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Krieg Bastards

The document outlines a 1000-point army roster for the Astra Militarum, specifically focusing on the Death Korps of Krieg. It details the various units, their configurations, weapons, and special abilities, including characters, infantry, mounted units, and vehicles. Additionally, it includes rules and abilities relevant to the units, such as Lethal Hits, Hazardous, and Deep Strike.

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0% found this document useful (0 votes)
5 views8 pages

Krieg Bastards

The document outlines a 1000-point army roster for the Astra Militarum, specifically focusing on the Death Korps of Krieg. It details the various units, their configurations, weapons, and special abilities, including characters, infantry, mounted units, and vehicles. Additionally, it includes rules and abilities relevant to the units, such as Lethal Hits, Hazardous, and Deep Strike.

Uploaded by

bvgggfgbbh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Imperium - Astra Militarum - Krieg bastards - (1000 pts)

Army Roster (Imperium - Astra Militarum) (1000 pts)

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Combined Regiment

Rules: Lethal Hits


Abilities: Born Soldiers

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Imperial Knights are
visible, Agents of the Imperium are visible

Character (200 pts)


Death Korps Marshal (1) Plasma Pistol, Warlord
(60 pts)
Rules: Leader, Hazardous
Unit: Death Korps Marshal
Abilities: Martial Dedication, Cult of Sacrifice, Invulnerable Save 5+
Orders: Officer[1]
Melee Weapons: Power Weapon
Ranged Weapons: Plasma Pistol - Standard (x2) (x2), Plasma Pistol - Supercharge (x2) (x2)
Abilities: Leader[1]

Death Rider Squadron Commander (1) Plasma Pistol


(60 pts)
Rules: Leader, Lance, Hazardous
Unit: Death Rider Squadron Commander
Abilities: Rapid Reconnaissance, Glorious Charge, Invulnerable Save 5+
Orders: Officer[1]
Melee Weapons: Death Rider hunting lance (x3) (x3), Savage claws (x3) (x3)
Ranged Weapons: Plasma Pistol - Standard (x4) (x4), Plasma Pistol - Supercharge (x4) (x4)
Abilities: Leader[2]

Militarum Tempestus Command Squad (5) • Tempestus Scion w/ Medi-pack: Hot-shot Laspistol and Medi-pack
(80 pts) • Tempestus Scion w/ Regimental Standard
• Tempestus Scion w/ Special Weapon: Meltagun
• Tempestus Scion w/ Special Weapon: Plasma Gun
• Tempestor Prime: Death Mask of Ollanius, Plasma Pistol

Rules: Deep Strike, Leader, Hazardous, Pistol, Feel No Pain, Rapid Fire 1, Melta 2
Abilities: Tempestor Prime, Death Mask of Ollanius, Medi-pack, Regimental Standard
Orders: Officer[2]
Unit: Tempestor Prime, Tempestus Scion (x4) (x16)
Melee Weapons: Tempestus Dagger, Close Combat Weapon (x5) (x20)
Ranged Weapons: Plasma Pistol - Standard (x2) (x2), Plasma Pistol - Supercharge (x2) (x2), Hot-shot
Laspistol (x2) (x2), Hot-shot lasgun (x2) (x2), Meltagun, Plasma Gun - Standard, Plasma Gun - Supercharge
Abilities: Leader[3]

Battleline (130 pts)


Death Korps of Krieg (10) 1 Death Korps Watchmaster and 9 Death Korps Troopers
(65 pts) • 5x Death Korps Trooper
• Death Korps Trooper w/ Death Korps Medi-pack
• Death Korps Trooper w/ Grenade Launcher
• Death Korps Trooper w/ Meltagun
• Death Korps Trooper w/ Plasma Gun
• Death Korps Watchmaster: Plasma Pistol, Power Weapon

Rules: Hazardous, Rapid Fire 1, Blast, Melta 2


Abilities: Grim Demeanour, Unit Composition, Death Korps of Krieg Medi-pack
Unit: Death Korps of Krieg (x20) (x120)
Melee Weapons: Power Weapon (x2) (x2), Close Combat Weapon (x10) (x50)
Ranged Weapons: Plasma Pistol - Standard (x4) (x4), Plasma Pistol - Supercharge (x4) (x4), Lasgun (x4)
(x8), Grenade Launcher - Frag (x2) (x2), Grenade Launcher - Krak (x2) (x2), Meltagun (x2) (x2), Plasma
Gun - Standard (x2) (x2), Plasma Gun - Supercharge (x2) (x2)
Death Korps of Krieg (10) 1 Death Korps Watchmaster and 9 Death Korps Troopers
(65 pts) • 5x Death Korps Trooper
• Death Korps Trooper w/ Death Korps Medi-pack
• Death Korps Trooper w/ Grenade Launcher
• Death Korps Trooper w/ Meltagun
• Death Korps Trooper w/ Plasma Gun
• Death Korps Watchmaster: Plasma Pistol, Power Weapon

Rules: Hazardous, Rapid Fire 1, Blast, Melta 2


Abilities: Grim Demeanour, Unit Composition, Death Korps of Krieg Medi-pack
Unit: Death Korps of Krieg (x20) (x120)
Melee Weapons: Power Weapon (x2) (x2), Close Combat Weapon (x10) (x50)
Ranged Weapons: Plasma Pistol - Standard (x4) (x4), Plasma Pistol - Supercharge (x4) (x4), Lasgun (x4)
(x8), Grenade Launcher - Frag (x2) (x2), Grenade Launcher - Krak (x2) (x2), Meltagun (x2) (x2), Plasma
Gun - Standard (x2) (x2), Plasma Gun - Supercharge (x2) (x2)

Infantry (180 pts)


Earthshaker Carriage Battery (1) Rules: Blast, Heavy, Indirect Fire
(120 pts) Unit: Earthshaker Carriage Battery
Abilities: Earthshaker Rounds
Melee Weapons: Battery close combat weapons
Ranged Weapons: Earthshaker cannon

Tempestus Scions (5) • 4x Tempestus Scion


(60 pts) • Tempestor: Hot-shot Laspistol, Chainsword

Rules: Deep Strike, Pistol, Rapid Fire 1


Abilities: Storm Troopers, Unit Composition
Unit: Tempestus Scions (x5) (x10)
Melee Weapons: Chainsword, Close Combat Weapon (x5) (x5)
Ranged Weapons: Hot-shot Laspistol (x2) (x2), Hot-shot lasgun (x2) (x2)

Mounted (140 pts)


Death Rider Squadron (10) • 9x Death Rider
(140 pts) • Ridemaster: Plasma Pistol

Rules: Lance, Hazardous, Pistol


Unit: Death Rider Squadron
Abilities: Screening Line
Melee Weapons: Death Rider hunting lance (x3) (x6), Savage claws (x3) (x6)
Ranged Weapons: Plasma Pistol - Standard (x4) (x4), Plasma Pistol - Supercharge (x4) (x4), Laspistol

Vehicle (350 pts)


Rogal Dorn Battle Tank (1) Oppressor Cannon and Co-axial Autocannon, Castigator Gatling Cannon, 2 Multi-meltas, 2 Additional Heavy
(240 pts) Stubbers

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 (x3) (x6), Multi-melta (x2) (x2), Castigator Gatling Cannon, Co-axial
Autocannon, Oppressor Cannon

Scout Sentinels (1) • Scout Sentinel: Plasma Cannon, Sentinel Chainsaw, Hunter-killer Missile
(55 pts)
Rules: Deadly Demise 1, Scouts 9", One Shot, Blast, Hazardous
Abilities: Daring Recon
Unit: Scout Sentinel (x2) (x2)
Melee Weapons: Close Combat Weapon (x2) (x2), Sentinel Chainsaw (x2) (x2)
Ranged Weapons: Hunter-killer Missile (x2) (x2), Plasma Cannon - Standard (x2) (x2), Plasma Cannon -
Supercharge (x2) (x2)

Scout Sentinels (1) • Scout Sentinel: Plasma Cannon, Sentinel Chainsaw, Hunter-killer Missile
(55 pts)
Rules: Deadly Demise 1, Scouts 9", One Shot, Blast, Hazardous
Abilities: Daring Recon
Unit: Scout Sentinel (x2) (x2)
Melee Weapons: Close Combat Weapon (x2) (x2), Sentinel Chainsaw (x2) (x2)
Ranged Weapons: Hunter-killer Missile (x2) (x2), Plasma Cannon - Standard (x2) (x2), Plasma Cannon -
Supercharge (x2) (x2)
Rules:

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.

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.

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.

Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the
bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, 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" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

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.

Feel No Pain 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 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).

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.

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").

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 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.

One Shot The bearer can only shoot with this weapon once per battle.
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.

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+

This Model has a 5+ Invulnerable Save

Rapid Reconnaissance

While this model is leading a unit, models in that unit have the Infiltrators ability.

Glorious Charge

Each time this model makes a Charge move, until the end of the turn, its Death Rider hunting lance has the [DEVASTATING WOUNDS] ability.

Tempestor Prime

While this unit contains a Tempestor Prime, ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Death Mask of Ollanius

OFFICER model only. While the bearer’s unit is Battle-shocked, subtract 1 from the Objective Control characteristic of models in that unit, instead of changing
it to 0

Medi-pack

The bearer’s unit has the Feel No Pain 6+ ability

Regimental Standard

Add 1 to the Objective Control characteristic of models in the bearer’s unit.

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.

Death Korps of Krieg Medi-pack

At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Death Korps Troopers to this unit.

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 INFANTRY
unit, until the end of your opponent’s next turn, that INFANTRY 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.

Storm Troopers

Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you
can re-roll the Hit roll instead.

Screening Line

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or
more enemy units, it can make a Normal move of up to 6".
Ablative Plating

Once per battle, when an attack is allocated to this model, you change the Damage characteristic of that attack to 0.

Damaged: 1-6 Wounds Remaining

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

Death Korps Marshal 6" 3 5+ 4 7+ 1

Death Rider Squadron Commander 12" 4 4+ 5 7+ 1

Tempestor Prime 6" 3 4+ 3 7+ 1

Tempestus Scion (x4) (x4) 6" 3 4+ 1 7+ 1

Death Korps of Krieg (x20) (x20) 6" 3 5+ 1 7+ 2

Earthshaker Carriage Battery 4" 7 4+ 6 7+ 2

Tempestus Scions (x5) (x5) 6" 3 4+ 1 7+ 1

Death Rider Squadron 12" 4 4+ 2 7+ 1

Rogal Dorn Battle Tank 10" 12 2+ 18 7+ 5

Scout Sentinel (x2) (x2) 10" 7 3+ 7 7+ 2

Orders

Officer[1]

This OFFICER can issue 1 Order to REGIMENT units.

Officer[2]

This unit’s Officer can issue 1 Order to a Regiment unit.

Melee Weapons Range A WS S AP D Keywords

Power Weapon Melee 4 3+ 4 -2 1 -

Death Rider hunting lance (x3) (x3) Melee 3 3+ 4 -1 1 Lance

Savage claws (x3) (x3) Melee 2 4+ 4 -1 1 Extra Attacks

Tempestus Dagger Melee 4 3+ 3 0 1 -

Close Combat Weapon (x5) (x5) Melee 2 4+ 3 0 1 -

Power Weapon (x2) (x2) Melee 2 4+ 4 -2 1 -

Close Combat Weapon (x10) (x10) Melee 1 4+ 3 0 1 -

Battery close combat weapons Melee 5 4+ 3 0 1 -

Chainsword Melee 4 4+ 3 0 1 -

Armoured tracks Melee 6 4+ 7 0 1 -

Close Combat Weapon (x2) (x2) Melee 2 4+ 6 0 1 -

Sentinel Chainsaw (x2) (x2) Melee 3 4+ 6 -1 1 -


Ranged Weapons Range A BS S AP D

Plasma Pistol - Standard (x2) (x2) 12" 1 3+ 7 -2 1

Pistol

Plasma Pistol - Supercharge (x2) (x2) 12" 1 3+ 8 -3 2

Hazardous, Pistol

Plasma Pistol - Standard (x4) (x4) 12" 1 4+ 7 -2 1

Pistol

Plasma Pistol - Supercharge (x4) (x4) 12" 1 4+ 8 -3 2

Hazardous, Pistol

Hot-shot Laspistol (x2) (x2) 12" 1 3+ 3 -1 1

Pistol

Hot-shot lasgun (x2) (x2) 24" 1 3+ 3 -1 1

Rapid Fire 1

Meltagun 12" 1 3+ 9 -4 D6

Melta 2

Plasma Gun - Standard 24" 1 3+ 7 -2 1

Rapid Fire 1

Plasma Gun - Supercharge 24" 1 3+ 8 -3 2

Rapid Fire 1, Hazardous

Lasgun (x4) (x4) 24" 1 4+ 3 0 1

Rapid Fire 1

Grenade Launcher - Frag (x2) (x2) 24" D3 4+ 4 0 1

Blast

Grenade Launcher - Krak (x2) (x2) 24" 1 4+ 9 -2 D3

Meltagun (x2) (x2) 12" 1 4+ 9 -4 D6

Melta 2

Plasma Gun - Standard (x2) (x2) 24" 1 4+ 7 -2 1

Rapid Fire 1

Plasma Gun - Supercharge (x2) (x2) 24" 1 4+ 8 -3 2

Rapid Fire 1, Hazardous

Earthshaker cannon 240" D6+3 5+ 8 -2 2

Blast, Heavy, Indirect Fire

Laspistol 12" 1 4+ 3 0 1

Pistol

Heavy stubber (x3) (x3) 36" 3 4+ 4 0 1

Rapid Fire 3

Multi-melta (x2) (x2) 18" 2 4+ 9 -4 D6

Melta 2
Castigator Gatling Cannon 24" 12 4+ 5 0 1

Co-axial Autocannon 48" 2 3+ 9 -1 3

Oppressor Cannon 72" D6+3 4+ 12 -2 3

Blast

Hunter-killer Missile (x2) (x2) 48" 1 4+ 14 -3 D6

One Shot

Plasma Cannon - Standard (x2) (x2) 36" D3 4+ 7 -2 1

Blast

Plasma Cannon - Supercharge (x2) (x2) 36" D3 4+ 8 -3 2

Blast, Hazardous

Abilities

Leader[1]

This model can be attached to the following units:


% DEATH KORPS OF KRIEG
% INFANTRY SQUAD

Leader[2]

This model can be attached to the following units:


% DEATH RIDER SQUADRON

Leader[3]

This unit can be attached to the following unit:


- Tempestus Scions

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