Death Korps of Kreig General (Warhammer 40,000 9th Edition) (107 PL, 11CP, 2,000pts)

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Death Korps Of Kreig General (Warhammer 40,000 9th Edition) [107 PL, 11CP,

2,000pts]

Battalion Detachment 0CP (Imperium - Death Korps of Krieg) [107 PL, 11CP,
2,000pts]
Rules: Defenders of Humanity

Configuration [12CP]

Battle Size [12CP]


Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: CONFIGURATION

Detachment Command Cost


Categories: CONFIGURATION

Regimental Doctrine
Selections: Death Korps of Krieg
Categories: CONFIGURATION
Abilities: Krieg: Cult of Sacrifice

Abilities Description Ref


- Each time a Combat Attrition test is taken for a unit with this doctrine,
ignore any or all modifiers.
- If a CHARACTER or VEHICLE unit with this doctrine is destroyed by
an attack made by an enemy model, and that model did not explode, roll
Imperial
Krieg: one D6. On a 4+, do not remove the destroyed model from play - it can,
Armour:
Cult of after the attacking model's unit has finished making attacks, either shoot
Compendium
Sacrifice one of its ranged weapons as if it were your Shooting phase, or make
p53
one attack with one of its melee weapons as if it were the Fight phase
(when resolving these attacks your model is considered to have 1
wound remaining). After resolving these attacks, the destroyed model is
then removed.

Stratagems [-1CP]

Imperial Commander's Armoury [-1CP]


Selections: 1 additional Heirloom of Conquest [-1CP]
Categories: STRATAGEMS, NO FORCE ORG SLOT

HQ [4 PL, 80pts]
Death Korps Marshal [2 PL, 40pts]
Selections: Frag & Krak grenades, Plasma pistol [5pts], Power sword, Relic: The Laurels of
Command, Warlord, WT: Bellowing Voice
Categories: CHARACTER, FACTION: IMPERIUM, INFANTRY, FACTION: ASTRA MILITARUM, FACTION: KRIEG,
OFFICER, DEATH KORPS MARSHAL, HQ, WARLORD
Abilities: Bellowing Voice, Refractor Field, Senior Officer, The Laurels of Command, Voice of
Command, Unit: Death Korps Marshal, Weapon: Frag grenades, Krak grenades, Plasma pistol,
Standard, Plasma pistol, Supercharge, Power sword

Abilities Description Ref


Bellowing Add 3" to the range of any abilities on your Warlord’s datasheet (such as Aura of
Voice Discipline or Voice of Command).
Refractor
This model has a 5+ invulnerable save.
Field
Senior This model may use the Voice of Command ability twice in each of your turns.
Officer Resolve the effects of the first order before issuing the second order.
OFFICER with Voice of Command ability only. Roll a dice each time the bearer
The
issues an order to a friendly <REGIMENT>unit within 6" of them. On a 4+ the
Laurels of
bearer can immediately issue another order to the same unit. This does not
Command
count towards the maximum number of orders this model may issue each turn.
This unit may issue one order per turn to the soldiers under their command at
the start of their Shooting phase. Orders may only be issued to INFANTRY units
Voice of
within 6" of this unit that have the same <REGIMENT> keyword as this unit. To
Command
issue an order, pick a target unit and choose which order you wish to issue from
the table below. A unit may only be affected by one order per turn.

Unit M WS BS S T W A Ld Save Ref


Death Korps Marshal 6" 3+ 3+ 3 3 4 3 9 4+ Imperial Armour: Compendium p54

Weapon Range Type S AP D Abilities Ref


Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Plasma
pistol, 12" Pistol 1 7 -3 1 -
Standard
Plasma If any unmodified hit rolls of 1 are made for
pistol, 12" Pistol 1 8 -3 2 attacks with this weapon profile, the bearer is
Supercharge destroyed after shooting with this weapon.
Power
Melee Melee +1 -3 1 -
sword
Death Korps Marshal [2 PL, 40pts]
Selections: Frag & Krak grenades, Plasma pistol [5pts], Power sword, Relic: Kurov's Aquila
Categories: CHARACTER, FACTION: IMPERIUM, INFANTRY, FACTION: ASTRA MILITARUM, FACTION: KRIEG,
OFFICER, DEATH KORPS MARSHAL, HQ
Abilities: Kurov's Aquila, Refractor Field, Senior Officer, Voice of Command, Unit: Death Korps
Marshal, Weapon: Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol,
Supercharge, Power sword

Abilities Description Ref


Kurov's OFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your
Aquila opponent uses a Stratagem. On a 5+ you gain 1 Command Point.
Refractor
This model has a 5+ invulnerable save.
Field
Senior This model may use the Voice of Command ability twice in each of your turns.
Officer Resolve the effects of the first order before issuing the second order.
This unit may issue one order per turn to the soldiers under their command at
the start of their Shooting phase. Orders may only be issued to INFANTRY units
Voice of
within 6" of this unit that have the same <REGIMENT> keyword as this unit. To
Command
issue an order, pick a target unit and choose which order you wish to issue from
the table below. A unit may only be affected by one order per turn.

Unit M WS BS S T W A Ld Save Ref


Death Korps Marshal 6" 3+ 3+ 3 3 4 3 9 4+ Imperial Armour: Compendium p54

Weapon Range Type S AP D Abilities Ref


Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Plasma
pistol, 12" Pistol 1 7 -3 1 -
Standard
Plasma If any unmodified hit rolls of 1 are made for
pistol, 12" Pistol 1 8 -3 2 attacks with this weapon profile, the bearer is
Supercharge destroyed after shooting with this weapon.
Power
Melee Melee +1 -3 1 -
sword

Troops [18 PL, 330pts]


Infantry Squad [3 PL, 55pts]
Categories: FACTION: <REGIMENT>, FACTION: IMPERIUM, INFANTRY SQUAD, INFANTRY, TROOPS
Weapon: Frag grenades
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit M WS BS S T W A Ld Save Ref


Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36

Weapon Range Type S AP D Abilities Ref


Each time the bearer fights, it can make 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
Laspistol 12" Pistol 1 3 0 1 -
Infantry Squad [3 PL, 55pts]
Categories: FACTION: <REGIMENT>, FACTION: IMPERIUM, INFANTRY SQUAD, INFANTRY, TROOPS
Weapon: Frag grenades
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit M WS BS S T W A Ld Save Ref


Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36

Weapon Range Type S AP D Abilities Ref


Each time the bearer fights, it can make 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
Laspistol 12" Pistol 1 3 0 1 -
Infantry Squad [3 PL, 55pts]
Categories: FACTION: <REGIMENT>, FACTION: IMPERIUM, INFANTRY SQUAD, INFANTRY, TROOPS
Weapon: Frag grenades
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit M WS BS S T W A Ld Save Ref


Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36

Weapon Range Type S AP D Abilities Ref


Each time the bearer fights, it can make 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
Laspistol 12" Pistol 1 3 0 1 -
Infantry Squad [3 PL, 55pts]
Categories: FACTION: <REGIMENT>, FACTION: IMPERIUM, INFANTRY SQUAD, INFANTRY, TROOPS
Weapon: Frag grenades
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit M WS BS S T W A Ld Save Ref


Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36

Weapon Range Type S AP D Abilities Ref


Each time the bearer fights, it can make 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
Laspistol 12" Pistol 1 3 0 1 -
Infantry Squad [3 PL, 55pts]
Categories: FACTION: <REGIMENT>, FACTION: IMPERIUM, INFANTRY SQUAD, INFANTRY, TROOPS
Weapon: Frag grenades
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit M WS BS S T W A Ld Save Ref


Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36

Weapon Range Type S AP D Abilities Ref


Each time the bearer fights, it can make 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
Laspistol 12" Pistol 1 3 0 1 -
Infantry Squad [3 PL, 55pts]
Categories: FACTION: <REGIMENT>, FACTION: IMPERIUM, INFANTRY SQUAD, INFANTRY, TROOPS
Weapon: Frag grenades
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol

Unit M WS BS S T W A Ld Save Ref


Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ Codex: Astra Militarum p36
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ Codex: Astra Militarum p36

Weapon Range Type S AP D Abilities Ref


Each time the bearer fights, it can make 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
Laspistol 12" Pistol 1 3 0 1 -

Elites [8 PL, 160pts]


Combat Engineer Squad [2 PL, 40pts]
Categories: INFANTRY, FACTION: ASTRA MILITARUM, FACTION: KRIEG, COMBAT ENGINEER SQUAD, ELITES
Abilities: Engineer Weapons Team, Sappers
4x Combat Engineers [32pts]
Selections: 4x Engineer shotgun, 4x Frag & Krak grenades, 4x Gas bombs
Unit: Engineer, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak grenades
Engineer Watch Master [8pts]
Selections: Engineer shotgun, Frag & Krak grenades, Gas bombs
Unit: Engineer Watchmaster, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak
grenades

Abilities Description Ref


Imperial
Engineer
For the purposes of determining transport capacity, an Engineer Armour:
Weapons
Weapons Team is considered to be a Heavy Weapons Team. Compendium
Team
p56
During deployment, if every model in this unit has this ability, then you
Imperial
can set up this unit underground instead of setting it up on the
Armour:
Sappers battlefield. If you do, then in the Reinforcements step of one of your
Compendium
Movement phases you can set up this unit anywhere on the battlefield
p56
that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref


Engineer 6" 4+ 3+ 3 3 1 1 6 4+ Imperial Armour: Compendium p56
Engineer Watchmaster 6" 4+ 3+ 3 3 1 2 7 4+ Imperial Armour: Compendium p56

Weapon Range Type S AP D Abilities Ref


Imperial
Engineer Assault Armour:
12" 4 0 1 -
shotgun 3 Compendium
p56
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Blast. Each time an attack is made with Imperial
Gas Grenade this weapon, a wound roll of 2+ is always Armour:
6" 2 -2 1
bombs D6 successful, unless the target is a Compendium
VEHICLE or TITANIC unit. p56
Krak Grenade
6" 6 -1 D3 -
grenades 1
Combat Engineer Squad [2 PL, 40pts]
Categories: INFANTRY, FACTION: ASTRA MILITARUM, FACTION: KRIEG, COMBAT ENGINEER SQUAD, ELITES
Abilities: Engineer Weapons Team, Sappers
4x Combat Engineers [32pts]
Selections: 4x Engineer shotgun, 4x Frag & Krak grenades, 4x Gas bombs
Unit: Engineer, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak grenades
Engineer Watch Master [8pts]
Selections: Engineer shotgun, Frag & Krak grenades, Gas bombs
Unit: Engineer Watchmaster, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak
grenades

Abilities Description Ref


Imperial
Engineer
For the purposes of determining transport capacity, an Engineer Armour:
Weapons
Weapons Team is considered to be a Heavy Weapons Team. Compendium
Team
p56
During deployment, if every model in this unit has this ability, then you
Imperial
can set up this unit underground instead of setting it up on the
Armour:
Sappers battlefield. If you do, then in the Reinforcements step of one of your
Compendium
Movement phases you can set up this unit anywhere on the battlefield
p56
that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref


Engineer 6" 4+ 3+ 3 3 1 1 6 4+ Imperial Armour: Compendium p56
Engineer Watchmaster 6" 4+ 3+ 3 3 1 2 7 4+ Imperial Armour: Compendium p56

Weapon Range Type S AP D Abilities Ref


Imperial
Engineer Assault Armour:
12" 4 0 1 -
shotgun 3 Compendium
p56
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Blast. Each time an attack is made with Imperial
Gas Grenade this weapon, a wound roll of 2+ is always Armour:
6" 2 -2 1
bombs D6 successful, unless the target is a Compendium
VEHICLE or TITANIC unit. p56
Krak Grenade
6" 6 -1 D3 -
grenades 1
Combat Engineer Squad [2 PL, 40pts]
Categories: INFANTRY, FACTION: ASTRA MILITARUM, FACTION: KRIEG, COMBAT ENGINEER SQUAD, ELITES
Abilities: Engineer Weapons Team, Sappers
4x Combat Engineers [32pts]
Selections: 4x Engineer shotgun, 4x Frag & Krak grenades, 4x Gas bombs
Unit: Engineer, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak grenades
Engineer Watch Master [8pts]
Selections: Engineer shotgun, Frag & Krak grenades, Gas bombs
Unit: Engineer Watchmaster, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak
grenades

Abilities Description Ref


Imperial
Engineer
For the purposes of determining transport capacity, an Engineer Armour:
Weapons
Weapons Team is considered to be a Heavy Weapons Team. Compendium
Team
p56
During deployment, if every model in this unit has this ability, then you
Imperial
can set up this unit underground instead of setting it up on the
Armour:
Sappers battlefield. If you do, then in the Reinforcements step of one of your
Compendium
Movement phases you can set up this unit anywhere on the battlefield
p56
that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref


Engineer 6" 4+ 3+ 3 3 1 1 6 4+ Imperial Armour: Compendium p56
Engineer Watchmaster 6" 4+ 3+ 3 3 1 2 7 4+ Imperial Armour: Compendium p56

Weapon Range Type S AP D Abilities Ref


Imperial
Engineer Assault Armour:
12" 4 0 1 -
shotgun 3 Compendium
p56
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Blast. Each time an attack is made with Imperial
Gas Grenade this weapon, a wound roll of 2+ is always Armour:
6" 2 -2 1
bombs D6 successful, unless the target is a Compendium
VEHICLE or TITANIC unit. p56
Krak Grenade
6" 6 -1 D3 -
grenades 1
Combat Engineer Squad [2 PL, 40pts]
Categories: INFANTRY, FACTION: ASTRA MILITARUM, FACTION: KRIEG, COMBAT ENGINEER SQUAD, ELITES
Abilities: Engineer Weapons Team, Sappers
4x Combat Engineers [32pts]
Selections: 4x Engineer shotgun, 4x Frag & Krak grenades, 4x Gas bombs
Unit: Engineer, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak grenades
Engineer Watch Master [8pts]
Selections: Engineer shotgun, Frag & Krak grenades, Gas bombs
Unit: Engineer Watchmaster, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak
grenades

Abilities Description Ref


Imperial
Engineer
For the purposes of determining transport capacity, an Engineer Armour:
Weapons
Weapons Team is considered to be a Heavy Weapons Team. Compendium
Team
p56
During deployment, if every model in this unit has this ability, then you
Imperial
can set up this unit underground instead of setting it up on the
Armour:
Sappers battlefield. If you do, then in the Reinforcements step of one of your
Compendium
Movement phases you can set up this unit anywhere on the battlefield
p56
that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref


Engineer 6" 4+ 3+ 3 3 1 1 6 4+ Imperial Armour: Compendium p56
Engineer Watchmaster 6" 4+ 3+ 3 3 1 2 7 4+ Imperial Armour: Compendium p56

Weapon Range Type S AP D Abilities Ref


Imperial
Engineer Assault Armour:
12" 4 0 1 -
shotgun 3 Compendium
p56
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Blast. Each time an attack is made with Imperial
Gas Grenade this weapon, a wound roll of 2+ is always Armour:
6" 2 -2 1
bombs D6 successful, unless the target is a Compendium
VEHICLE or TITANIC unit. p56
Krak Grenade
6" 6 -1 D3 -
grenades 1

Fast Attack [9 PL, 225pts]


Death Rider Squadron [3 PL, 75pts]
Categories: CAVALRY, FACTION: IMPERIUM, DEATH RIDERS, FACTION: KRIEG, FACTION: ASTRA MILITARUM, FAST
ATTACK
Abilities: Augmented Mount, Flanking Manoeuvres
4x Death Korps Death Riders [60pts]
Selections: 4x Death Rider Hunting Lance, 4x Frag & Krak grenades, 4x Laspistol, 4x Savage
claws
Unit: Death Rider, Weapon: Death Rider Hunting Lance, Frag grenades, Krak grenades,
Laspistol, Savage claws
Ridemaster [15pts]
Selections: Death Rider Hunting Lance, Frag & Krak grenades, Laspistol, Savage claws
Unit: Ridemaster, Weapon: Death Rider Hunting Lance, Frag grenades, Krak grenades,
Laspistol, Savage claws

Abilities Description Ref


Imperial
Augmented Each time this model would lose a wound, roll one D6; on a 5+, that Armour:
Mount wound is not lost. Compendium
p54,55,57
During deployment, you can set this unit up behind enemy lines
Imperial
instead of setting them up on the battlefield. If you do, then in the
Flanking Armour:
Reinforcements step of one of your Movement phases you can set
Manoeuvres Compendium
up all of these units wholly within 6" of the same battlefield edge and
p54,55,57
more than 9" away from enemy models.

Unit M WS BS S T W A Ld Save Ref


Death Rider 10" 4+ 3+ 3 4 3 1 7 4+ Imperial Armour: Compendium p57
Ridemaster 10" 4+ 3+ 3 4 3 2 7 4+ Imperial Armour: Compendium p57

Weapon Range Type S AP D Abilities Ref


Each time a melee attack is made
with this weapon, if the bearer's unit
Death Imperial
made a charge move this turn, that
Rider Armour:
Melee Melee User -1 1 attack has a Strength characteristic
Hunting Compendium
of +2, an Armour Penetration
Lance p54,55,57
characteristic of -3 and a Damage
characteristic of 2.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Laspistol 12" Pistol 1 3 0 1 -
Each time the bearer fights, it makes Imperial
Savage 2 additional attacks with this weapon Armour:
Melee Melee 4 -1 1
claws and no more than 2 attacks can be Compendium
made with this weapon. p54,55,57
Death Rider Squadron [3 PL, 75pts]
Categories: CAVALRY, FACTION: IMPERIUM, DEATH RIDERS, FACTION: KRIEG, FACTION: ASTRA MILITARUM, FAST
ATTACK
Abilities: Augmented Mount, Flanking Manoeuvres
4x Death Korps Death Riders [60pts]
Selections: 4x Death Rider Hunting Lance, 4x Frag & Krak grenades, 4x Laspistol, 4x Savage
claws
Unit: Death Rider, Weapon: Death Rider Hunting Lance, Frag grenades, Krak grenades,
Laspistol, Savage claws
Ridemaster [15pts]
Selections: Death Rider Hunting Lance, Frag & Krak grenades, Laspistol, Savage claws
Unit: Ridemaster, Weapon: Death Rider Hunting Lance, Frag grenades, Krak grenades,
Laspistol, Savage claws

Abilities Description Ref


Imperial
Augmented Each time this model would lose a wound, roll one D6; on a 5+, that Armour:
Mount wound is not lost. Compendium
p54,55,57
During deployment, you can set this unit up behind enemy lines
Imperial
instead of setting them up on the battlefield. If you do, then in the
Flanking Armour:
Reinforcements step of one of your Movement phases you can set
Manoeuvres Compendium
up all of these units wholly within 6" of the same battlefield edge and
p54,55,57
more than 9" away from enemy models.

Unit M WS BS S T W A Ld Save Ref


Death Rider 10" 4+ 3+ 3 4 3 1 7 4+ Imperial Armour: Compendium p57
Ridemaster 10" 4+ 3+ 3 4 3 2 7 4+ Imperial Armour: Compendium p57

Weapon Range Type S AP D Abilities Ref


Each time a melee attack is made
with this weapon, if the bearer's unit
Death Imperial
made a charge move this turn, that
Rider Armour:
Melee Melee User -1 1 attack has a Strength characteristic
Hunting Compendium
of +2, an Armour Penetration
Lance p54,55,57
characteristic of -3 and a Damage
characteristic of 2.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Laspistol 12" Pistol 1 3 0 1 -
Each time the bearer fights, it makes Imperial
Savage 2 additional attacks with this weapon Armour:
Melee Melee 4 -1 1
claws and no more than 2 attacks can be Compendium
made with this weapon. p54,55,57
Death Rider Squadron [3 PL, 75pts]
Categories: CAVALRY, FACTION: IMPERIUM, DEATH RIDERS, FACTION: KRIEG, FACTION: ASTRA MILITARUM, FAST
ATTACK
Abilities: Augmented Mount, Flanking Manoeuvres
4x Death Korps Death Riders [60pts]
Selections: 4x Death Rider Hunting Lance, 4x Frag & Krak grenades, 4x Laspistol, 4x Savage
claws
Unit: Death Rider, Weapon: Death Rider Hunting Lance, Frag grenades, Krak grenades,
Laspistol, Savage claws
Ridemaster [15pts]
Selections: Death Rider Hunting Lance, Frag & Krak grenades, Laspistol, Savage claws
Unit: Ridemaster, Weapon: Death Rider Hunting Lance, Frag grenades, Krak grenades,
Laspistol, Savage claws

Abilities Description Ref


Imperial
Augmented Each time this model would lose a wound, roll one D6; on a 5+, that Armour:
Mount wound is not lost. Compendium
p54,55,57
During deployment, you can set this unit up behind enemy lines
Imperial
instead of setting them up on the battlefield. If you do, then in the
Flanking Armour:
Reinforcements step of one of your Movement phases you can set
Manoeuvres Compendium
up all of these units wholly within 6" of the same battlefield edge and
p54,55,57
more than 9" away from enemy models.

Unit M WS BS S T W A Ld Save Ref


Death Rider 10" 4+ 3+ 3 4 3 1 7 4+ Imperial Armour: Compendium p57
Ridemaster 10" 4+ 3+ 3 4 3 2 7 4+ Imperial Armour: Compendium p57

Weapon Range Type S AP D Abilities Ref


Each time a melee attack is made
with this weapon, if the bearer's unit
Death Imperial
made a charge move this turn, that
Rider Armour:
Melee Melee User -1 1 attack has a Strength characteristic
Hunting Compendium
of +2, an Armour Penetration
Lance p54,55,57
characteristic of -3 and a Damage
characteristic of 2.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Laspistol 12" Pistol 1 3 0 1 -
Each time the bearer fights, it makes Imperial
Savage 2 additional attacks with this weapon Armour:
Melee Melee 4 -1 1
claws and no more than 2 attacks can be Compendium
made with this weapon. p54,55,57

Heavy Support [48 PL, 885pts]


Leman Russ Battle Tanks [30 PL, 525pts]
Categories: LEMAN RUSS, LEMAN RUSS BATTLE TANK, VEHICLE, FACTION: ASTRA MILITARUM, HEAVY SUPPORT,
FACTION: <REGIMENT>, FACTION: IMPERIUM
Leman Russ Battle Tank [10 PL, 175pts]
Selections: Augur array [5pts], Battle Cannon [5pts], Heavy Bolter [15pts], Hunter-Killer Missile
[5pts], Stat Damage (Leman Russ), Track guards [5pts]
Categories: LEMAN RUSS
Abilities: Augur array, Emergency Plasma Vents, Explodes, Grinding Advance, Smoke
Launchers, Track guards, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman
Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle cannon, Heavy bolter, Hunter-killer
missile
Leman Russ Battle Tank [10 PL, 175pts]
Selections: Augur array [5pts], Battle Cannon [5pts], Heavy Bolter [15pts], Hunter-Killer Missile
[5pts], Stat Damage (Leman Russ), Track guards [5pts]
Categories: LEMAN RUSS
Abilities: Augur array, Emergency Plasma Vents, Explodes, Grinding Advance, Smoke
Launchers, Track guards, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman
Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle cannon, Heavy bolter, Hunter-killer
missile
Leman Russ Battle Tank [10 PL, 175pts]
Selections: Augur array [5pts], Battle Cannon [5pts], Heavy Bolter [15pts], Hunter-Killer Missile
[5pts], Stat Damage (Leman Russ), Track guards [5pts]
Categories: LEMAN RUSS
Abilities: Augur array, Emergency Plasma Vents, Explodes, Grinding Advance, Smoke
Launchers, Track guards, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman
Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Battle cannon, Heavy bolter, Hunter-killer
missile
Abilities Description Ref
Augur Once per battle, in the Shooting phase, you can re-roll a single failed
array hit roll for a vehicle with an augur array.
If this model fires a supercharged plasma cannon, and you roll one or Codex:
Emergency
more hit rolls of 1, it is not automatically destroyed. Instead, for each Astra
Plasma
hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's Militarum
Vents
shots have been resolved. p114
When this model is destroyed, roll one D6 before removing it from
Explodes play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal
wounds.
If this model Remains Stationary or moves under half speed in its
Movement phase (i.e. it moves a distance in inches less than half of its
current Move characteristic) it
can shoot its turret weapon twice in the following Shooting phase (the
Grinding turret weapon must target the same unit both times). The following
Advance 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.
Once per game, instead of shooting any weapons in the Shooting
Warhammer
Smoke phase, the vehicle can use its Smoke Launchers; until your next
40,000
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for
Core Book
ranged weapons that target this vehicle.

A vehicle with track guards always counts as having its starting


Track
number of Wounds when determining its Move characteristic (i.e., its
guards
Move characteristic does not decrease as it suffers wounds).
The first time this unit is set up, all models in this unit must be placed
Vehicle
within 6" of each other. From that point onwards, each operates
Squadron
independently and is treated as a separate unit for all rules purposes.

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


Leman Russ 1 7-12+ 10" 4+ 3
Leman Russ 2 4-6 7" 5+ D3
Leman Russ 3 1-3 4" 6+ 1

Unit M WS BS S T W A Ld Save Ref


Leman Russ * 6+ * 7 8 12 * 7 3+ Codex: Astra Militarum p46

Weapon Range Type S AP D Abilities Ref


Battle Heavy
72" 8 -2 D3 Blast
cannon D6
Heavy Heavy
36" 5 -1 2 -
bolter 3
Hunter-
Heavy The bearer can only shoot with each hunter-killer
killer 48" 10 -2 D6
1 missile it is equipped with once per battle.
missile
Medusa Carriage Battery [18 PL, 360pts]
Categories: ARTILLERY, VEHICLE, MEDUSA CARRIAGE, FACTION: ASTRA MILITARUM, HEAVY SUPPORT, FACTION:
<REGIMENT>, FACTION: IMPERIUM
Medusa Carriage [6 PL, 120pts]
Selections: 5x Guardsmen Crew, Medusa Siege Cannon
Abilities: Artillery and Crew (Medusa Carriage), Unit: Medusa Carriage, Weapon: Medusa
Siege Cannon
Medusa Carriage [6 PL, 120pts]
Selections: 5x Guardsmen Crew, Medusa Siege Cannon
Abilities: Artillery and Crew (Medusa Carriage), Unit: Medusa Carriage, Weapon: Medusa
Siege Cannon
Medusa Carriage [6 PL, 120pts]
Selections: 5x Guardsmen Crew, Medusa Siege Cannon
Abilities: Artillery and Crew (Medusa Carriage), Unit: Medusa Carriage, Weapon: Medusa
Siege Cannon

Abilities Description Ref


Each Medusa Carriage and its crew are treated as a single model for all
Artillery rules purposes (crew models must remaining within 1" of their Medusa
Imperial
and Carriage model). This means that the crew models cannot be targetted
Armour:
Crew or attacked separately and that visibility and all ranges are measured to
Compendium
(Medusa and from the Medusa Carriage's model, not the crew models. This unit
p64
Carriage) cannot Advance, is never eligible to charge or Heroically Intervene, and
cannot make pile-in or consolidation moves.

Unit M WS BS S T W A Ld Save Ref


Medusa Carriage - 4+ 4+ 3 6 7 5 7 4+ Imperial Armour: Compendium p64

Weapon Range Type S AP D Abilities Ref


Medusa Blast. This weapon can target Imperial Armour:
Heavy
Siege 36" 10 -3 D6 units that are not visible to the Compendium
D6
Cannon bearer. p64

Dedicated Transport [20 PL, 320pts]


Chimera [5 PL, 80pts]
Selections: Heavy Flamer [10pts], Hunter-Killer Missile [5pts], 2x Lasgun Arrays, Multi-laser, Stat
Damage (Chimera)
Categories: CHIMERA, TRANSPORT, VEHICLE, FACTION: ASTRA MILITARUM, DEDICATED TRANSPORT, FACTION:
<REGIMENT>, FACTION: IMPERIUM
Abilities: Explodes, Smoke Launchers, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3,
Transport: Transport: Chimera, Unit: Chimera, Weapon: Heavy flamer, Hunter-killer missile,
Lasgun Array, Multi-laser

Abilities Description Ref


When this model is destroyed, roll one D6 before removing it from play.
Explodes
On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Once per game, instead of shooting any weapons in the Shooting
Warhammer
Smoke phase, the vehicle can use its Smoke Launchers; until your next
40,000
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for
Core Book
ranged weapons that target this vehicle.

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


Chimera 1 6-10+ 12" 4+ 3
Chimera 2 3-5 8" 5+ D3
Chimera 3 1-2 4" 6+ 1

Transport Capacity Ref


This model can transport 12 ASTRA MILITARUM INFANTRY models. Each
Transport:
Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two
Chimera
other models and each OGRYN takes the space of three other models.

Unit M WS BS S T W A Ld Save Ref


Chimera * 6+ * 6 7 10 * 7 3+ Codex: Astra Militarum p40

Weapon Range Type S AP D Abilities Ref


Heavy Heavy Each time an attack is made with this weapon,
12" 5 -1 1
flamer D6 that attack automatically hits the target.
Hunter-
Heavy The bearer can only shoot with each hunter-
killer 48" 10 -2 D6
1 killer missile it is equipped with once per battle.
missile
Lasgun Rapid This weapon can only be fired if a unit is
24" 3 0 1
Array Fire 3 embarked upon the vehicle equipped with it.
Heavy
Multi-laser 36" 6 0 1 -
3
Chimera [5 PL, 80pts]
Selections: Heavy Flamer [10pts], Hunter-Killer Missile [5pts], 2x Lasgun Arrays, Multi-laser, Stat
Damage (Chimera)
Categories: CHIMERA, TRANSPORT, VEHICLE, FACTION: ASTRA MILITARUM, DEDICATED TRANSPORT, FACTION:
<REGIMENT>, FACTION: IMPERIUM
Abilities: Explodes, Smoke Launchers, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3,
Transport: Transport: Chimera, Unit: Chimera, Weapon: Heavy flamer, Hunter-killer missile,
Lasgun Array, Multi-laser

Abilities Description Ref


When this model is destroyed, roll one D6 before removing it from play.
Explodes
On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Once per game, instead of shooting any weapons in the Shooting
Warhammer
Smoke phase, the vehicle can use its Smoke Launchers; until your next
40,000
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for
Core Book
ranged weapons that target this vehicle.

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


Chimera 1 6-10+ 12" 4+ 3
Chimera 2 3-5 8" 5+ D3
Chimera 3 1-2 4" 6+ 1

Transport Capacity Ref


This model can transport 12 ASTRA MILITARUM INFANTRY models. Each
Transport:
Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two
Chimera
other models and each OGRYN takes the space of three other models.

Unit M WS BS S T W A Ld Save Ref


Chimera * 6+ * 6 7 10 * 7 3+ Codex: Astra Militarum p40

Weapon Range Type S AP D Abilities Ref


Heavy Heavy Each time an attack is made with this weapon,
12" 5 -1 1
flamer D6 that attack automatically hits the target.
Hunter-
Heavy The bearer can only shoot with each hunter-
killer 48" 10 -2 D6
1 killer missile it is equipped with once per battle.
missile
Lasgun Rapid This weapon can only be fired if a unit is
24" 3 0 1
Array Fire 3 embarked upon the vehicle equipped with it.
Heavy
Multi-laser 36" 6 0 1 -
3
Chimera [5 PL, 80pts]
Selections: Heavy Flamer [10pts], Hunter-Killer Missile [5pts], 2x Lasgun Arrays, Multi-laser, Stat
Damage (Chimera)
Categories: CHIMERA, TRANSPORT, VEHICLE, FACTION: ASTRA MILITARUM, DEDICATED TRANSPORT, FACTION:
<REGIMENT>, FACTION: IMPERIUM
Abilities: Explodes, Smoke Launchers, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3,
Transport: Transport: Chimera, Unit: Chimera, Weapon: Heavy flamer, Hunter-killer missile,
Lasgun Array, Multi-laser

Abilities Description Ref


When this model is destroyed, roll one D6 before removing it from play.
Explodes
On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Once per game, instead of shooting any weapons in the Shooting
Warhammer
Smoke phase, the vehicle can use its Smoke Launchers; until your next
40,000
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for
Core Book
ranged weapons that target this vehicle.

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


Chimera 1 6-10+ 12" 4+ 3
Chimera 2 3-5 8" 5+ D3
Chimera 3 1-2 4" 6+ 1

Transport Capacity Ref


This model can transport 12 ASTRA MILITARUM INFANTRY models. Each
Transport:
Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two
Chimera
other models and each OGRYN takes the space of three other models.

Unit M WS BS S T W A Ld Save Ref


Chimera * 6+ * 6 7 10 * 7 3+ Codex: Astra Militarum p40

Weapon Range Type S AP D Abilities Ref


Heavy Heavy Each time an attack is made with this weapon,
12" 5 -1 1
flamer D6 that attack automatically hits the target.
Hunter-
Heavy The bearer can only shoot with each hunter-
killer 48" 10 -2 D6
1 killer missile it is equipped with once per battle.
missile
Lasgun Rapid This weapon can only be fired if a unit is
24" 3 0 1
Array Fire 3 embarked upon the vehicle equipped with it.
Heavy
Multi-laser 36" 6 0 1 -
3
Chimera [5 PL, 80pts]
Selections: Heavy Flamer [10pts], Hunter-Killer Missile [5pts], 2x Lasgun Arrays, Multi-laser, Stat
Damage (Chimera)
Categories: CHIMERA, TRANSPORT, VEHICLE, FACTION: ASTRA MILITARUM, DEDICATED TRANSPORT, FACTION:
<REGIMENT>, FACTION: IMPERIUM
Abilities: Explodes, Smoke Launchers, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3,
Transport: Transport: Chimera, Unit: Chimera, Weapon: Heavy flamer, Hunter-killer missile,
Lasgun Array, Multi-laser

Abilities Description Ref


When this model is destroyed, roll one D6 before removing it from play.
Explodes
On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Once per game, instead of shooting any weapons in the Shooting
Warhammer
Smoke phase, the vehicle can use its Smoke Launchers; until your next
40,000
Launchers Shooting phase your opponent must subtract 1 from all hit rolls for
Core Book
ranged weapons that target this vehicle.

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


Chimera 1 6-10+ 12" 4+ 3
Chimera 2 3-5 8" 5+ D3
Chimera 3 1-2 4" 6+ 1

Transport Capacity Ref


This model can transport 12 ASTRA MILITARUM INFANTRY models. Each
Transport:
Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two
Chimera
other models and each OGRYN takes the space of three other models.

Unit M WS BS S T W A Ld Save Ref


Chimera * 6+ * 6 7 10 * 7 3+ Codex: Astra Militarum p40

Weapon Range Type S AP D Abilities Ref


Heavy Heavy Each time an attack is made with this weapon,
12" 5 -1 1
flamer D6 that attack automatically hits the target.
Hunter-
Heavy The bearer can only shoot with each hunter-
killer 48" 10 -2 D6
1 killer missile it is equipped with once per battle.
missile
Lasgun Rapid This weapon can only be fired if a unit is
24" 3 0 1
Array Fire 3 embarked upon the vehicle equipped with it.
Heavy
Multi-laser 36" 6 0 1 -
3

Force Rules
Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and
all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an
objective marker (as specified in the mission) controls the objective marker even if there are more enemy
models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then
the objective marker is controlled by the player who has the most models in range as normal. ()
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