Post by andres on Feb 8, 2016 12:59:51 GMT -5
I consider entering a tounament . 1500p mixed maelstorm and dawn of war . I made this list as i wanted to have some mobility . I wish to know your opinion .
Appart from the lists content i have an extra chimera, 3 hwt, loads of extra infantry with a lot of plasma guns ,2 heavy sentinels 2 psykers and a priest, 10 more scions(2 melta and 2 volleyguns. Also all vehicles have interchangeable guns and the vendetta can be a valkurie
++ Astra Militarum: Codex (2014) (Combined Arms Detachment) (1449pts) ++
+ HQ (345pts) +
Tank Commander (345pts)
····Battle Tank (150pts) [Battle Cannon, Heavy Bolter, Searchlight, Smoke Launchers]
····Command Vanquisher (165pts) [2x Multi-meltas (20pts), Lascannon (10pts), Searchlight, Smoke Launchers, Turret-mounted Vanquisher Battle Cannon, Warlord]
········Rules: Warlord, Warlord Trait: Astra Militarum
········Tank Commander [Tank Orders]
············Rules: Leman Russ Commander, Tank Orders: Full Throttle!, Tank Orders: Gunners, Kill on Sight!, Tank Orders: Strike and Shroud!
····Profiles:
········Tank Commander: Unit Type:Tank, Heavy (Character)|WS:-|BS:4|S:-|T:-|W:-|I:-|A:-|Ld:-|Save:-|Codex: Astra Militarum p32
········Leman Russ: BS:3|Front:14|Side:13|Rear:10|HP:3|Type:Tank, Heavy|Codex: Astra Militarum p46
········Leman Russ Vanquisher: BS:4|Front:14|Side:13|Rear:10|HP:3|Type:Tank, Heavy|Codex: Astra Militarum p47
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Battle Cannon: Range:72|Strength:8|AP:3|Type:Ordnance 1, 5" Blast|Codex: Astra Militarum
········Heavy Bolter: Range:36|Strength:5|AP:4|Type:Heavy 3|Codex: Astra Militarum
········Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Codex: Astra Militarum
········Multi-melta: Range:24|Strength:8|AP:1|Type:Heavy 1, Melta|Codex: Astra Militarum
········Vanquisher Battle Cannon: Range:72|Strength:8|AP:2|Type:Heavy 1, Armourbane|Codex: Astra Militarum
+ Elites (70pts) +
Militarum Tempestus Platoon (70pts)
····Militarum Tempestus Scions (70pts)
········Rules: Deep Strike, Move Through Cover
········Tempestor [Carapace Armour, Close Combat Weapon, Frag Grenades, Hot-shot Laspistol, Krak Grenades]
········4x Tempestus Scion (48pts) [4x Carapace Armour, 4x Frag Grenades, 4x Hot-shot Lasgun, 4x Krak Grenades]
····Profiles:
········Tempestor: Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:4+|Codex: Astra Militarum p39
········Tempestus Scion: Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:4+|Codex: Astra Militarum p39
········Carapace Armour: Description:4+ Sv|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Hot-shot Lasgun: Range:18|Strength:3|AP:3|Type:Rapid Fire|Codex: Astra Militarum
········Hot-shot Laspistol: Range:6|Strength:3|AP:3|Type:Pistol|Codex: Astra Militarum
········Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
+ Troops (604pts) +
Veterans (96pts) [Flak Armour for Squad]
····Commissar (25pts) [Bolt Pistol, Close Combat Weapon, Flak Armour, Frag Grenades, Krak Grenades]
········Rules: Stubborn, Summary Execution
····Forward Sentries (10pts) [Camo Gear for Squad, Snare Mines for Squad]
········Rules: Doctrine: Forward Sentries
····Veteran Sergeant (1pts) [Bolter (1pts), Close Combat Weapon, Frag Grenades]
····9x Veteran w/ Lasgun [9x Frag Grenades, 9x Lasgun]
····Profiles:
········Commissar: Unit Type:Infantry (Character)|WS:4|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:9|Save:5+|Codex: Astra Militarum p33
········Veteran: Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:5+|Codex: Astra Militarum p30
········Veteran Sergeant: Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:5+|Codex: Astra Militarum p38
········Camo Gear: Description:+1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open.|Codex: Astra Militarum
········Flak Armour: Description:5+ Sv|Codex: Astra Militarum
········Snare Mines: Description:Enemy units that charge a unit with snare mines count as having made a disordered charge.|Codex: Astra Militarum
········Bolt Pistol: Range:12|Strength:4|AP:5|Type:Pistol|Codex: Astra Militarum
········Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
········Lasgun: Range:24|Strength:3|AP:-|Type:Rapid Fire|Codex: Astra Militarum
Veterans (161pts) [Flak Armour for Squad, Krak Grenades for Squad (10pts)]
····Chimera (65pts) [Heavy Flamer, 2x Lasgun Arrays, Multi-laser, Searchlight, Smoke Launchers]
········Rules: Amphibious, Mobile Command Vehicle
····Forward Sentries (10pts) [Camo Gear for Squad, Snare Mines for Squad]
········Rules: Doctrine: Forward Sentries
····Veteran Sergeant (1pts) [Bolt Pistol (1pts), Close Combat Weapon, Frag Grenades]
····3x Veteran w/ Flamer (15pts) [3x Flamer, 3x Frag Grenades]
····6x Veteran w/ Lasgun [6x Frag Grenades, 6x Lasgun]
····Profiles:
········Veteran: Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:5+|Codex: Astra Militarum p30
········Veteran Sergeant: Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:5+|Codex: Astra Militarum p38
········Chimera: BS:3|Front:12|Side:10|Rear:10|HP:3|Type:Tank, Transport|Codex: Astra Militarum p40
········Camo Gear: Description:+1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open.|Codex: Astra Militarum
········Flak Armour: Description:5+ Sv|Codex: Astra Militarum
········Lasgun Arrays: Description:A Chimera has two separate arrays of three lasguns – one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots – the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target.|Codex: Astra Militarum
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Snare Mines: Description:Enemy units that charge a unit with snare mines count as having made a disordered charge.|Codex: Astra Militarum
········Bolt Pistol: Range:12|Strength:4|AP:5|Type:Pistol|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Flamer: Range:Template|Strength:4|AP:5|Type:Assault 1|Codex: Astra Militarum
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1|Codex: Astra Militarum
········Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
········Lasgun: Range:24|Strength:3|AP:-|Type:Rapid Fire|Codex: Astra Militarum
········Multi-laser: Range:36|Strength:6|AP:6|Type:Heavy 3|Codex: Astra Militarum
Veterans (186pts)
····Chimera (65pts) [Heavy Bolter, 2x Lasgun Arrays, Multi-laser, Searchlight, Smoke Launchers]
········Rules: Amphibious, Mobile Command Vehicle
····Grenadiers (15pts) [Carapace Armour for Squad]
········Rules: Doctrine: Grenadiers
····Veteran Sergeant (1pts) [Bolter (1pts), Close Combat Weapon, Frag Grenades]
····6x Veteran w/ Lasgun [6x Frag Grenades, 6x Lasgun]
····3x Veteran w/ Plasma Gun (45pts) [3x Frag Grenades, 3x Plasma Gun]
····Profiles:
········Veteran (Grenadiers): Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:4+|Codex: Astra Militarum p30
········Veteran Sergeant (Grenadiers): Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:4+|Codex: Astra Militarum p38
········Chimera: BS:3|Front:12|Side:10|Rear:10|HP:3|Type:Tank, Transport|Codex: Astra Militarum p40
········Carapace Armour: Description:4+ Sv|Codex: Astra Militarum
········Lasgun Arrays: Description:A Chimera has two separate arrays of three lasguns – one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots – the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target.|Codex: Astra Militarum
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Heavy Bolter: Range:36|Strength:5|AP:4|Type:Heavy 3|Codex: Astra Militarum
········Lasgun: Range:24|Strength:3|AP:-|Type:Rapid Fire|Codex: Astra Militarum
········Multi-laser: Range:36|Strength:6|AP:6|Type:Heavy 3|Codex: Astra Militarum
········Plasma Gun: Range:24|Strength:7|AP:2|Type:Rapid Fire, Gets Hot!|Codex: Astra Militarum
Veterans (161pts)
····Grenadiers (15pts) [Carapace Armour for Squad]
········Rules: Doctrine: Grenadiers
····Taurox (55pts) [Pintle-mounted Heavy Stubber (5pts), Twin-linked Autocannon]
········Rules: All-terrain APC
····Veteran Sergeant (1pts) [Bolter (1pts), Close Combat Weapon, Frag Grenades]
····6x Veteran w/ Lasgun [6x Frag Grenades, 6x Lasgun]
····3x Veteran w/ Meltagun (30pts) [3x Frag Grenades, 3x Meltagun]
····Profiles:
········Veteran (Grenadiers): Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:4+|Codex: Astra Militarum p30
········Veteran Sergeant (Grenadiers): Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:4+|Codex: Astra Militarum p38
········Taurox: BS:3|Front:11|Side:10|Rear:10|HP:3|Type:Transport|Codex: Astra Militarum p41
········Carapace Armour: Description:4+ Sv|Codex: Astra Militarum
········Autocannon: Range:48|Strength:7|AP:4|Type:Heavy 2|Codex: Astra Militarum
········Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Heavy Stubber: Range:36|Strength:4|AP:6|Type:Heavy 3|Codex: Astra Militarum
········Lasgun: Range:24|Strength:3|AP:-|Type:Rapid Fire|Codex: Astra Militarum
········Meltagun: Range:12|Strength:8|AP:1|Type:Assault 1, Melta|Codex: Astra Militarum
+ Fast Attack (170pts) +
Vendetta Squadron (170pts)
····Vendetta (170pts) [2x Twin-linked Lascannons, Extra Armour, Searchlight, Twin-linked Lascannon]
········Rules: Grav Chute Insertion, Special Manoeuvres
····Profiles:
········Vendetta: BS:3|Front:12|Side:12|Rear:10|HP:3|Type:Flyer, Hover, Transport|Codex: Astra Militarum p48
········Extra Armour: Description:Count Crew Stunned results as Crew Shaken instead.|Codex: Astra Militarum
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Codex: Astra Militarum
+ Heavy Support (260pts) +
Leman Russ Squadron (195pts)
····Executioner (195pts) [2x Plasma Cannons (30pts), Lascannon (10pts), Searchlight, Smoke Launchers, Turret-mounted Executioner Plasma Cannon]
····Profiles:
········Leman Russ Executioner: BS:3|Front:14|Side:13|Rear:11|HP:3|Type:Tank, Heavy|Codex: Astra Militarum p47
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Executioner Plasma Cannon: Range:36|Strength:7|AP:2|Type:Heavy 3, 3" Blast, Gets Hot!|Codex: Astra Militarum
········Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Codex: Astra Militarum
········Plasma Cannon: Range:36|Strength:7|AP:2|Type:Heavy 1, 3" Blast, Gets Hot!|Codex: Astra Militarum
Wyvern Battery (65pts)
····Wyvern (65pts) [Heavy Bolter, Searchlight, Smoke Launchers, 2x Twin-linked Stormshard Mortar]
····Profiles:
········Wyvern: BS:3|Front:12|Side:10|Rear:10|HP:3|Type:Tank, Open-topped|Codex: Astra Militarum p51
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Heavy Bolter: Range:36|Strength:5|AP:4|Type:Heavy 3|Codex: Astra Militarum
········Stormshard Mortar: Range:48|Strength:4|AP:6|Type:Heavy 2, Barrage, 3" Blast, Ignores Cover, Shred|Codex: Astra Militarum p51
++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) (50pts) ++
+ Fortification (50pts) +
Aegis Defense Line (50pts)
····Profiles:
········Aegis Defence Line: Description:A model in cover behind a defence line has a 4+ cover save. If a unit Goes to Ground, then models from the unit gain +2 to the cover save from the defence line rather than +1. Models that are in base contact with a defence line are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that defence line. Units charging an enemy that is behind a defence line count as charging through difficult terrain.|Warhammer 40k rulebook
++ Roster Rules ++
Ideal Mission Commander (Combined Arms Detachment): (Warhammer 40k rulebook)
Objective Secured (Combined Arms Detachment): (Warhammer 40k rulebook)
++ Selection Rules ++
All-terrain APC: Re-roll Dangerous Terrain (Codex: Astra Militarum)
Amphibious: All water terrain is open ground. (Codex: Astra Militarum p40)
Deep Strike: (BRB 2014 p162)
Doctrine: Forward Sentries: (Codex: Astra Militarum p38)
Doctrine: Grenadiers: 4+ carapace armour (Codex: Astra Militarum p38)
Grav Chute Insertion: Passengers may disembark as if Deep Striking even after vehicle moves more than 6". Roll scatter from point under vehicle's movement. Scatter causes dangerous terrain test. (Codex: Astra Militarum)
Leman Russ Commander: (Codex: Astra Militarum)
Mobile Command Vehicle: (Codex: Astra Militarum p40)
Move Through Cover: Roll extra D6 for difficult terrain. Automatically pass Dangerous Terrain. (BRB 2014 p168)
Special Manoeuvres: (Crusade of Fire p77)
Stubborn: (BRB 2014 p172)
Summary Execution: (Codex: Astra Militarum p33)
Tank Orders: Full Throttle!: (Codex: Astra Militarum p32)
Tank Orders: Gunners, Kill on Sight!: (Codex: Astra Militarum p32)
Tank Orders: Strike and Shroud!: (Codex: Astra Militarum p32)
Warlord: (Warhammer 40k rulebook)
Warlord Trait: Astra Militarum: 1 Grand Strategist
2 Old Grudges
3 Draconian Disciplinarian
4 Implacable Determination
5 Bellowing Voice
6 Master of Command (Codex: Astra Militarum)
Created with BattleScribe (http://www.battlescribe.net)
Appart from the lists content i have an extra chimera, 3 hwt, loads of extra infantry with a lot of plasma guns ,2 heavy sentinels 2 psykers and a priest, 10 more scions(2 melta and 2 volleyguns. Also all vehicles have interchangeable guns and the vendetta can be a valkurie
++ Astra Militarum: Codex (2014) (Combined Arms Detachment) (1449pts) ++
+ HQ (345pts) +
Tank Commander (345pts)
····Battle Tank (150pts) [Battle Cannon, Heavy Bolter, Searchlight, Smoke Launchers]
····Command Vanquisher (165pts) [2x Multi-meltas (20pts), Lascannon (10pts), Searchlight, Smoke Launchers, Turret-mounted Vanquisher Battle Cannon, Warlord]
········Rules: Warlord, Warlord Trait: Astra Militarum
········Tank Commander [Tank Orders]
············Rules: Leman Russ Commander, Tank Orders: Full Throttle!, Tank Orders: Gunners, Kill on Sight!, Tank Orders: Strike and Shroud!
····Profiles:
········Tank Commander: Unit Type:Tank, Heavy (Character)|WS:-|BS:4|S:-|T:-|W:-|I:-|A:-|Ld:-|Save:-|Codex: Astra Militarum p32
········Leman Russ: BS:3|Front:14|Side:13|Rear:10|HP:3|Type:Tank, Heavy|Codex: Astra Militarum p46
········Leman Russ Vanquisher: BS:4|Front:14|Side:13|Rear:10|HP:3|Type:Tank, Heavy|Codex: Astra Militarum p47
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Battle Cannon: Range:72|Strength:8|AP:3|Type:Ordnance 1, 5" Blast|Codex: Astra Militarum
········Heavy Bolter: Range:36|Strength:5|AP:4|Type:Heavy 3|Codex: Astra Militarum
········Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Codex: Astra Militarum
········Multi-melta: Range:24|Strength:8|AP:1|Type:Heavy 1, Melta|Codex: Astra Militarum
········Vanquisher Battle Cannon: Range:72|Strength:8|AP:2|Type:Heavy 1, Armourbane|Codex: Astra Militarum
+ Elites (70pts) +
Militarum Tempestus Platoon (70pts)
····Militarum Tempestus Scions (70pts)
········Rules: Deep Strike, Move Through Cover
········Tempestor [Carapace Armour, Close Combat Weapon, Frag Grenades, Hot-shot Laspistol, Krak Grenades]
········4x Tempestus Scion (48pts) [4x Carapace Armour, 4x Frag Grenades, 4x Hot-shot Lasgun, 4x Krak Grenades]
····Profiles:
········Tempestor: Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:4+|Codex: Astra Militarum p39
········Tempestus Scion: Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:4+|Codex: Astra Militarum p39
········Carapace Armour: Description:4+ Sv|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Hot-shot Lasgun: Range:18|Strength:3|AP:3|Type:Rapid Fire|Codex: Astra Militarum
········Hot-shot Laspistol: Range:6|Strength:3|AP:3|Type:Pistol|Codex: Astra Militarum
········Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
+ Troops (604pts) +
Veterans (96pts) [Flak Armour for Squad]
····Commissar (25pts) [Bolt Pistol, Close Combat Weapon, Flak Armour, Frag Grenades, Krak Grenades]
········Rules: Stubborn, Summary Execution
····Forward Sentries (10pts) [Camo Gear for Squad, Snare Mines for Squad]
········Rules: Doctrine: Forward Sentries
····Veteran Sergeant (1pts) [Bolter (1pts), Close Combat Weapon, Frag Grenades]
····9x Veteran w/ Lasgun [9x Frag Grenades, 9x Lasgun]
····Profiles:
········Commissar: Unit Type:Infantry (Character)|WS:4|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:9|Save:5+|Codex: Astra Militarum p33
········Veteran: Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:5+|Codex: Astra Militarum p30
········Veteran Sergeant: Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:5+|Codex: Astra Militarum p38
········Camo Gear: Description:+1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open.|Codex: Astra Militarum
········Flak Armour: Description:5+ Sv|Codex: Astra Militarum
········Snare Mines: Description:Enemy units that charge a unit with snare mines count as having made a disordered charge.|Codex: Astra Militarum
········Bolt Pistol: Range:12|Strength:4|AP:5|Type:Pistol|Codex: Astra Militarum
········Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
········Lasgun: Range:24|Strength:3|AP:-|Type:Rapid Fire|Codex: Astra Militarum
Veterans (161pts) [Flak Armour for Squad, Krak Grenades for Squad (10pts)]
····Chimera (65pts) [Heavy Flamer, 2x Lasgun Arrays, Multi-laser, Searchlight, Smoke Launchers]
········Rules: Amphibious, Mobile Command Vehicle
····Forward Sentries (10pts) [Camo Gear for Squad, Snare Mines for Squad]
········Rules: Doctrine: Forward Sentries
····Veteran Sergeant (1pts) [Bolt Pistol (1pts), Close Combat Weapon, Frag Grenades]
····3x Veteran w/ Flamer (15pts) [3x Flamer, 3x Frag Grenades]
····6x Veteran w/ Lasgun [6x Frag Grenades, 6x Lasgun]
····Profiles:
········Veteran: Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:5+|Codex: Astra Militarum p30
········Veteran Sergeant: Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:5+|Codex: Astra Militarum p38
········Chimera: BS:3|Front:12|Side:10|Rear:10|HP:3|Type:Tank, Transport|Codex: Astra Militarum p40
········Camo Gear: Description:+1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open.|Codex: Astra Militarum
········Flak Armour: Description:5+ Sv|Codex: Astra Militarum
········Lasgun Arrays: Description:A Chimera has two separate arrays of three lasguns – one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots – the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target.|Codex: Astra Militarum
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Snare Mines: Description:Enemy units that charge a unit with snare mines count as having made a disordered charge.|Codex: Astra Militarum
········Bolt Pistol: Range:12|Strength:4|AP:5|Type:Pistol|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Flamer: Range:Template|Strength:4|AP:5|Type:Assault 1|Codex: Astra Militarum
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1|Codex: Astra Militarum
········Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
········Lasgun: Range:24|Strength:3|AP:-|Type:Rapid Fire|Codex: Astra Militarum
········Multi-laser: Range:36|Strength:6|AP:6|Type:Heavy 3|Codex: Astra Militarum
Veterans (186pts)
····Chimera (65pts) [Heavy Bolter, 2x Lasgun Arrays, Multi-laser, Searchlight, Smoke Launchers]
········Rules: Amphibious, Mobile Command Vehicle
····Grenadiers (15pts) [Carapace Armour for Squad]
········Rules: Doctrine: Grenadiers
····Veteran Sergeant (1pts) [Bolter (1pts), Close Combat Weapon, Frag Grenades]
····6x Veteran w/ Lasgun [6x Frag Grenades, 6x Lasgun]
····3x Veteran w/ Plasma Gun (45pts) [3x Frag Grenades, 3x Plasma Gun]
····Profiles:
········Veteran (Grenadiers): Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:4+|Codex: Astra Militarum p30
········Veteran Sergeant (Grenadiers): Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:4+|Codex: Astra Militarum p38
········Chimera: BS:3|Front:12|Side:10|Rear:10|HP:3|Type:Tank, Transport|Codex: Astra Militarum p40
········Carapace Armour: Description:4+ Sv|Codex: Astra Militarum
········Lasgun Arrays: Description:A Chimera has two separate arrays of three lasguns – one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots – the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target.|Codex: Astra Militarum
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Heavy Bolter: Range:36|Strength:5|AP:4|Type:Heavy 3|Codex: Astra Militarum
········Lasgun: Range:24|Strength:3|AP:-|Type:Rapid Fire|Codex: Astra Militarum
········Multi-laser: Range:36|Strength:6|AP:6|Type:Heavy 3|Codex: Astra Militarum
········Plasma Gun: Range:24|Strength:7|AP:2|Type:Rapid Fire, Gets Hot!|Codex: Astra Militarum
Veterans (161pts)
····Grenadiers (15pts) [Carapace Armour for Squad]
········Rules: Doctrine: Grenadiers
····Taurox (55pts) [Pintle-mounted Heavy Stubber (5pts), Twin-linked Autocannon]
········Rules: All-terrain APC
····Veteran Sergeant (1pts) [Bolter (1pts), Close Combat Weapon, Frag Grenades]
····6x Veteran w/ Lasgun [6x Frag Grenades, 6x Lasgun]
····3x Veteran w/ Meltagun (30pts) [3x Frag Grenades, 3x Meltagun]
····Profiles:
········Veteran (Grenadiers): Unit Type:Infantry|WS:3|BS:4|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:4+|Codex: Astra Militarum p30
········Veteran Sergeant (Grenadiers): Unit Type:Infantry (Character)|WS:3|BS:4|S:3|T:3|W:1|I:3|A:2|Ld:8|Save:4+|Codex: Astra Militarum p38
········Taurox: BS:3|Front:11|Side:10|Rear:10|HP:3|Type:Transport|Codex: Astra Militarum p41
········Carapace Armour: Description:4+ Sv|Codex: Astra Militarum
········Autocannon: Range:48|Strength:7|AP:4|Type:Heavy 2|Codex: Astra Militarum
········Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|Codex: Astra Militarum
········Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
········Heavy Stubber: Range:36|Strength:4|AP:6|Type:Heavy 3|Codex: Astra Militarum
········Lasgun: Range:24|Strength:3|AP:-|Type:Rapid Fire|Codex: Astra Militarum
········Meltagun: Range:12|Strength:8|AP:1|Type:Assault 1, Melta|Codex: Astra Militarum
+ Fast Attack (170pts) +
Vendetta Squadron (170pts)
····Vendetta (170pts) [2x Twin-linked Lascannons, Extra Armour, Searchlight, Twin-linked Lascannon]
········Rules: Grav Chute Insertion, Special Manoeuvres
····Profiles:
········Vendetta: BS:3|Front:12|Side:12|Rear:10|HP:3|Type:Flyer, Hover, Transport|Codex: Astra Militarum p48
········Extra Armour: Description:Count Crew Stunned results as Crew Shaken instead.|Codex: Astra Militarum
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Codex: Astra Militarum
+ Heavy Support (260pts) +
Leman Russ Squadron (195pts)
····Executioner (195pts) [2x Plasma Cannons (30pts), Lascannon (10pts), Searchlight, Smoke Launchers, Turret-mounted Executioner Plasma Cannon]
····Profiles:
········Leman Russ Executioner: BS:3|Front:14|Side:13|Rear:11|HP:3|Type:Tank, Heavy|Codex: Astra Militarum p47
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Executioner Plasma Cannon: Range:36|Strength:7|AP:2|Type:Heavy 3, 3" Blast, Gets Hot!|Codex: Astra Militarum
········Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Codex: Astra Militarum
········Plasma Cannon: Range:36|Strength:7|AP:2|Type:Heavy 1, 3" Blast, Gets Hot!|Codex: Astra Militarum
Wyvern Battery (65pts)
····Wyvern (65pts) [Heavy Bolter, Searchlight, Smoke Launchers, 2x Twin-linked Stormshard Mortar]
····Profiles:
········Wyvern: BS:3|Front:12|Side:10|Rear:10|HP:3|Type:Tank, Open-topped|Codex: Astra Militarum p51
········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
········Heavy Bolter: Range:36|Strength:5|AP:4|Type:Heavy 3|Codex: Astra Militarum
········Stormshard Mortar: Range:48|Strength:4|AP:6|Type:Heavy 2, Barrage, 3" Blast, Ignores Cover, Shred|Codex: Astra Militarum p51
++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) (50pts) ++
+ Fortification (50pts) +
Aegis Defense Line (50pts)
····Profiles:
········Aegis Defence Line: Description:A model in cover behind a defence line has a 4+ cover save. If a unit Goes to Ground, then models from the unit gain +2 to the cover save from the defence line rather than +1. Models that are in base contact with a defence line are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that defence line. Units charging an enemy that is behind a defence line count as charging through difficult terrain.|Warhammer 40k rulebook
++ Roster Rules ++
Ideal Mission Commander (Combined Arms Detachment): (Warhammer 40k rulebook)
Objective Secured (Combined Arms Detachment): (Warhammer 40k rulebook)
++ Selection Rules ++
All-terrain APC: Re-roll Dangerous Terrain (Codex: Astra Militarum)
Amphibious: All water terrain is open ground. (Codex: Astra Militarum p40)
Deep Strike: (BRB 2014 p162)
Doctrine: Forward Sentries: (Codex: Astra Militarum p38)
Doctrine: Grenadiers: 4+ carapace armour (Codex: Astra Militarum p38)
Grav Chute Insertion: Passengers may disembark as if Deep Striking even after vehicle moves more than 6". Roll scatter from point under vehicle's movement. Scatter causes dangerous terrain test. (Codex: Astra Militarum)
Leman Russ Commander: (Codex: Astra Militarum)
Mobile Command Vehicle: (Codex: Astra Militarum p40)
Move Through Cover: Roll extra D6 for difficult terrain. Automatically pass Dangerous Terrain. (BRB 2014 p168)
Special Manoeuvres: (Crusade of Fire p77)
Stubborn: (BRB 2014 p172)
Summary Execution: (Codex: Astra Militarum p33)
Tank Orders: Full Throttle!: (Codex: Astra Militarum p32)
Tank Orders: Gunners, Kill on Sight!: (Codex: Astra Militarum p32)
Tank Orders: Strike and Shroud!: (Codex: Astra Militarum p32)
Warlord: (Warhammer 40k rulebook)
Warlord Trait: Astra Militarum: 1 Grand Strategist
2 Old Grudges
3 Draconian Disciplinarian
4 Implacable Determination
5 Bellowing Voice
6 Master of Command (Codex: Astra Militarum)
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