Renegades and Heretics – Leman Russ Battle Tanks
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9

Leman Russ Battle Tanks

NoNAME  M WS BS S T W! A Ld Sv Base
140
Leman Russ Battle Tank (base: Use model)
1‑3
140
Leman Russ Battle Tank
10" 6+ 4+ 7 8 7-12 6 7 3+ Use model
8" 6+ 5+ 7 8 4-6 D6 7 3+
6" 6+ 6+ 7 8 1-3 D3 7 3+
If this unit contains 2 models, it has Power Rating 18. If this unit contains 3 models, it has Power Rating 27. Every model is equipped with: Leman Russ battle cannon; lascannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Demolisher battle cannon
Demolisher battle cannon
24"
Heavy D6
10
-3
D3+3
Blast. Turret Weapon.
Blast. Turret Weapon.
Eradicator nova cannon
Eradicator nova cannon
36"
Heavy D3+6
6
-2
2
Blast. Turret Weapon. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Blast. Turret Weapon. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Executioner plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Executioner plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D6+3
7
-4
2
Blast. Turret Weapon.
Blast. Turret Weapon.
 - Supercharge
 - Supercharge
36"
Heavy D6+3
8
-4
3
Blast. Turret Weapon. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Turret Weapon. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Exterminator autocannon
Exterminator autocannon
48"
Heavy 6
8
-2
2
Turret Weapon
Turret Weapon
+5
Heavy bolter
+5
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Heavy stubber
+5
Heavy stubber
36"
Heavy 3
4
0
1
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+5
Lascannon
+5
Lascannon
48"
Heavy 1
9
-3
D6
-
Leman Russ battle cannon
Leman Russ battle cannon
72"
Heavy D6+3
8
-2
3
Blast. Turret Weapon.
Blast. Turret Weapon.
+10
Militarum plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+10
Militarum plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+15
Multi-melta
+15
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Punisher gatling cannon
Punisher gatling cannon
24"
Heavy 20
6
-1
1
Turret Weapon
Turret Weapon
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Vanquisher battle cannon
Vanquisher battle cannon
72"
Heavy 1
14
-5
D3+6
Turret Weapon. Each time an attack is made with this weapon, if that attack successfully wounds the target, invulnerable saving throws cannot be made against that attack and the target suffers D3 mortal wounds in addition to any normal damage.
Turret Weapon. Each time an attack is made with this weapon, if that attack successfully wounds the target, invulnerable saving throws cannot be made against that attack and the target suffers D3 mortal wounds in addition to any normal damage.
OTHER WARGEAR
ABILITIES 
Dozer blade
The bearer gains the DOZER BLADE keyword, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls.
Dozer blade
The bearer gains the DOZER BLADE keyword, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls.
+5
Armoured tracks
The bearer gains the ARMOURED keyword, and each time a ranged attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to the armour saving throw made against that attack.
+5
Armoured tracks
The bearer gains the ARMOURED keyword, and each time a ranged attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to the armour saving throw made against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Leman Russ battle cannon replaced with one of the following: 1 demolisher battle cannon; 1 eradicator nova cannon; 1 executioner plasma cannon; 1 exterminator autocannon; 1 punisher gatling cannon; 1 vanquisher battle cannon.
 • Any number of models can each have their lascannon replaced with one of the following: 1 heavy bolter; 1 heavy flamer.
 • Any number of models can each be equipped with one of the following: 2 heavy bolters; 2 heavy flamers; 2 multi-meltas; 2 Militarum plasma cannons.
 • Any number of models can each be equipped with one of the following: 1 heavy stubber, 1 storm bolter.
 • Any number of models can each be equipped with 1 dozer blade.
 • Any number of models can each be equipped with 1 hunter-killer missile.
 • Any number of models can each be equipped with 1 armoured tracks.
ABILITIES
ABILITIES
Regimental Tactics
Explodes: When a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Vehicle Squadron: When this unit is first set up on the battlefield, its models do not have to be set up in unit coherency. Instead, each model must be set up within 6" of one other model from its unit. From that point on, each model in this unit is treated as a separate unit.
FACTION KEYWORDS: CHAOS, RENEGADES AND HERETICS
KEYWORDS: VEHICLE, BATTLE TANK, SQUADRON, REGIMENTAL, SMOKE, LEMAN RUSS BATTLE TANK
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Lascannon used in the following datasheets:

Flyers

– may take Lascannon as an option.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Faction Rules

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Turret Weapons

The primary weapons of Astra Militarum war engines are housed in armoured turrets, which are raised to ensure clear fire lanes and embedded with a variety of targeting aids.

Some Astra Militarum ranged weapons are turret weapons and have the Turret Weapon ability in their profile. Each time a model with such a weapon is selected to shoot:
  • If that model is within Engagement Range of any enemy units, it can still target and resolve attacks against enemy units that are not within Engagement Range of it with weapons with this ability. Note that when making such attacks, you must still subtract 1 from hit rolls due to enemy models being within Engagement Range.
  • Each time that model makes an attack with that weapon, add 1 to that attack’s hit roll.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Multi-melta used in the following datasheets:

Fast Attack
Heavy Support

Dozer blade used in the following datasheets:

Dedicated Transport
Fast Attack

The DOZER BLADE keyword is used in the following Astra Militarum datasheets:


– if equipped with the Dozer blade the bearer gains the DOZER BLADE keyword.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

Armoured tracks used in the following datasheets:

Lords of War
Dedicated Transport
Fast Attack

The ARMOURED keyword is used in the following Astra Militarum datasheets:


– if equipped with the Armoured tracks the bearer gains the ARMOURED keyword.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

LASGUN

WEAPON
RANGE
TYPE
S
AP
D
Lasgun
Lasgun
24"
Rapid Fire 1
3
0
1

HOT-SHOT LASGUN

WEAPON
RANGE
TYPE
S
AP
D
Hot-shot lasgun
Hot-shot lasgun
24"
Rapid Fire 1
3
-2
1
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Regimental Orders

Forging their battle plans in the flesh and blood of the Astra Militarum’s soldiers, officers dictate the shape of the unfolding war with sweeping strategies.

First Rank, Fire! Second Rank, Fire!

By sheer weight of fire, the soldiers of the Astra Militarum can annihilate whole armies of enemies when correctly organised.

Until the end of your next Shooting phase, change the Type of all lasguns and hot-shot lasguns models in this unit are equipped with to Heavy 3.

Take Aim!

Amidst battle’s din, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Until the end of your next Shooting phase, each time a model in this unit makes a ranged attack, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic of that attack by 1.

Fix Bayonets!

Officers stir their soldiers’ ire, exhorting them to aim for the enemy’s weaknesses.

Until the end of the next Fight phase, each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic of that attack by 1.

Take Cover!

Often the most efficient response to overwhelming enemy fire is to maximise available cover, ensuring soldiers survive to retaliate.

Until the start of your next Command phase, each time an attack is allocated to a model in this unit, models in this unit receive the benefits of Light Cover against that attack. If a unit affected by this Order is already receiving the benefits of Light Cover, it additionally receives the benefits of Dense Cover against that attack.

Move! Move! Move!

When need dictates, Imperial Guard soldiers are ordered to move double-time to close with the enemy or secure an open flank.

  • Until the end of your next Movement phase, if this unit makes a Normal Move, add 2" to the Move characteristic of models in this unit.
  • Until the end of your next Movement phase, if this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.

Suppression Fire!

Ordered to focus a rapid and repeated volley of fire, soldiers are able to rattle even the staunchest foe with a blizzard of shots.

In your next Shooting phase, the first time this unit is selected to shoot, you can select one enemy INFANTRY unit that is visible to it. If you do so:

  • Models in this unit can only make attacks against that enemy unit that phase (and only if that enemy unit is an eligible target for those attacks).
  • If this unit scores 5 or more hits against that enemy unit, then until the end of your opponent’s next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Prefectus Orders

With visionary inspiration and explicit threats, Commissars’ commands speak to the very souls of the soldiers they lead, steeling them against laxity.

Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

Until the end of your next Shooting phase, when this unit is selected to shoot, if it made a Normal Move or Advanced in your previous Movement phase, then until the end of that Shooting phase it counts as having Remained Stationary.

Duty and Honour!

With a flurry of directives, a brutal regimen of organisation can be imposed with absolute authority, reminding soldiers of their duty.

Until the start of your next Command phase, this unit can still perform actions in a turn in which it Fell Back or Advanced, and it can shoot without any actions it is performing failing.

Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities to demonstrate loyalty.

Until the start of your next Command phase, this unit is eligible to shoot or charge (but not both) in a turn in which it Fell Back.

At All Costs!

In the face of a stentorian ultimatum, even wavering soldiers can be induced to doggedly hold the line, no matter the odds.

Until the end of your next Command phase, this unit gains the Objective Secured ability. If this unit already has this ability, until the end of your next Command phase, models in this unit count as one additional model when determining control of an objective marker.

Show Them Steel, Show Them Contempt!

With the officer’s clarion call ringing in their ears, soldiers lose all sense of doubt, faith shielding their souls from malevolence.

Until the start of your next Command phase:

  • Add 1 to the Leadership characteristic of models in this unit.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Remain Vigilant!

Loudly cautioning against laxity and indolence, the officer instigates searches and watches on every front, guarding against flanks being overrun, enemy ambushes and unforeseen assaults.

Until the start of your next Command phase:

  • Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit.
  • If an enemy unit declares a charge against this unit and this unit is not within Engagement Range of any enemy units, it can Hold Steady. If it does so, then until the end of the phase, any Overwatch attacks made by models in this unit score hits on unmodified rolls of 5+, instead of 6.

Mechanised Orders

Crews of Astra Militarum war engines respond like a well-oiled machine to the specialist directives of officers steeped in armoured warfare.

Pound Them to Dust!

Drilled endlessly, gunners crewing the largest ordnance are directed to make every shot count in a precision barrage.

Until the end of your next Shooting phase, each time this unit is selected to shoot, for the purposes of determining how many attacks are made by Blast weapons models in this unit are equipped with, double the number of models in the target unit.

Full Throttle!

The officer commands crews to rouse their engines, pushing past tolerances to roll forward at speed and outmanoeuvre the foe.

  • Until the end of your next Movement phase, add 2" to the Move characteristic of models in this unit.
  • Until the end of your next Shooting phase, when this unit is selected to shoot, if it Advanced during your previous Movement phase, then until the end of the phase it counts as having Remained Stationary.

Gunners, Kill on Sight!

Collating gunnery data, the officer relays it to their crews. Trigger fingers at the ready, they know exactly where the foe will be.

Until the end of your next Shooting phase, each time a model in this unit makes a ranged attack, re-roll a hit roll of 1.

Blitz Them!

With a sudden alteration of speed and direction, crews turn their war engine into a weapon, ploughing into the foe like an iron grox.

Until the end of your next Charge phase:

  • Add 1 to charge rolls made for this unit.
  • If this unit makes a charge move this turn, select one enemy unit within Engagement Range of this unit and roll one D6, adding 1 if this unit has the DOZER BLADE keyword: on a 4+, that enemy unit suffers D3 mortal wounds.

Shock and Awe!

Ordered to seal hatches, deploy deafening countermeasures and commit aggressive advances, tanks become intimidating bastions.

Until the end of your next Command phase, this unit gains the Objective Secured ability.

Pinning Fire!

Via area denial bombardments or delayed blast shells, tank crews can paralyse enemy advances, pinning down the swiftest foe.

In your next Shooting phase, the first time this unit is selected to shoot, you can select one enemy INFANTRY unit that is visible to it. If you do so:

  • Models in this unit can only make attacks against that enemy unit this phase (and only if that enemy unit is an eligible target for those attacks).
  • If this unit scores 5 or more hits against that enemy unit, then until the end of your opponent’s next turn, that enemy unit is pinned. While a unit is pinned, subtract 2" from the Move characteristic of models in that unit.

Regimental Tactics

Imperial Guardsmen do not fight alone, but alongside their brother and sister soldiers in supporting platoons, companies, squadrons and regiments. When an order is issued, it is carried down the chain of command, spreading to every soldier.

If every model from your army (excluding AGENT OF THE CHAOS and UNALIGNED models) has the RENEGADES AND HERETICS keyword:
  • Each time an OFFICER from your army issues a Regimental or Prefectus Order to a unit with this ability, you can select one or more other friendly PLATOON units within 6" of that unit; those PLATOON units are also affected by that Order.
  • Each time an OFFICER from your army issues a Mechanised Order to a unit with this ability, you can select one or more other friendly SQUADRON units within 6" of that unit; those SQUADRON units are also affected by that Order.

The SQUADRON keyword is used in the following Renegades and Heretics datasheets:

Dedicated Transport

Militarum plasma cannon used in the following datasheets:

Heavy Support
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

Demolisher battle cannon used in the following datasheets:

Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The BATTLE TANK keyword is used in the following Renegades and Heretics datasheets:

© Vyacheslav Maltsev 2013-2023