Any model may take one of the following: twin multi-laser, twin autocannon, two twin heavy stubbers or two hellstrike missiles.
ABILITIES
Aerial Assault: During deployment, you can set this unit up in the sky instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may fly into battle – set it up anywhere on the battlefield that is more than 9" away from enemy models.

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Crash and Burn: 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

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

Repair: At the end of this model’s movement, roll a D6. On a roll of a 6, it immediately regains a lost wound.

Vehicle Squadron: 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.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
TRANSPORT
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models. This model may not transport OGRYNS.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
VEHICLE, FLY, TRANSPORT, ARVUS LIGHTER


14

Avenger Strike Fighter

NAME M WS BS S T W A Ld Sv
Avenger Strike Fighter * 6+ * 7 7 14 3 7 3+
An Avenger Strike Fighter is a single model equipped with an avenger bolt cannon, two lascannon and a defensive heavy stubber.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
7-14+
20-45"
3+
4-6
20-30"
4+
1-3
20"
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Avenger bolt cannon
36"
Heavy 8
6
-2
1
-
0
Defensive heavy stubber
8"
Heavy 3
4
0
1
Add 1 to all hit rolls made for this weapon against targets that can FLY.
15
Hellfury missile
72"
Heavy 2D6
4
0
1
-
30
Hellstrike missiles (FW)
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
5
Multi-laser
36"
Heavy 3
6
0
1
-
WARGEAR OPTIONS
 • This model may take one of the following options: tactical bombs, two hellstrike missiles, two hellfury missiles, two missile launchers, two autocannon, two multi-lasers.
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Crash and Burn: 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Tactical Bombs:
20
Once per battle, an Avenger Strike Fighter equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Avenger Strike Fighter has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, AVENGER STRIKE FIGHTER


14

Lightning Strike Fighter

NAME M WS BS S T W A Ld Sv
Lightning Strike Fighter * 6+ * 7 7 14 3 7 3+
A Lightning Strike Fighter is a single model equipped with a long-barrelled autocannon and a twin lascannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
7-14+
20-45"
3+
4-6
20-30"
4+
1-3
20"
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
15
Hellfury missile
72"
Heavy 2D6
4
0
1
-
30
Hellstrike missiles (FW)
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
20
Long-barrelled autocannon
72"
Heavy 2
7
-1
D3
-
15
Skystrike missile
60"
Heavy 1
7
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
 • This model may take one of the following options: tactical bombs, four hellstrike missiles, four hellfury missiles, six skystrike missiles.
 • If this model is equipped with four hellstrike missiles, it may replace its long-barrelled autocannon with two additional hellstrike missiles.
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Crash and Burn: 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Tactical Bombs:
20
Once per battle, a Lightning Strike Fighter equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Lightning Strike Fighter has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, LIGHTNING STRIKE FIGHTER


15

Thunderbolt Heavy Fighter

NAME M WS BS S T W A Ld Sv
Thunderbolt Heavy Fighter * 6+ * 7 7 15 3 7 3+
A Thunderbolt Heavy Fighter is a single model equipped with two twin autocannon and a twin lascannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
7-15+
20-45"
3+
4-6
20-30"
4+
1-3
20"
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
30
Hellstrike missiles (FW)
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
15
Skystrike missile
60"
Heavy 1
7
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
 • This model may take one of the following options: tactical bombs, four hellstrike missiles, six skystrike missiles.
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Crash and Burn: 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Repair: At the end of each of the Thunderbolt Heavy Fighter’s Shooting phases, roll a dice. On a 6+, it immediately regains a single wound lost earlier in the battle.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Tactical Bombs:
20
Once per battle, a Thunderbolt Heavy Fighter equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Thunderbolt Heavy Fighter has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, THUNDERBOLT HEAVY FIGHTER


11

Vendetta Gunship

NAME M WS BS S T W A Ld Sv
Vendetta Gunship * 6+ * 7 7 14 3 7 3+
This unit contains 1 Vendetta Gunship. It can include 1 additional Vendetta Gunship (Power Rating +11) or 2 additional Vendetta Gunships (Power Rating +22). Each Vendetta Gunship is equipped with three twin lascannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
8-14+
20-45"
4+
4-7
20-30"
5+
1-3
20"
6+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
15
Hellfury missile
72"
Heavy 2D6
4
0
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
 • Any model may take two heavy bolters.
 • Any model may replace two of its twin lascannon with two hellfury missiles.
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Crash and Burn: 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

Grav-chute Insertion: Models may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the Vendetta moves 20" or more, you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

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

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Vehicle Squadron: 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.
TRANSPORT
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models. This model may not transport OGRYNS.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, TRANSPORT, VENDETTA GUNSHIP


11

Vulture Gunship

NAME M WS BS S T W A Ld Sv
Vulture Gunship * 6+ * 7 7 14 3 7 3+
This unit contains 1 Vulture Gunship. It can include 1 additional Vulture Gunship (Power Rating +11) or 2 additional Vulture Gunships (Power Rating +22). Each Vulture Gunship is equipped with a heavy bolter, a twin multi-laser and two hellstrike missiles.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
8-14+
20-45"
4+
4-7
20-30"
5+
1-3
20"
6+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
15
Hellfury missile
72"
Heavy 2D6
4
0
1
-
30
Hellstrike missiles (FW)
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
8
Multiple rocket pod
36"
Assault D6
5
-1
1
-
15
Skystrike missile
60"
Heavy 1
7
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
18
Twin multi-laser
36"
Heavy 6
6
0
1
-
40
Twin punisher gatling cannon
24"
Heavy 40
5
0
1
-
WARGEAR OPTIONS
 • Any model may replace its two hellstrike missiles with one of the following: tactical bombs, two hellfury missiles, six skystrike missiles, six hunter-killer missiles, two multiple rocket pods.
 • Any model may replace its twin multi-laser with one of the following: twin autocannon, twin lascannon, two multiple rocket pods.
 • Any model may replace its twin multi-laser and all hellstrike missiles for a twin punisher gatling cannon.
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

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

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

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

Strafing Run: Add 1 to hit rolls against units that do not have the FLY keyword.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Tactical Bombs:
20
Once per battle, an Vulture Gunship equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Vulture Gunship has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, VULTURE GUNSHIP


Heavy Support


12

Leman Russ Demolishers

NAME M WS BS S T W A Ld Sv
Leman Russ Demolisher * 6+ * 7 8 12 * 7 3+
This unit contains 1 Leman Russ Demolisher. It can include 1 additional Leman Russ Demolisher (Power Rating +12) or 2 additional Leman Russ Demolishers (Power Rating +24). Each model is equipped with a demolisher cannon and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-12+
10"
4+
3
4-6
7"
5+
D3
1-3
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
20
Demolisher cannon
24"
Heavy D6
10
-3
D6
-
15
Executioner plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
7
-3
1
-
 - Supercharge
36"
Heavy D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
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.
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • Any model may replace its demolisher cannon with an executioner plasma cannon or punisher gatling cannon.
 • Any model may replace its heavy bolter with a heavy flamer or lascannon.
 • Any model may take two heavy bolters, two heavy flamers, two multi-meltas or two plasma cannons.
 • Any model may take a heavy stubber or storm bolter.
 • Any model may take a hunter-killer missile.
ABILITIES
Vehicle Squadron: 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.

Grinding Advance: This model does not suffer the penalty to turret weapon hit rolls for shooting a Heavy weapon on a turn in which it has moved. The following weapons are turret weapons: demolisher cannon, executioner plasma cannon and punisher gatling cannon.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, LEMAN RUSS, DEMOLISHER


7

Basilisks

NAME M WS BS S T W A Ld Sv
Basilisk * 6+ * 6 6 11 * 7 3+
This unit contains 1 Basilisk. It can include 1 additional Basilisk (Power Rating +6) or 2 additional Basilisks (Power Rating +12). Each model is equipped with an earthshaker cannon and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer.
 • Any model may take items from the Vehicle Equipment list.
ABILITIES
Vehicle Squadron: 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.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, BASILISKS


9

Deathstrike

NAME M WS BS S T W A Ld Sv
Deathstrike * 6+ * 6 7 11 * 7 3+
A Deathstrike is a single model equipped with a Deathstrike missile and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Deathstrike missile
200"
Heavy 3D6
*
*
*
This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. Each time you hit the target with this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a D6 for every other unit within 6" of the target unit – on a 4+ that unit also suffers D3 mortal wounds.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
WARGEAR OPTIONS
 • This model may replace its heavy bolter with a heavy flamer.
 • This model may take items from the Vehicle Equipment list.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

The Hour is Nigh: The Deathstrike missile cannot be fired normally in the Shooting phase or during Overwatch. In one of your Shooting phases, if you wish to fire the Deathstrike missile, roll a D6 and add the battle round number. If the result is 8 or more, you can fire the Deathstrike missile during this Shooting phase. For example, in the third battle round, a roll of 5+ would be needed to fire the Deathstrike missile.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, DEATHSTRIKE


3

Heavy Weapons Squad

NAME M WS BS S T W A Ld Sv
Heavy Weapons Team 6" 4+ 4+ 3 3 2 2 6 5+
This unit contains 3 Heavy Weapons Teams. Each model is armed with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • Each model must take an item from the Heavy Weapons list.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
INFANTRY, HEAVY WEAPONS SQUAD


7

Hydras

NAME M WS BS S T W A Ld Sv
Hydra * 6+ * 6 6 11 * 7 3+
This unit contains 1 Hydra. It can include 1 additional Hydra (Power Rating +6) or 2 additional Hydras (Power Rating +12). Each model is equipped with a Hydra quad autocannon and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Hydra quad autocannon
72"
Heavy 8
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer.
 • Any model may take items from the Vehicle Equipment list.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, HYDRAS


10

Leman Russ Battle Tanks

NAME M WS BS S T W A Ld Sv
Leman Russ Battle Tank * 6+ * 7 8 12 * 7 3+
This unit contains 1 Leman Russ Battle Tank. It can include 1 additional Leman Russ Battle Tank (Power Rating +10) or 2 additional Leman Russ Battle Tanks (Power Rating +20). Each model is equipped with a battle cannon and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-12+
10"
4+
3
4-6
7"
5+
D3
1-3
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
22
Battle cannon
72"
Heavy D6
8
-2
D3
-
20
Demolisher cannon
24"
Heavy D6
10
-3
D6
-
15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
15
Executioner plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
7
-3
1
-
 - Supercharge
36"
Heavy D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
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.
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
WARGEAR OPTIONS
 • Any model may replace its battle cannon with an eradicator nova cannon, exterminator autocannon, vanquisher battle cannon, demolisher cannon, executioner plasma cannon or punisher gatling cannon.
 • Any model may replace its heavy bolter with a heavy flamer or a lascannon.
 • Any model may take two heavy bolters, two heavy flamers, two multi-meltas or two plasma cannons.
 • Any model may take items from the Vehicle Equipment list.
ABILITIES
Grinding Advance

Vehicle Squadron: 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.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, LEMAN RUSS, LEMAN RUSS BATTLE TANK


8

Manticore

NAME M WS BS S T W A Ld Sv
Manticore * 6+ * 6 7 11 * 7 3+
A Manticore is a single model equipped with four storm eagle rockets and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Storm eagle rockets
120"
Heavy 2D6
10
-2
D3
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.
WARGEAR OPTIONS
 • This model may replace its heavy bolter with a heavy flamer.
 • This model may take items from the Vehicle Equipment list.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, MANTICORE


6

Wyverns

NAME M WS BS S T W A Ld Sv
Wyvern * 6+ * 6 6 11 * 7 3+
This unit contains 1 Wyvern. It can include 1 additional Wyvern (Power Rating +6) or 2 additional Wyverns (Power Rating +12). Each model is equipped with a Wyvern quad stormshard mortar and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Wyvern quad stormshard mortar
48"
Heavy 4D6
4
0
1
This weapon can target units that are not visible to the bearer. You can re-roll failed wound rolls for this weapon.
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer.
 • Any model may take items from the Vehicle Equipment list.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, WYVERNS


7

Armageddon Pattern Basilisk

NAME M WS BS S T W A Ld Sv
Armageddon Pattern Basilisk * 6+ * 6 7 12 * 7 3+
This unit contains 1 Armageddon Pattern Basilisk. It can include 1 additional Armageddon Pattern Basilisk (Power Rating +7) or 2 additional Armageddon Pattern Basilisks (Power Rating +14). Each Armageddon Pattern Basilisk is equipped with an earthshaker cannon and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-12+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer.
 • Any model may take a hunter-killer missile.
 • Any model may take a storm bolter or a heavy stubber.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, BASILISKS, ARMAGEDDON PATTERN BASILISK


7

Armageddon Pattern Medusa

NAME M WS BS S T W A Ld Sv
Armageddon Pattern Medusa * 6+ * 6 7 12 * 7 3+
This unit contains 1 Armageddon Pattern Medusa. It can include 1 additional Armageddon Pattern Medusa (Power Rating +7) or 2 additional Armageddon Pattern Medusa (Power Rating +14). Each Armageddon Pattern Medusa is equipped with an Medusa siege cannon and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-12+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
0
Medusa siege cannon
36"
Heavy D6
10
-3
D3
This weapon can target units that are not visible to the bearer.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer.
 • Any model may take a hunter-killer missile.
 • Any model may take a storm bolter or a heavy stubber.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, MEDUSA, ARMAGEDDON PATTERN MEDUSA


6

Carnodon

NAME M WS BS S T W A Ld Sv
Carnodon * 6+ * 6 7 10 * 7 3+
A Carnodon is a single model. It is equipped with two multi-lasers and a twin multi-laser.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
20
Lascannon
48"
Heavy 1
9
-3
D6
-
5
Multi-laser
36"
Heavy 3
6
0
1
-
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
18
Twin multi-laser
36"
Heavy 6
6
0
1
-
12
Volkite caliver
30"
Heavy 2
6
-1
2
Each time you make a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
24
Volkite culverin
45"
Heavy 4
6
-1
2
Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
WARGEAR OPTIONS
 • This model may replace its twin multi-laser with a volkite culverin, twin autocannon or twin lascannon.
 • This model may replace its two multi-lasers with two heavy flamers, two heavy bolters, two volkite calivers, two autocannons or two lascannons.
 • This model may take either a heavy stubber or a multi-laser.
ABILITIES
Explodes: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, CARNODON


11

Colossus Bombard

NAME M WS BS S T W A Ld Sv
Colossus Bombard * 6+ * 7 8 12 * 7 3+
This unit contains 1 Colossus Bombard. It can include 1 additional Colossus Bombard (Power Rating +11) or 2 additional Colossus Bombards (Power Rating +22). Each Colossus Bombard is equipped with a Colossus siege mortar and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-12+
8"
4+
3
3-5
6"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Colossus siege mortar
240"
Heavy 2D6
6
-2
D3
This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer.
 • Any model may take a storm bolter or a heavy stubber.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, COLOSSUS BOMBARD


3

Cyclops Demolition Vehicle

NAME M WS BS S T W A Ld Sv
Cyclops Demolition Vehicle 10" 6+ 4+ 4 6 4 1 7 3+
This unit contains 1 Cyclops Demolition Vehicle. It can include 1 additional Cyclops Demolition Vehicle (Power Rating +3) or 2 additional Cyclops Demolition Vehicles (Power Rating +6). Each Cyclops Demolition Vehicle is equipped with a Cyclops demolition charge.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Cyclops demolition charge
*
Heavy 2D6
9
-2
D3
This weapon automatically hits its target. This weapon may only be used once per battle.
ABILITIES
Cyclops Demolition Charge: 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: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 3+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, CYCLOPS DEMOLITION VEHICLE


3

Earthshaker Battery

NAME M WS BS S T W A Ld Sv
Earthshaker Platform 0" - 4+ 4 7 7 - 7 4+
This unit contains 1 Earthshaker Platform. It can include 1 additional Earthshaker Platform (Power Rating +3) or 2 additional Earthshaker Platforms (Power Rating +6). Each Earthshaker Platform is equipped with an Earthshaker cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
ABILITIES
Artillery Battery: 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.

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

Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
ARTILLERY, EARTHSHAKER BATTERY


4

Earthshaker Carriage Battery

NAME M WS BS S T W A Ld Sv
Earthshaker Carriage 0" - 4+ 4 7 7 - 7 4+
Guardsmen Crew 6" 4+ 4+ 3 3 1 1 6 5+
This unit contains 1 Earthshaker Carriage and 4 Guardsmen Crew. It can include 1 additional Earthshaker Carriage with 4 Guardsmen Crew (Power Rating +4) or 2 additional Earthshaker Carriages with 4 Guardsmen Crew each (Power Rating +8).
 • Each Earthshaker Carriage is equipped with an Earthshaker cannon.
 • Each Guardsmen Crew is equipped with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
ABILITIES
Artillery: An Earthshaker Carriage can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew model is within 3". A single Guardsmen Crew model cannot operate multiple Earthshaker Carriages in this way in a single turn. If all of the Guardsmen Crew within 6" of a Earthshaker Carriage are slain, it immediately shuts down and is removed from play.

Artillery Battery: When this unit is set up on the battlefield, all models are set up in unit coherency. From that point onwards, all the ARTILLERY models are treated as one unit and all the Guardsmen Crew are treated as another. Guardsmen Crew may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS (Earthshaker Carriage)
VEHICLE, ARTILLERY, EARTHSHAKER CARRIAGE
KEYWORDS (Guardsmen Crew)
INFANTRY, GUARDSMEN CREW


6

Griffon Mortar Carrier

NAME M WS BS S T W A Ld Sv
Griffon Mortar Carrier * 6+ * 7 7 11 * 7 3+
This unit contains 1 Griffon Mortar Carrier. It can include 1 additional Griffon Mortar Carrier (Power Rating +7) or 2 additional Griffon Mortar Carriers (Power Rating +14). Each Griffon Mortar Carrier is equipped with a Griffon heavy mortar and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
8"
4+
3
3-5
6"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Griffon heavy mortar
48"
Heavy D6
6
-1
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer.
 • Any model may take a storm bolter or a heavy stubber.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, GRIFFON MORTAR CARRIER


3

Heavy Mortar Battery

NAME M WS BS S T W A Ld Sv
Heavy Mortar 0" - 4+ 4 7 6 - 7 4+
Guardsmen Crew 6" 4+ 4+ 3 3 1 1 6 5+
This unit contains 1 Heavy Mortar and 3 Guardsmen Crew. It can include 1 additional Heavy Mortar with 3 Guardsmen Crew (Power Rating +3) or 2 additional Heavy Mortars with 3 Guardsmen Crew each (Power Rating +6).
 • Each Heavy Mortar is equipped with a heavy mortar.
 • Each Guardsmen Crew is equipped with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Heavy mortar
48"
Heavy D6
6
-1
D3
This weapon can target units that are not visible to the bearer.
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
ABILITIES
Artillery: A Heavy Mortar can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew is within 3". A single Guardsmen Crew model cannot operate multiple Heavy Mortars in this way in a single turn. If all of the Guardsmen Crew within 6" of a Heavy Mortar are slain, it immediately shuts down and is removed from play.

Artillery Battery: When this unit is set up on the battlefield, all models are set up in unit coherency. From that point onwards, all the ARTILLERY models are treated as one unit and all the Guardsmen Crew are treated as another. Guardsmen Crew may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer.

Explodes: 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 1 mortal wound.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS (Heavy Mortar)
VEHICLE, ARTILLERY, HEAVY MORTAR
KEYWORDS (Guardsmen Crew)
INFANTRY, GUARDSMEN CREW


3

Heavy Quad Launcher Battery

NAME M WS BS S T W A Ld Sv
Heavy Quad Launcher 0" - 4+ 4 7 6 - 7 4+
Guardsmen Crew 6" 4+ 4+ 3 3 1 1 6 5+
This unit contains 1 Heavy Quad Launcher and 3 Guardsmen Crew. It can include 1 additional Heavy Quad Launcher with 3 Guardsmen Crew (Power Rating +3) or 2 additional Heavy Quad Launchers with 3 Guardsmen Crew each (Power Rating +6).
 • Each Heavy Quad Launcher is equipped with a heavy quad launcher.
 • Each Guardsmen Crew is equipped with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Heavy quad launcher
48"
Heavy 4D6
5
0
1
This weapon can target units that are not visible to the bearer.
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
ABILITIES
Artillery: A Heavy Quad Launcher can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew is within 3". A single Guardsmen Crew model cannot operate multiple Heavy Quad Launchers in this way in a single turn. If all of the Guardsmen Crew within 6" of a Heavy Quad Launcher are slain, it immediately shuts down and is removed from play.

Artillery Battery: When this unit is set up on the battlefield, all models are set up in unit coherency. From that point onwards, all the ARTILLERY models are treated as one unit and all the Guardsmen Crew are treated as another. Guardsmen Crew may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer.

Explodes: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS (Heavy Quad Launcher)
VEHICLE, ARTILLERY, HEAVY QUAD LAUNCHER
KEYWORDS (Guardsmen Crew)
INFANTRY, GUARDSMEN CREW


4

Hydra Battery

NAME M WS BS S T W A Ld Sv
Hydra Platform 0" - 4+ 4 7 7 - 7 4+
This unit contains 1 Hydra Platform. It can include 1 additional Hydra Platform (Power Rating +4) or 2 additional Hydra Platforms (Power Rating +8). Each Hydra Platform is equipped with a Hydra quad autocannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Hydra quad autocannon
72"
Heavy 8
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
ABILITIES
Artillery Battery: 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.

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

Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, ARTILLERY, HYDRA BATTERY


11

Leman Russ Annihilator

NAME M WS BS S T W A Ld Sv
Leman Russ Annihilator * 6+ * 7 8 12 * 7 3+
This unit contains 1 Leman Russ Annihilator. It can include 1 additional Leman Russ Annihilator (Power Rating +11) or 2 additional Leman Russ Annihilators (Power Rating +22). Each Leman Russ Annihilator is equipped with a twin lascannon and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-12+
10"
4+
3
3-5
7"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
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.
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer or a lascannon.
 • Any model may take two heavy bolters, two heavy flamers, two multi-meltas or two plasma cannon.
 • Any model may take a hunter-killer missile.
 • Any model may take a heavy stubber or a storm bolter.
ABILITIES
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.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. 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.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, LEMAN RUSS, LEMAN RUSS ANNIHILATOR


11

Leman Russ Conqueror

NAME M WS BS S T W A Ld Sv
Leman Russ Conqueror * 6+ * 7 8 12 * 7 3+
This unit contains 1 Leman Russ Conqueror. It can include 1 additional Leman Russ Conqueror (Power Rating +11) or 2 additional Leman Russ Conquerors (Power Rating +22). Each Leman Russ Conqueror is equipped with a Conqueror battle cannon with a co-axial storm bolter and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-12+
10"
4+
3
3-5
7"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Co-axial storm bolter
24"
Rapid Fire 2
4
0
1
-
25
Conqueror battle cannon
48"
Heavy D6
8
-2
D3
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
Multi-melta
24"
Heavy 1
8
-4
D