New Roster (1250pts)

Astra Militarum: Codex (2014) (Combined Arms Detachment) (703pts)

Skitarii: Codex (2015) (AdM Skitarii Maniple) (247pts)

Space Marines: Codex (2015) (Formation Detachment) (300pts)

Roster Rules

Ideal Mission Commander (Combined Arms Detachment): (Warhammer 40k rulebook)

Objective Secured (Combined Arms Detachment): (Warhammer 40k rulebook)

Selection Rules

Amphibious: All water terrain is open ground. (Codex: Astra Militarum p40)

And They Shall Know no Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn.

Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.

Bolter Drill: Imperial Fists models can re-roll all To Hit rolls of 1 made with bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons that are firing as boltguns. This rule also applies to models firing hellfire, kraken, vengeance, or dragonfire rounds. (Codex: Space Marines p190)

Chapter Tactics *

Combat Squads: A full strength, ten-man unit with this special rule can break down into two five-man units, called combat squads, considered to be two five-man squads of the same type. For example, a ten-man Tactical Squad can split into two five-man Tactical Squads using the Combat Squads special rule.

You must decide which units are splitting into combat squads, and which models go into each combat squad, immediately before determining your Warlord Traits. A unit split into combat squads therefore is now two separate units for all game purposes, including calculating the total number of units in the army and determining the number of units you can place in reserve. Then proceed with deployment as normal. In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport vehicle, providing its Transport Capacity allows. Once you have decided whether or not to split a unit into combat squads, it must remain that way for the entire battle. It cannot split up or join back together later on in the battle, nor can you use a redeployment to split up a unit or join it back together.

Note that Bike Squads count as being at full strength when they have eight Space Marine Bikers and one Attack Bike. If split into combat squads, one combat squad will have five Bikers, the other will have three and the Attack Bike.

Crusader: Roll extra die for Run moves; use highest result. Also add D3 to Sweeping Advance rolls. (BRB 2014 p163)

Deep Strike: In order for a unit to be able to Deep Strike, all models in the unit must have the Deep Strike special rule and the unit must start the game in Reserve. When placing the unit in Reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike Reserve). Some units must arrive by Deep Strike. They always begin the game in Reserve and always arrive by Deep Strike.

Arriving by Deep Strike
Roll for the arrival of all Deep Striking units as specified in the rules for Reserves and then deploy them as follows:

• First, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model’s final position. If a vehicle scatters when arriving via Deep Strike, do not change its facing – it must continue to face the same direction as it did before you rolled for scatter.

• Next, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the first model and begin to form a circle around it. When the first circle is complete, a further concentric circle must be placed with each model touching the circle inside it. Each circle must include as many models as will fit.

• Models deploying via Deep Strike treat all difficult terrain as dangerous terrain.

In the Movement phase during which they arrive, Deep Striking units may not move any further, other than to disembark from a Deep Striking Transport vehicle if they are in one.

Units Deep Striking into ruins are placed on the ground floor. Deep Striking units count non-ruined buildings (except for their battlements) as impassable terrain.

In that turn’s Shooting phase, these units can fire (or Run, Turbo-boost or move Flat Out) as normal, and count as having moved in the previous Movement phase. Vehicles, except for Walkers, count as having moved at Combat Speed (even Immobilised vehicles). This can affect the number of weapons they can fire with their full Ballistic Skill.

In that turn’s Assault phase, however, these units cannot charge. This also applies to units that have disembarked from Transports that arrived by Deep Strike that turn.

Deep Strike and Transports
Units do not confer the Deep Strike special rule onto a Transport vehicle they are embarked inside. A Transport vehicle with Deep Strike may Deep Strike regardless of whether its passengers have Deep Strike or not.

Deep Strike Mishaps
Deep Striking onto a crowded battlefield can be dangerous, as one may miss the intended objective or even materialise inside solid rock! If any of the models in a Deep Striking unit cannot be deployed, because at least one model would land partially or fully off the table, in impassable terrain, on top of a friendly model, or on top of or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the Deep Strike Mishap table and apply the results. If the unfortunate unit is also a Transport, the Deep Strike Mishap result applies to both the unit and anything embarked within it.

Deep Strike Mishap Table
D6 - Effect

1 - Terrible Accident! Teleporting units are lost in the Warp, deep striking jump units are shot down, or some other suitably dramatic event occurs. The entire unit is destroyed!

2-3 - Misplaced. The coordinates were inaccurate or the enemy has jammed your instruments. Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, but without rolling for scatter. Units embarked on a misplaced Transport can
disembark during their Movement phase as normal.

4-6 - Delayed. Because of mechanical failure or enemy action, the reinforcements are delayed. The unit is placed in Ongoing Reserves.

Doctrina Imperatives: Select one at beginning of your Movement phase to last until your next turn. Each is One Use Only.
* +1 BS
* +1 WS
* +2 BS / -1 WS
* +2 WS / -1 BS
* +3 BS / -2 WS
* +3 WS / -2 BS (Codex: Skitarii p70)

Doctrine: Grenadiers: 4+ carapace armour (Codex: Astra Militarum p38)

Dunestrider: May add 3 inches to Movement phase moves, Run moves, and charge moves. (Codex: Skitarii p70)

Feel No Pain (6+): (BRB 2014 p164)

Gets Hot: Firing model takes wound for each 1 rolled To Hit. Cannot Look Out, Sir. Vehicles suffer glancing hit after failing additional 4+ save. (BRB 2014 p164)

Haywire: Against vehicles, roll a D6 instead of rolling armor penetration. 1 = no effect, 2-5 = Glancing hit, 6 = Penetrating hit (BRB 2014 p165)

Incense Cloud: Always obscured; 5+ cover save (Codex: Skitarii p61)

Infiltrate *

Joust: Double Initiative after successful charge. (Codex: Skitarii p75)

Locate and Secure: Scout Squads from this Formation (but not their Land Speeder Storms) have the Objective Secured special rule. A unit with this special rule controls Objective Markers even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.

Mobile Command Vehicle: (Codex: Astra Militarum p40)

Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.

Orders: Bring it Down!: (Codex: Astra Militarum)

Orders: Fire on my Target!: (Codex: Astra Militarum)

Orders: First Rank, FIRE! Second Rank, FIRE!: (Codex: Astra Militarum)

Orders: Forwards, for the Emperor!: (Codex: Astra Militarum)

Orders: Get Back in the Fight!: (Codex: Astra Militarum)

Orders: Move! Move! Move!: (Codex: Astra Militarum)

Orders: Smite at Will!: (Codex: Astra Militarum)

Orders: Suppressive Fire!: (Codex: Astra Militarum)

Orders: Take Aim!: (Codex: Astra Militarum)

Outrider Support: Land Speeder Storms from this Formation receive a +1 bonus to any Jink saves if they are within 6" of a Land Speeder from this Formation.

Rad Poisoning: Each 6 rolled To Wound causes 2 Wounds, no matter target's Toughness. (Codex: Skitarii p74)

Rad-saturation: Enemy units locked in combat with any number of models with this rule, subtract 1 from their Toughness (but no lower than 1). (Codex: Skitarii p57)

Rapid Deployment: Scout Squads from this Formation can disembark from their Land Speeder Storm after it has moved, so long as it has not moved more than 12".

Relentless: Model may shoot Ordnance, Salvo, or Heavy weapons after moving as if they were stationary. Model may also charge after firing Rapid Fire, Salvo, Ordnance, or Heavy weapons. (BRB 2014 p170)

Scout: After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s deployment zone, but must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the first game turn. A unit cannot embark or disembark as part of a Scout redeployment.

If both sides have Scouts, roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.

If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.

Outflank
During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. When this unit arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a D6: on a 1-2, the unit comes in from the table edge to the left of their controlling player’s own table edge; on a 3-4, they come on from the right; on a 5-6, the player can choose left or right. Models move onto the table as described for other Reserves. If a unit with Scouts is deployed inside a Dedicated Transport, they may Outflank along with their Transport.

Iinfiltrate and Scout
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.

Senior Officer: (Codex: Astra Militarum p30)

Siege Masters: Imperial Fists models can re-roll armour penetration rolls against buildings that do not result in a glancing or penetrating hit, and add 1 to the result when rolling on the Building Damage table. In addition, imperial Fists, Devastator Squads and Centurion Devestator Squads have the Tank Hunters special rule. (Codex: Space Marines p190)

Tank Hunters: A unit that contains at least one model with this special rule re-rolls failed armour penetration rolls against vehicles (both with shooting and in close combat) and can choose to re-roll glancing hits, in an attempt to instead get a penetrating hit – but the second result must be kept.

Taser: Each 6 rolled To Hit causes additional 2 hits. (Codex: Skitarii p75)

Voice of Command: (Codex: Astra Militarum p28)


Created with BattleScribe