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Tallarn Brigade 1500 No 4 Vs Dark Angels
Tallarn Brigade 1500 No 4 Vs Dark Angels
Brigade Detachment +12CP (Imperium - Astra Militarum) [102 PL, 13CP, 1,500pts]
Rules: Defenders of Humanity
Battle-forged CP [3CP]
Categories: N F O S
Detachment CP [12CP]
Categories: N F O S
Regimental Doctrine
Selections: Regiment: Tallarn
Categories: N F O S
Abilities: Swift as the Wind
INFANTRY units with this doctrine can Advance and still shoot any weapon type (except Heavy
weapons). When they do so, they do not suffer the usual penalties to hit rolls for Assault weapons.
Swift as
VEHICLES with this doctrine do not suffer the penalty to their hit rolls for moving and firing Heavy
the
weapons. If a TITANIC VEHICLE with this doctrine Advances, it treats all Heavy weapons it is
Wind
equipped with as Assault weapons until the end of the turn (e.g. a Heavy D6 weapon is treated as an
Assault D6 weapon).
Refractor
This model has a 5+ invulnerable save.
Field
Senior This model may use the Voice of Command ability twice in each of your turns. Resolve the effects
Officer of the first order before issuing the second order.
This unit may issue one order per turn to the soldiers under their command at the start of their
Voice of Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the
Command same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which
order you wish to issue from the table below. A unit may only be affected by one order per turn.
Astra
Militarum Effect Ref
Orders
Index:
Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium
2 p10
Index:
This order can only be issued to units that are within 1" of an enemy unit. The ordered
Fix Bayonets! Imperium
unit immediately fights as if it were the Fight phase.
2 p10
Index:
Forwards, for
The ordered unit can shoot this phase even if it Advanced in its Movement phase. Imperium
the Emperor!
2 p10
Index:
Get back in the
The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Imperium
Fight!
2 p10
Instead of shooting this phase the ordered unit immediately moves as if it were the Index:
Move! Move!
Movement phase. It must Advance as part of this move, and cannot declare a charge Imperium
Move!
during this turn. 2 p10
Index:
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium
2 p10
Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of
Astra
Plasma 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1
Militarum
Vents mortal wound after all of this weapon's shots have been resolved.
p114
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield
Explodes
and before any embarked models disembark. On a 6 it explodes, and each unit within 6"
(6+/6"/D3)
suffers D3 mortal wounds.
If this model remains stationary or moves under half speed in its Movement phase (i.e.
it moves a distance in inches less than half of its current Move characteristic) it can
shoot its turret weapon twice in the following Shooting phase (the turret weapon must
target the same unit both times). Furthermore, hit rolls for this model’s turret weapon
Grinding
do not suffer the penalty for moving and shooting a Heavy weapon. The following
Advance
weapons are turret weapons: battle cannon, Conqueror battle cannon, Demolisher
cannon, Eradicator nova cannon, Executioner plasma cannon, Exterminator
autocannon, Punisher gatling cannon, Stygies Vanquisher battle cannon, twin
lascannon and Vanquisher battle cannon.
Hammer of Model with battle cannon only. Hammer of Sunderance replaces the bearer’s battle
Sunderance cannon and has the following profile:
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 40,000
Launchers
1 from all hit rolls for ranged weapons that target this vehicle. Rulebook
This model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at
Tank the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS
Orders within 6" of this model and choose which order you wish to issue from the Tank Orders
table. Each LEMAN RUSS can only be given a single order each turn.
A vehicle with track guards always counts as having its starting number of Wounds
Track
when determining its Move characteristic (i.e., its Move characteristic does not
guards
decrease as it suffers wounds).
Unflinching You can re-roll hit rolls when your Warlord, and friendly EMPEROR’S FIST units within 6"
Resolve of your Warlord, fire Overwatch.
Full Instead of shooting this phase the ordered model immediately moves as if it were the Movement
Throttle! phase. It must Advance as part of this move, and cannot declare a charge during this turn.
Get The ordered model can move up to 6" in this phase, either before or after it shoots, as if it were the
Around Movement phase. This does not affect how far the vehicle has moved for the purposes of
Behind determining how many times it can fire its turret weapon (as described in the Grinding Advance
Them! ability above).
Gunners,
Kill on Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Sight!
Strike This order can only be issued to a model that has not yet used its smoke launchers during the
and battle. The ordered model can shoot its weapons and launch its smoke launchers during this
Shroud! phase.
Tank Commander * 6+ * 7 8 12 * 7 3+
Heavy flamer 8" Heavy D6 5 -1 1 This weapon automatically hits its target
Tank Commander [12 PL, 188pts]
Selections: Battle Cannon [22pts], Emperor's Fist, Heavy Flamer [14pts], Track guards [10pts]
Categories: F : <REGIMENT>, F :A M ,C , HQ, F :I ,L R ,T
C ,V ,O ,E ' F
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Tank Orders, Track
guards, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Battle Cannon,
Heavy flamer
Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1,
Astra
Plasma it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1
Militarum
Vents mortal wound after all of this weapon's shots have been resolved.
p114
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and
Explodes
before any embarked models disembark. On a 6 it explodes, and each unit within 6"
(6+/6"/D3)
suffers D3 mortal wounds.
If this model remains stationary or moves under half speed in its Movement phase (i.e. it
moves a distance in inches less than half of its current Move characteristic) it can shoot
its turret weapon twice in the following Shooting phase (the turret weapon must target
the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not
Grinding
suffer the penalty for moving and shooting a Heavy weapon. The following weapons are
Advance
turret weapons: battle cannon, Conqueror battle cannon, Demolisher cannon, Eradicator
nova cannon, Executioner plasma cannon, Exterminator autocannon, Punisher gatling
cannon, Stygies Vanquisher battle cannon, twin lascannon and Vanquisher battle
cannon.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 40,000
Launchers
from all hit rolls for ranged weapons that target this vehicle. Rulebook
This model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the
Tank start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6"
Orders of this model and choose which order you wish to issue from the Tank Orders table.
Each LEMAN RUSS can only be given a single order each turn.
A vehicle with track guards always counts as having its starting number of Wounds
Track
when determining its Move characteristic (i.e., its Move characteristic does not decrease
guards
as it suffers wounds).
Tank Commander * 6+ * 7 8 12 * 7 3+
Heavy flamer 8" Heavy D6 5 -1 1 This weapon automatically hits its target
Tank Commander [12 PL, 186pts]
Selections: Emperor's Fist, Heavy Flamer [14pts], Track guards [10pts], Turret-mounted Punisher Gatling Cannon
[20pts]
Categories: F : <REGIMENT>, F :A M ,C , HQ, F :I ,L R ,T
C ,V ,O ,E ' F
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Tank Orders, Track
guards, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Heavy flamer,
Punisher Gatling Cannon
Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1,
Astra
Plasma it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1
Militarum
Vents mortal wound after all of this weapon's shots have been resolved.
p114
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and
Explodes
before any embarked models disembark. On a 6 it explodes, and each unit within 6"
(6+/6"/D3)
suffers D3 mortal wounds.
If this model remains stationary or moves under half speed in its Movement phase (i.e. it
moves a distance in inches less than half of its current Move characteristic) it can shoot
its turret weapon twice in the following Shooting phase (the turret weapon must target
the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not
Grinding
suffer the penalty for moving and shooting a Heavy weapon. The following weapons are
Advance
turret weapons: battle cannon, Conqueror battle cannon, Demolisher cannon, Eradicator
nova cannon, Executioner plasma cannon, Exterminator autocannon, Punisher gatling
cannon, Stygies Vanquisher battle cannon, twin lascannon and Vanquisher battle
cannon.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 40,000
Launchers
from all hit rolls for ranged weapons that target this vehicle. Rulebook
This model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the
Tank start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6"
Orders of this model and choose which order you wish to issue from the Tank Orders table.
Each LEMAN RUSS can only be given a single order each turn.
A vehicle with track guards always counts as having its starting number of Wounds
Track
when determining its Move characteristic (i.e., its Move characteristic does not decrease
guards
as it suffers wounds).
Tank Commander * 6+ * 7 8 12 * 7 3+
9x Guardsman [36pts]
Unit: Guardsman, Weapon: Lasgun
Sergeant [4pts]
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol
Frag Grenade
6" 3 0 1 -
grenade D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
9x Guardsman [36pts]
Unit: Guardsman, Weapon: Lasgun
Sergeant [4pts]
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol
Frag Grenade
6" 3 0 1 -
grenade D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
9x Guardsman [36pts]
Unit: Guardsman, Weapon: Lasgun
Sergeant [4pts]
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol
Frag Grenade
6" 3 0 1 -
grenade D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
9x Guardsman [36pts]
Unit: Guardsman, Weapon: Lasgun
Sergeant [4pts]
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol
Frag Grenade
6" 3 0 1 -
grenade D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
9x Guardsman [36pts]
Unit: Guardsman, Weapon: Lasgun
Sergeant [4pts]
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol
Frag Grenade
6" 3 0 1 -
grenade D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
9x Guardsman [36pts]
Unit: Guardsman, Weapon: Lasgun
Sergeant [4pts]
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol
Frag Grenade
6" 3 0 1 -
grenade D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
Aura of Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead
Discipline of their own.
The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within
Summary 6" of any friendly Commissars, you can execute a model. If you do, one model of your choice in
Execution that unit is slain and the Morale test is re- rolled (do not include this slain model when re-rolling the
Morale test).
Aura of Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead
Discipline of their own.
The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within
Summary 6" of any friendly Commissars, you can execute a model. If you do, one model of your choice in
Execution that unit is slain and the Morale test is re- rolled (do not include this slain model when re-rolling the
Morale test).
Refractor
This model has a 5+ invulnerable save.
Field
OFFICER with Voice of Command ability only. Roll a dice each time the bearer issues an order to a
The
friendly <REGIMENT>unit within 6" of them. On a 4+ the bearer can immediately issue another
Laurels of
order to the same unit. This does not count towards the maximum number of orders this model
Command
may issue each turn.
This unit may issue one order per turn to the soldiers under their command at the start of their
Voice of Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the
Command same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which
order you wish to issue from the table below. A unit may only be affected by one order per turn.
Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Grenade
Frag grenade 6" 3 0 1 -
D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this
24" 8 -3 2
Supercharge Fire 1 weapon's shots have been resolved.
Veterans [5 PL, 84pts]
Categories: F : <REGIMENT>, F :A M ,E ,F :I ,I ,V
Weapon: Frag grenade
Grenade
Frag grenade 6" 3 0 1 -
D6
Rapid
Lasgun 24 3 0 1 -
Fire 1
Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this
24" 8 -3 2
Supercharge Fire 1 weapon's shots have been resolved.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and
Explodes
before any embarked models disembark. On a 6 it explodes, and each unit within 3"
(6+/3"/1)
suffers 1 mortal wound.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 40,000
Launchers
from all hit rolls for ranged weapons that target this vehicle. Rulebook
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and
Explodes
before any embarked models disembark. On a 6 it explodes, and each unit within 3"
(6+/3"/1)
suffers 1 mortal wound.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 40,000
Launchers
from all hit rolls for ranged weapons that target this vehicle. Rulebook
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and
Explodes
before any embarked models disembark. On a 6 it explodes, and each unit within 3"
(6+/3"/1)
suffers 1 mortal wound.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 40,000
Launchers
from all hit rolls for ranged weapons that target this vehicle. Rulebook
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
Heavy Weapons Squad [3 PL, 33pts]
Categories: F : <REGIMENT>, F :A M ,F :I ,I ,H S ,H
W S
Weapon: Frag grenade
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
Augur Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle
array with an augur array.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and
Explodes
before any embarked models disembark. On a 6 it explodes, and each unit within 6"
(6+/6"/D3)
suffers D3 mortal wounds.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 40,000
Launchers
from all hit rolls for ranged weapons that target this vehicle. Rulebook
A vehicle with track guards always counts as having its starting number of Wounds when
Track
determining its Move characteristic (i.e., its Move characteristic does not decrease as it
guards
suffers wounds).
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team
Transport:
or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the
Chimera
space of three other models.
Heavy
Heavy flamer 8" 5 -1 1 This weapon automatically hits its target
D6
Hunter-killer A model can only fire each of its hunter killer missiles once
48" Heavy 1 8 -2 D6
missile per battle.
Rapid This weapon can only be fired if a unit is embarked upon the
Lasgun Array 24" 3 0 1
Fire 3 vehicle equipped with it.
Chimera [6 PL, 109pts]
Selections: Augur array [5pts], Heavy Flamer [14pts], Heavy Flamer [14pts], Hunter-Killer Missile [6pts], Track guards
[10pts]
Categories: F : <REGIMENT>, F :A M ,F :I ,T ,V ,D
T ,C
Abilities: Augur array, Explodes (6+/6"/D3), Smoke Launchers, Track guards, Stat Damage - M/BS/A: Chimera 1, Chimera
2, Chimera 3, Transport: Transport: Chimera, Unit: Chimera, Weapon: Heavy flamer, Hunter-killer missile, Lasgun Array
Augur Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle
array with an augur array.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and
Explodes
before any embarked models disembark. On a 6 it explodes, and each unit within 6"
(6+/6"/D3)
suffers D3 mortal wounds.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 40,000
Launchers
from all hit rolls for ranged weapons that target this vehicle. Rulebook
A vehicle with track guards always counts as having its starting number of Wounds when
Track
determining its Move characteristic (i.e., its Move characteristic does not decrease as it
guards
suffers wounds).
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team
Transport:
or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the
Chimera
space of three other models.
Heavy
Heavy flamer 8" 5 -1 1 This weapon automatically hits its target
D6
Hunter-killer A model can only fire each of its hunter killer missiles once
48" Heavy 1 8 -2 D6
missile per battle.
Rapid This weapon can only be fired if a unit is embarked upon the
Lasgun Array 24" 3 0 1
Fire 3 vehicle equipped with it.
Force Rules
Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in
Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls
the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker
has a similar ability, then the objective marker is controlled by the player who has the most models in range as normal. ()