Leontus Kill Kill Kill
Leontus Kill Kill Kill
Configuration
Battle Size Incursion (1000 Point limit)
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Legends are visible,
Imperial Knights are visible, Agents of the Imperium are visible
Sly Marbo (1) Rules: Infiltrators, Stealth, Lone Operative, Anti- infantry 2+, Precision, Pistol
(65 pts) Abilities: Like Fighting a Shadow, One-man Army
Unit: Sly Marbo
Melee Weapons: Envenomed Blade
Ranged Weapons: Ripper Pistol
Regimental Enginseer (1) Rules: Leader, Pistol, Devastating Wounds, Extra Attacks
(45 pts) Unit: Regimental Enginseer
Abilities: Enginseer, Vengeance for the Omnissiah, Omnissiah’s Blessing, Invulnerable Save 5+ : Regimental
Enginseer
Ranged Weapons: Archeotech Pistol
Melee Weapons: Enginseer Axe, Servo-arm
Abilities: Leader[3]
Death Korps of Krieg (10) 1 Death Korps Watchmaster and 9 Death Korps Troopers
(65 pts) • 6x Death Korps Trooper
• Death Korps Trooper w/ Death Korps Medi-pack
• Death Korps Trooper w/ Grenade Launcher
• Death Korps Trooper w/ Vox-caster
• Death Korps Watchmaster: Plasma Pistol, Power Weapon
Rogal Dorn Battle Tank (1) Oppressor Cannon and Co-axial Autocannon, Pulveriser Cannon, 2 Multi-meltas, 2 Meltaguns
(240 pts)
Rules: Deadly Demise D6, Rapid Fire 3, Melta 2, Blast
Unit: Rogal Dorn Battle Tank
Abilities: Ablative Plating, Damaged: 1-6 Wounds Remaining
Melee Weapons: Armoured tracks
Ranged Weapons: Heavy Stubber, Meltagun (x3) (x3), Multi-melta (x2) (x2), Pulveriser Cannon, Co-axial
Autocannon, Oppressor Cannon
Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.
Voice Of Command If your Army Faction is ASTRA MILITARUM, OFFICER models from your army with this ability can issue Orders. Each
OFFICER's datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each
time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that
OFFICER model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in
which they disembarked from a TRANSPORT or were set up on the battlefield.
Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit
can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). If a unit
being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.
FIX BAYONETS!
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
TAKE AIM!
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
TAKE COVER!
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).
Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.
Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more
Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes
attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The
number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is
explicitly specified in that rule.
Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.
Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".
Anti- infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):
% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.
Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Feel No Pain 6+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.
Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.
Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.
If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
[TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.
One Shot The bearer can only shoot with this weapon once per battle.
Sustained Hits 1 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’
Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Scouts 9" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.
Abilities
Born Soldiers
Each time a model in a REGIMENT unit from your army makes a ranged attack that targets a visible unit (excluding MONSTER and VEHICLES) that attack
has the [LETHAL HITS] ability.
Each time a model in a SQUADRON unit from your army makes a ranged attack that targets a visible MONSTER or VEHICLE unit, that attack has the
[LETHAL HITS] ability.
At the start of your Command phase, If this model is on the battlefield, you gain 1CP.
After both players have deployed their armies, select up to three Astra Militarum units from your army and redeploy them. When doing so, you can set those
units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Invulnerable Save 4+
Each time this model has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move as if it were your Movement phase. If it
does, until the end of the turn, this model is not eligible to declare a charge.
One-man Army
Each time an enemy unit targets a friendly Astra Militarum unit within 3" of this model with ranged attacks, after that enemy unit has finished making its
attacks, this model can shoot as if it were your Shooting phase.
Martial Dedication
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Cult of Sacrifice
Once per battle, you can target this model’s unit with the Insane Bravery Stratagem for 0CP, and can do so even if you have already targeted a different unit
with that Stratagem this phase. This cannot allow you to use the Insane Bravery Stratagem more than twice per phase.
Invulnerable Save 5+
Enginseer
While this model is within 3" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability
If a friendly Astra Militarum Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Enginseer axe has an
Attacks characteristic of 6
Omnissiah’s Blessing
In your Command phase, select one friendly Astra Militarum Vehicle model within 3" of this model. That Vehicle model regains up to D3 lost wounds
and, until the start of your next Command phase, that Vehicle model has a 4+ invulnerable save. Each model can only be selected for this ability once per
turn.
Grim Demeanour
Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is
Below Half-strength.
Unit Composition
This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard
unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
Vox-caster
Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+,
you gain 1CP
Point-blank Barrage:
Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1.
Earthshaker Rounds
In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy
Infantry unit, until the end of your opponent’s next turn, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2
from Advance and Charge rolls made for it
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Ablative Plating
Once per battle, when an attack is allocated to this model, you change the Damage characteristic of that attack to 0.
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Daring Recon
At the start of your Shooting phase, select one enemy unit within 18" of and visible to this unit. Until the end of the phase, each time a friendly Astra Militarum
model makes an attack that targets that unit, re-roll a Hit roll of 1 and, if that attack has the [INDIRECT FIRE] ability, it does not suffer the penalty to the Hit
roll for shooting at a target that is not visible to the attacking unit
Unit M T SV W LD OC
Basilisk 10" 9 3+ 11 7+ 3
Orders
Officer[1]
Officer[2]
Conquest Melee 6 2+ 6 -2 2 -
Autocannon 48" 2 4+ 9 -1 3 -
Abilities
Leader[1]
Leader[2]
Leader[3]