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Astra Militarium Regiments

Nov 24th, 2018
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  1. When generating a roster for an Astra Militarium Killteam, you may select one of the Regiments below. All models within the roster gain the effects from their selected Regiment, and may use the Tactic associated with their selected Regiment.
  2.  
  3. In addition, add the following to the Options section of Special Weapons Squad Guardsmen:
  4. This model may replace their lasgun with a chainsword or shotgun
  5.  
  6. Add the following to the Ranged Weapons section of Astra Militarium:
  7. Weapon Range Type S AP D Abilities
  8. Shotgun 12" Assault 2 3 0 1 If the target is within half range, add 1 to this weapon’s Strength.
  9.  
  10. Add the following to the Ranged Weapons section of Astra Militarium:
  11. Weapon Points Per Weapon
  12. Shotgun 0
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  15.  
  16. Cadian Shock Troopers
  17. -Veterans of Cadia
  18. Cadian Shock Troopers models may reroll failed Nerve tests and may reroll hit rolls of 1 against Chaos models that they're more than 6" away from, but non-Scion Cadian Shock Trooper models suffer -1 to hit and must reroll passed Nerve tests when within 6" of a Chaos model.
  19. -Generalization Doctrine
  20. No more than two Cadian Shock Troopers Guardsmen Gunners, Special Weapons Gunners, or Scion Gunner may have the same weapon (i.e., you may have a Scion Gunner and Guardsmen Gunner with Plasma Guns, but not 2 Scion Gunners and a Guardsmen Gunner with Plasma Guns.)
  21. -Kasrkin Elites
  22. Cadian Shock Troopers Militarium Tempestus Scions have their save reduced to 5+. Cadian Shock Troopers change their hot-shot lasguns to lose Rapid Fire 1, gaining Assault 2, hot-shot laspistols gaining Pistol 2, and both increase their range by 6".
  23.  
  24. -Remember Cadia-
  25. Cadian Tactic
  26. 1cp
  27. Use this tactic before your Cadian Shock Troopers Killteam rolls for a Break test. You pass the Break test.
  28.  
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  31. Catachan Jungle Fighters
  32. -Guerilla Doctrine
  33. Catachan Jungle Fighters models have their saves reduced to 6+. Catachan Jungle Fighters models do not suffer movement penalties when moving through dangerous or difficult terrain.
  34. -Deathworld Resilience
  35. Catachan Jungle Fighters models may roll a d6 everytime they suffer a wound. On a 6, that wound is ignored. If a model already has an ability with a similar effect, you can choose which effect applies, and reroll 1s when making these rolls.
  36. -Catachan Devils
  37. Catachan Jungle Fighters Militarium Tempestus Scions are armed with a chainsword in addition to their normal equipment, receive +1 Weapon Skill, and +1 to hit against obscured models.
  38.  
  39. -One Man Army-
  40. Catachan Tactic
  41. 2cp
  42. Use this tactic at the start of the first battleround. Select a single Catachan Jungle Fighters model. That model's Deathworld Resilience triggers on a 4+ instead of a 6.
  43.  
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  46. Tallarn Desert Raiders
  47. -Hiding in the Sands
  48. When you select a Tallarn Desert Raiders model to shoot, and it is not within 1" of an enemy model, you may declare it will Fade. That model receives -1 to hit unless it is within short range with its attack. Immediately after the attack is resolved, it may move up to half its Move characteristic.
  49. -No Man's Servant
  50. When a Tallarn Desert Raiders model is issued an Order, make a Leadership check with 2d6. If the result is higher than the model's Leadership characteristic, that model does not gain the effects of the Order.
  51.  
  52. -Desert Wind Barrage-
  53. Tallarn Desert Raiders Tactic
  54. 2cp
  55. Use this tactic when you select your Leader specialist to declare an order. Instead of declaring an order, select a model within 18" and LoS of your Leader, and not in close combat. Roll a d6 for that model and all other model within 3". On a 5+, the model suffers a mortal wound.
  56.  
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  59. Armageddon Steel Legion
  60. -Armored Doctrine
  61. Armageddon Steel Legion Guardsmen Gunners may take a Missile Launcher (see Adeptus Astartes). Armageddon Steel Legion Killteams change their hot-shot lasguns to lose Rapid Fire 1, gaining Assault 2, hot-shot laspistols gaining Pistol 2, and both increase their range by 6". hot-shot lasguns and hot-shot laspistols cost 2 points.
  62. -Small Arms Fire
  63. In any morale phase in which a Armageddon Steel Legion Killteam doesn't have more points from their roster on the table on the battlefield than the opponent, the Armageddon Steel Legion Killteam must make a Break Test.
  64. -Veterans of Armageddon
  65. Armageddon Steel Legion models that target Chaos of Ork models may reroll hit rolls of 1. Chaos or Ork models that target Armageddon Steel Legion models may reroll hit rolls of 1.
  66.  
  67. -Armored Battery Support-
  68. Armageddon Steel Legion Tactic
  69. 1-2cp
  70. Use this tactic at the end of the shooting phase. Select a single enemy model within 24" of a Armageddon Steel Legion model with a vox-caster, and not in close combat. Roll a d6, on a 5+, that model suffers a mortal wound. This tactic costs 1cp if the selected model is within 12" and LoS of the model with a vox-caster when it is used, and 2cp otherwise.
  71.  
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  73.  
  74. Valhallen Ice Warriors
  75. -Deathworld Veterans
  76. Valhallen Ice Warriors automatically pass Dangerous Terrain tests, and may reroll failed Nerve and Break tests if a friendly Valhallen Ice Warriors model is within 3". When a Valhallen Ice Warriors model targets an Ork model, they may reroll hit rolls of 1. If an Ork model targets a Valhallen Ice Warriors, they may reroll hit rolls of 1.
  77. -Support Doctrine
  78. Valhallen Ice Warriors models subtract an additional 1 from Nerve tests for each friendly Valhallen Ice Warriors model within 2". Valhallen Ice Warriors models add 2 to Nerve tests if there are no friendly Valhallen Ice Warriors models within 3".
  79.  
  80. -Unwavering Faith-
  81. Valhallen Ice Warriors Tactic
  82. 1cp
  83. Use this tactic after you fail a Nerve test for a model. That model counts as succeeding its Nerve test.
  84.  
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  86.  
  87. Mordian Iron Guard
  88. -Parade Troops
  89. Mordian Iron Guard models that control an objective pass all Nerve tests. If a Mordian Iron Guard isn't within 2" of an objective marker, they suffer -1 Leadership. Ignore this ability if there are no objective markers on the table.
  90. -Firing Line
  91. Mordian Iron Guard gain +1 Leadership when within 3" of a friendly Mordian Iron Guard model that is not shaken. When firing at a model that was targeted by a friendly Mordian Iron Guard model that is within 3" of the firer, a Mordian Iron Guard may reroll wound rolls of 1. When a Mordian Iron Guard fires a weapon during the shooting phase, and no friendly non-shaken models are within 3" of the firing model, they suffer -1 to hit.
  92.  
  93. -Cooridinated Fire-
  94. Mordian Iron Guard Tactic
  95. 2cp
  96. Use this tactic when selecting a readied Mordian Iron Guard model to fire. All other readied Mordian Iron Guard models within 3" of that model may fire at the same time, but must target the same model. These shots may be divided in the same way a weapon with multiple shots. Mordian Iron Guard targeting the same model triggers the Firing Line ability.
  97.  
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  100. Death Korps of Krieg
  101. -To Serve is to Live
  102. Death Korps of Krieg models may never retreat or fallback, and must always consolidate and pile-in the maximum amount it can towards the nearest enemy model. Death Korps of Krieg models that are Shaken are not immobile, and instead must fight in the fight phase if within 1" of an enemy model, make a Charge action towards the nearest enemy model if it can, or make an Advance action towards the nearest enemy model, these models can never fire their ranged weapons until they become unshaken. Death Korps of Krieg models do not suffer penalities for Nerve tests for Shaken models. Deathkorps of Krieg Killteams always pass Break Tests.
  103. -Hostile Environment Gear
  104. Death Korps of Krieg models may reroll failed Dangerous Terrain tests, and have their Movement characteristic penalized by -1, and must roll 2d6 when advancing, discarding the highest dice. Death Korps of Krieg models are armed with Krak Grenades if they didn't previously carry them. Models that gain Krak Grenades cost 1 extra point. Death Korps of Krieg lasguns, hot-shot lasguns, laspistols, and hot-shot laspistols gain +1 Strength, but don't gain additional shots at short-range if they are Rapid Fire.
  105.  
  106. -Optimized Demolition-
  107. Death Korps of Krieg Tactic
  108. 1cp
  109. Use this tactic before rolling the random amount of shots or random damage characteristic of a weapon used by a Death Korps of Krieg model. You may choose to reroll the result after it is rolled.
  110.  
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  113. Vostroyan Firstborn
  114. -Brothers in Arms
  115. Vostroyan Firstborn models may reroll failed Nerve tests when within 2" of a friendly Vostroyan Firstborn model.
  116. -Trained for His will
  117. Once every battleround, you may add 1 to a single Hit, Wound, Save, or Injury roll before it is made. If more than 25% (rounding up) of a Vostroyan Firstborn Killteam is shaken or out-of-action, they must test to be Broken during the morale phase; if more than 60% (round up) of a Vostroyan Firstborn is shaken or out-of-action, they must reroll successful Break tests.
  118. -Clad in Mastery
  119. Vostroyan Firstborn models may reroll hit rolls of 1 in the shooting phase.
  120.  
  121. -Faith in the Imperium-
  122. Vostroyan Firstborn Tactic
  123. 1cp
  124. Use this tactic after failing a Break test for a Vostroyan Firstborn Killteam. If all Vostroyan Firstborn models are within 3" of another friendly Vostroyan Firstborn model, the Break test counts as passed.
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  127.  
  128. Elysian Drop Troops
  129. -Drop Gear
  130. Elysian Drop Troops models may reroll advance rolls of 1. Elysian Drop Troops lasguns and hot-shot lasguns lose Rapid Fire 1, becoming Assault 1, and getting the ability: "Hit rolls of 1 with this weapon may be rerolled". Elysian Drop Troops Infantry Squad Guardsmen may replace their lasguns with shotguns. Elysian Drop Troops Sergeants and Tempestors may purchase Krak Grenades for 1 point. Elysian Drop Troops models do not take falling damage, and never falls on another model; if they would, instead place the model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model. Elysian Drop Troops models cost 1 extra point.
  131.  
  132. -Flight of the Valkyries-
  133. Elysian Drop Troops Tactic
  134. 2cp
  135. Use this tactic before setting up any of your Elysian Drop Troops models (deduct the CP before the beginning of the first battleround). Set aside all Elysian Drop Troops; they may not be set up yet. After all other players have setup, place a marker on the battlefield that is more than 18" away from any enemy models. Setup all Elysian Drop Troops set to the side within 5" of the marker. If the marker cannot be setup, simply setup your set aside models within your deployment zone. Discuss whether this tactic may be used during "The Kill Teams" step of a mission, as some scenarios require a very specific setup, such as when playing as the Defender in Ambush.
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  139. Heretic Regiment
  140. -Slaves to Darkness
  141. Heretic Regiment models gain the <MARK OF CHAOS> keyword. When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, TZEENTCH, NURGLE or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard. Heretic Regiment Guardsmen or Special Weapons Guardsmen may choose to carry a Chaos Icon instead of a lasgun. If they have the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword, they must have the appropriate Icon from the Chaos Icons list in the Heretic Astartes section of the Core Manual. If they have no mark, they must take an Icon of Vengeance.
  142. -Mutants and Heretics
  143. When a Heretic Regiment Leader issues an order, the model receiving the order must roll a d6. On a 3+, the orders effect occurs; on any other result, the orders effect is ignored. Any Heretic Regiment model may choose to be either a Beastman or a Mutant when added to a Heretic Regiment roster.
  144. -Heretic Regiment models that become a Beastman suffer -1 Ballistic Skill, but +1 Strength. Heretic Regiment Beastman do not gain benefits from models within 2" of them for Nerve tests unless that model is a Beastman. Beastman models form seperate fireteams.
  145. -Heretic Regiment models that become a Mutant suffer -1 Ballistic Skill, Weapon Skill, and Leadership, but gain either +1 Strength or +1 Toughness. Heretic Regiment Mutants cost 1 less point. Mutant models form seperate fireteams.
  146.  
  147. -Death to the False God!-
  148. Heretic Regiment Tactic
  149. 1cp
  150. Use this tactic at the start of any battleround. Your Heretic Regiment Killteam may use Heretic Astartes Tactics this battleround as if they were a Battleforged Heretic Astartes Killteam and a Astra Militarium Heretic Regiment Killteam.
  151.  
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  153.  
  154. Xenos Scum
  155. -Mixed Crowd
  156. When adding a model to a Xenos Scum Killteam, you may choose to give the model +1 to its Movement, Ballistic Skill, Weapon Skill, Strength, Toughness, or Attacks. If it does, it must reduce one of the following stats by 1: Movement, Ballistic Skill, Weapon Skill, Strength, Toughness or Attacks. Give this model, and all other Xenos Pirates models with the same stat boost and reduction, a <UNIQUE KEYWORD> that other models with a different boost and reduction have (i.e., you can't have a model with +1 Movement and -1 Toughness with the ELDAR keyword if another model with +1 Weapon Skill and -1 Toughness has the ELDAR keyword). All models with <UNIQUE KEYWORD> form a seperate fireteam seperate from other models that don't have an <UNIQUE KEYWORD> or have a different <UNIQUE KEYWORD>. A Xenos Scum battleforged Killteam must include at least two separate models with different <UNIQUE KEYWORD>. A <UNIQUE KEYWORD> that increases Weapon Skill or Ballistic Skill may not reduce Strength, Weapon Skill, or Ballistic Skill as its downside.
  157. -Allies of Convenience
  158. Xenos Scum models does not gain any effect on Nerve tests from non-shaken models within 2" unless that models shares the <UNIQUE KEYWORD>. Xenos Scum models within 4" of a model with a different <UNIQUE KEYWORD> must reroll natural 1s when rolling Nerve tests. Xenos Scum models lose the IMPERIUM keyword, gaining the XENOS keyword.
  159. -Scraping By
  160. Xenos Scum battleforged Killteams begins a campaign with 1 less of a resource of the Xenos Scum player's choice. Xenos Scum players must roll a d6 anytime they wish to add any models to a fireteam or make a new fireteam (roll the dice in the presence of another player in the campaign). On a 1 or a 2, you may not add models to that fireteam.
  161.  
  162. -Captains Watching-
  163. Xenos Scum Tactic
  164. 1cp
  165. Use this tactic at the beginning of any battleround in which your Xenos Scum Leader specialist is on the battlefield. Select two separate <UNIQUE KEYWORD>s. Models with either <UNIQUE KEYWORD> treat other models with the other <UNIQUE KEYWORD> as being the same <UNIQUE KEYWORD> for the purposes of Nerve tests.
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