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Renegade Guard 500pts HTML
Renegade Guard 500pts HTML
Renegade Guard 500pts HTML
Patrol Detachment 0CP (Chaos - Renegades & Heretics [LEGENDS]) [28 PL, 3CP, 497pts]
Rules: Disembarking Officers
Configuration [3CP]
Game Type
Selections: Open
Categories: Configuration
HQ [2 PL, 35pts]
Covenant of Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this
Chaos turn, then until that fight is resolved, add 1 to the Strength characteristic of models in this unit.
While a friendly RENEGADES AND HERETICS CORE unit is within 6" of this model, each time a Combat
Fanatic (Aura)
Attrition test is taken for that unit, ignore any or all modifiers.
Refractor
This model has a 5+ invulnerable save
Field
Rapid Fire
Autogun 24" 3 0 1 -
1
Brutal assault Each time the bearer fights, it can make 1 additional attack
Melee Melee User 0 1
weapon with this weapon.
Covenant of Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this
Chaos turn, then until that fight is resolved, add 1 to the Strength characteristic of models in this unit.
Minions of If you army is Battle-forged and every model in this unit's Detachment has either the RENEGADES AND
Chaos HERETICS or UNALIGNED keywords, this unit gains the Objective Secured ability.
Rapid Fire
Autogun 24" 3 0 1 -
1
Covenant of Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this
Chaos turn, then until that fight is resolved, add 1 to the Strength characteristic of models in this unit.
Minions of If you army is Battle-forged and every model in this unit's Detachment has either the RENEGADES AND
Chaos HERETICS or UNALIGNED keywords, this unit gains the Objective Secured ability.
Rapid Fire
Autogun 24" 3 0 1 -
1
You cannot declare a charge with this model, and it 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 Engagement Range of any
Airborne
enemy units that can Fly, and this model can only make melee attacks against units that can Fly. Enemy
units can only make melee attacks against this model if they can Fly
When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit
Explodes
within 6" suffers D6 mortal wounds.
In your Movement phase, when this Transport model makes a Normal Move, one or more units embarked
within it can disembark at any point during that move. If they do so:
- Models in those units must be set up more than 9" away from any enemy models. Militarum Tempestus
models in those units must be set up more than 6" away from any enemy models.
Grav Chute - If this Transport model moves 20" or more this phase, roll one D6 for each model that disembarks using
Insertion this ability (excluding Militarum Tempestus models( before setting that model up. On a 1, that model is
destroyed.
- Models in those units count as having made a Normal Move this phase they cannon move further this
phase and can never use rules that would allow them to count as Remained Stationary this turn. In
addition, those units cannot declare a charge this turn, but can otherwise act normally (shoot, fight, etc)
this turn.
Hard to Hit Each time a ranged attack is made against this model, subtract 1 from the hit roll.
In your Command phase, this model can hover. If it does so, then until the start of your next Command
Hover Jet
phase, its Move characteristic becomes 20" and it loses the Supersonic and Hard to Hit abilities
Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90°
Supersonic (this does not contribute to how far the model moves), then move this model straight forwards. It cannot
pivot again after the initial pivot.
Gunship 1 8+ 20-40" 3+ 3
You cannot declare a charge with this model, and it 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 Engagement Range of any
Airborne
enemy units that can Fly, and this model can only make melee attacks against units that can Fly. Enemy
units can only make melee attacks against this model if they can Fly
When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit
Explodes
within 6" suffers D6 mortal wounds.
In your Movement phase, when this Transport model makes a Normal Move, one or more units embarked
within it can disembark at any point during that move. If they do so:
- Models in those units must be set up more than 9" away from any enemy models. Militarum Tempestus
models in those units must be set up more than 6" away from any enemy models.
Grav Chute - If this Transport model moves 20" or more this phase, roll one D6 for each model that disembarks using
Insertion this ability (excluding Militarum Tempestus models( before setting that model up. On a 1, that model is
destroyed.
- Models in those units count as having made a Normal Move this phase they cannon move further this
phase and can never use rules that would allow them to count as Remained Stationary this turn. In
addition, those units cannot declare a charge this turn, but can otherwise act normally (shoot, fight, etc)
this turn.
Hard to Hit Each time a ranged attack is made against this model, subtract 1 from the hit roll.
In your Command phase, this model can hover. If it does so, then until the start of your next Command
Hover Jet
phase, its Move characteristic becomes 20" and it loses the Supersonic and Hard to Hit abilities
Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90°
Supersonic (this does not contribute to how far the model moves), then move this model straight forwards. It cannot
pivot again after the initial pivot.
Gunship 1 8+ 20-40" 3+ 3
Force Rules
Disembarking Officers: If, in your movement phase, an OFFICER from your army disembarks from a TRANSPORT model, after that OFFICER's unit has
been set up it can issue Orders as if it were your Command phase. However, when doing so, the Regimental Tactics ability does not apply, even if
every model from your army has the ASTRA MILITARUM keyword. Note that an OFFICER model cannot issue Orders in this when disembarking from
a destroyed TRANSPORT model. (Codex: Astra Militarum 9E)
Selection Rules
Airborn Assault: During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, then in the
Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy
models. ()