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  1. Thought that this warranted it’s own discussion. First thing that jumped straight at me was that the Artillery Carriages have gained the Platoon and Regimental keywords! Correct me if I’m wrong but doesn’t that mean I can issue the “take aim” order on them? If that’s right then my Artillery would be back on the menu!! Please post any of your impressions from this update.
  2. WarCom Article. Another Blackstone Fortress character getting a separate release - this time, it's the Primaris Psyker.
  3. https://www.warhammer-community.com/2022/10/24/the-rogal-dorn-battle-tank-crushes-heretics-with-the-power-of-the-praetorian/?utm_source=twitter&utm_medium=social&utm_campaign=warhammer-40,000&utm_content=astra-militarum-new-tank-
  4. Hello, fellow Guardsmen! This will be a place for me to gather ideas and ask advice for my latest Death Korps of Krieg force and will help to keep me motivated with the marathon that is building a Guard army! I intend on building a large army with all the elements you'd expect from an army from the planet of Krieg. So lots of Artillery and mass infantry backed up by the Deathriders (probably the main draw to the faction!) I'm an enthusiastic painter and have made a small order to get me started! I have 5 Engineers, an Infantry squad, HQ with Marshal and a Deathrider Squadron Commander (pictured below) I'll be building and painting these over the next few weeks while I decide what's next. Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Next up will be some Engineers, thanks for looking.
  5. I haven't seen it posted in the forum anywhere else, although some people seem to know of the company already, so I decided to setup a thread, since the range of miniatures from Wargames Atlantic seems to be expanding quite fast. Here is their shop: https://wargamesatlantic.com/ They have a mix of historical, fantasy and Sci-Fi ranges, which for the most part seem to be roughly compatible, as I have seen conversions using a mix of historical figures with Sci-Fi ones, for example. It is all hard plastic, the sprues have lots of spare parts and the kits are quite cheap, especially if bought in the multi-box deals they provide. They currently ship from the UK, the US and Australia (company is based in the US and production is done in China). Retailers that stock them are still quite few, but the number is increasing regularly and at least in Europe they ship rather fast, if you buy directly from their shop. Their sci-fi range is called Death Fields and could prove of interest to AM/IG, GSC and potentially Mechanicus, depending on what they add next. Nothing for aliens or SM at the moment, but there are plenty of alternatives for those anyway. Examples of their kits: https://wargamesatlantic.com/collections/demo-collection/products/raumjager-infantry-box-set?variant=20081465983074 https://wargamesatlantic.com/collections/demo-collection/products/les-grognards?variant=31187238944866 They seem very active on their social media pages and regularly gather feedback and show what is coming next, for example dwarvish guards: And fantasy/Sci-Fi spiders: Both the spiders and the dwarves should be released sometime in August.
  6. WarCom Article. Bit of a surprise announcement - another Astra Militarum novel is always appreciated.
  7. Link The chaps over at Reptilian Overlords have been working on a new template base set of various regiments recently. They've just released the not-Cadian stuff, and there's a few others coming in the background like not-Krieg and so on.
  8. The Cogger Hive Guard are the Astra Militarum regiments that hail from the industrial hive world of Cogger. Primarily recruited from the planet's factory workers that fail to uphold their industrial quotes or from the most incorrigible hive gangers, these recruits are rounded up by the hive cities local Adeptus Arbites and forced to undergo neural-conditioning. After being "programmed" with the necessary knowledge and skills needed, they are inducted into the ranks of the Cogger Hive Guard. Cogger Hive Guard The PDF of the Hive World Cogger are made from those factory workers that don’t meet quota or particularly troublesome Gangers arrested by the Arbites, they then go through a variation of mind wipe and are implanted with new memories and training and are used to protect the great Hive Cities. The most promising of these mind-wiped PDF are formed into the regiments of the Cogger Hive Guard. Cogger Hive Guardsmen undergo a variation of mind wiping known as Neural Programming provided by Mjorn Techpriests that is for the mass use of training their soldiers. A subject endures multiple sessions in a Neural Programming tank where they were "programmed" with knowledge and skills needed for the desired occupation. Cogger Hive Guard commanders preferred "obedient" over "improvisational" and use of Neural Programmed soldiers possessing little or no initiative a fodder for the grinding wheels of the Imperial wars. These Cogger Hive Guard are known for the Line Infantry, Armored, and Mechanized Infantry Regiments they produce from the foundries and factories of the Hives on the planet Cogger. Cogger also produces a small number of Penal Legions of those that resist Neural Programming but fill up the over flowing prisons of the Arbites. Those workers who commit minor offenses are given neural programming to quickly render them combat capable and to ensure obedience, at the cost of some of their memories, prior skills, personality, and initiative. They are led by non-programmed officers drawn from the nobility that runs the massive Factorum-Cities. These soldiers form the PDF of Cogger, which are under the direct command of the Planetary Governor, as well as forming the bulk of forces seconded to the Imperium as part of Cogger's Tithe, in the form of Cogger Hive Guard Mechanized Regiments. The second kind of regiment is the Cogger Hive Guard Armored Regiment. Using the Leman Russ Exterminator as it's primary vehicle, it is one of the most common Leman Russ variants, and although it surrenders the ability to effectively combat enemy armour, it is an extremely effective anti-infantry vehicle. The Leman Russ Exterminator is capable of laying down a withering hail of fire. The Exterminator's Autocannon shells can tear through a lightly armoured chassis as easily as they rip through flesh and bone. Though lacking the long range of some other tank variants, the Leman Russ Exterminator is capable of devastating whole ranks of enemy infantry before they have reached the Astra Militarum lines. The final kind of regiment that is produced is more of a way to get rid of the worst scum of the hives. These individuals are those that resist Neural Programming but are the worst kinds of criminals and heretics the Hives produce. Coming from the various prison facilities that each hive has for those that cross the nobility, the Cogger Hive Penal Legions are massed light Infantry given explosive collars and shock cuffs, are transported as mine sweeper support for the regiments in which Cogger Hives pride themselves on. Also those who have committed greater crimes, rather than taking up space in prisons, are subjected to far more intense levels of neural programming, completely washing away their former selves until the subject is barely more than a servitor. These programmed criminals are then sent to the Legiones Penatante for use as cannon fodder. Regimental Recruitment & Training A significant proportion of the Cogger Hive Guard was manned by "culturally challenged" individuals who had undergone neural programming via brain surgery, implants such as aggression inhibitors, and programming tanks. Counseling and drug therapy were also used to help overcome criminal and/or anti-social tendencies. Despite this source of manpower, it was not always sufficient to replace battlefield losses, and instances of law-abiding persons being conscripted and subjected to "programming" were not unknown. In any case, volunteers are few. Recruits and conscripts considered too scrawny or weak for the Cogger Guard are given steroid and stimulant treatments in order to increase their muscle mass. Criminal recruits were given no R&R time. Regimental Combat Doctrine The Cogger Hive Guard Mechanized Infantry is the Militarum Regimentum of the Astra Militarum that fights as mechanized infantry alongside Chimera and Chimerax armoured personnel carriers in defense of the strategically-located Imperial Hive World of Cogger and its surrounding star systems. Cogger, located in the Segmentum Ultima, is a planet blighted and poisoned by millennia of heavy industrial output, though it is also a major manufacturing centre of Autocannons. In addition, Guardsman from Cogger make fine assault troops for fighting in urban and hive city environments as well as heavy industrial zones, chemical sumps, and other such toxic regions. Their equipment and experience with such acrid environments make them invaluable for trudging through all sorts of polluted or otherwise noxious wastelands, from underhives filled with the toxic residue of ancient atomic generators to ruin-filled swamps rife with hallucinogenic flora, quicksand, and near-invisible pockets of lethal gas.
  9. Seen on Facebook, apparently from Ebay... 324015207_1320777172109635_4615309531199096717_n 323901817_2209964325860831_4900548918812239037_n Could explain those minis you cant currently build from the box, looks to be like the Blacktemplar one
  10. Dataslate: Planetary Information Dump, Civilized Moon Verliaus Verliaus appears to be solely dedicated to it's academies and as such has built what terrain features had not already formed naturally. A terrestrial moon famous for its deep valleys and gorges and its meadows of luminescent flowers. There are no distinguishable continents, and all the moon's rivers flow into a single ocean in the western hemisphere. On the opposite side of the moon to the ocean is vast, unbroken desert. The most successful creatures on the planet are large burrowing arthropods. Orbiting Tarakon is the Civilized Moon of Veralius, whose surface is studded with the many edifices and colleges concerning the academia of war. The people of Veralius have long been tied to Tarakon for which they orbit, and they too have taken upon many aspects of the Wyrm. They have sought to embody its natural keen intellect and wisdom, as well as its merciless ability to slay all those who offend its honor. To this end, Veralius has long been a source of additional warriors for House Fáscha, separate from the House and its traditions, but highly valued nevertheless as cunning scouts and keen warriors with which to defend against the dark predators slinking form the void. With the arrival of the Imperium, Veralius built across its landscape renowned colleges and institutions of war, its peoples immersing themselves in the arts of battle and the warrior ethos of the Wyrm. The Adminsitratum quickly built Schola Facilities up from these war colleges, again separate from the peoples of Tarakon, but drawing upon their hard-earned wisdom. Soon Veralius became a major School facility in the region, producing many fine officers, beauracrats, sororities, commissars, and storm troopers gathered from the orphaned scions of the Imperium. Yet still the Veralius war colleges produced their own soldiers with their own proud lineage and killing edge. These warriors became known as the Veralian Lunar Venatorii. Each a warrior-born, trained from childhood by the warrior colleges, with the ethos of the Wyrm and a love for the Emperor becoming their creed. Mjorn did not fall to noticed these proud and capable warriors, and again seized the opportunity. From Mjorn, the lunar Venatorii would be given the best of wargear, and outfitted with war machines to full enable them to act as keen scouts and relentless hunters as instilled upon them by their long cavalry traditions. Yet instead of the horses native to Veralius, these mounts would be of metal and smoke and fire, and mount mighty weapons of death. Mjorn would also instill in them an appreciation for the technological theatre of war, and soon the War Colleges taught selected students to act as the Vox-Adepts, masters at manipulating vox systems to help allies and to hinder the foe. After all, a foe that is blind, deaf, and unable to speak is much easier to hunt and slay. Mjorn would frequently also send Transmechanics, either at the request of the Munitorum or of their own volition to aid the Signals and Communications companies of the Venatorii, bringing their own secret and arcane knowledge of communications systems to occlude the senses of the foe and to improve their own. The Lunar Venatorii would swiftly begin sending troops to aid the forces of Mjorn and House Fáscha in exploring the fringes and the wilderness, although plenty of capable and determined warriors were left for the Munitorum’s tithes. Those that were tithed were raised to form the Veralian Lunar Venatorii Cavalry Regiments, where their honed skills, warrior ethos, top-notch equipment, and knack for reconnaissance and vox-warfare would make them highly capable, and much sought after, forces in the eyes of the Munitorum’s General’s Staff. The War Colleges of Veralius do not just produce the able warriors of the Venatorii, however, from prestigious schools also come forth elite pilots. These pilots serve to protect Veralius from attack, and are also prized support for Mjorn’s Explorator Fleets. The Administratum is also keen to capitalize on this resource, and these pilots are selected and raised as Aeronautica Imperialis Wings, flying their aircraft to defend the Imperium. The local Munitorum prizes these elite air wings greatly, and it is not unusual for the Munitorum to take advantage of pairing them in theatre with the Lunar Venatorii, whether it is to be seconded to regiments to create Air Cavalry Regiments, or to fly independently to offer close air support. Where the Warriors and Pilots of the Veralius War Colleges bought make war, the foe is sure to fall.
  11. Greetings! Long time lurker of this part of the forum. I have my lair in the Dark Angel-section, but I've been working on various projects unrelated to them. Since I'm not interested to keep making new threads for every new faction I delve into, I'll concentrate them all in this place. Expect projects on Dark Angels, Consecrators, Goliaths (Necromunda), Guardsmen (KT) and some Imperial Knights (for fun). More projects depend on how bad my self control is. Since it's the start of a new thread, some pictures of the current collection are in order. I'll post them up when I get the chance to make some pictures. I'm a mediocore painter and a terrible photographer, so please don't be too harsh First up, the lads who started it all. I haven't painted Dark Angels for years. My side project of the Consecrators grew out to become my main project, dwarfing my current force of the Green Lads. They're still in my collection as extra's, but they're more or less finished, since I have no intention to paint more Dark Angels. My very first model! All of the Greenwing. And my Deathwing More to come!
  12. Original thread start from here. First posts are copy-pasted as regard 40k content, the rest will be running updates. Welcome! This is the log where I'll post anything which I've converted and/or painted for others. Most of my hobby work is not done for my own armies, but rather for my brother's and our friends' collections. It's a great way to experience modelling and painting all miniatures in Warhammer without buying them. Background might be added later on as my friends work that out. This update is however not about something as lethal as cats. It's about something pathetic in comparison, namely a Maulerfiend conversion I've been working on-and-off with for a Skaven-collecting friend of mine. It's based on a sketch he drew. My buddy magnetized a rectangular base so that it could be used as a K'daai Destroyer. He was so eager about the conversion that he managed to sneak it past other projects in my queue... Still, the sculpting was surprisingly quick work and was over before you knew it. Couldn't have done it so fast three years ago: And here's the painted version, alongside his brother. Not painted by me (though the Squats in the foreground are): The CSM-collecting friend, let's call him J.A.B, inspected the newer starter kit Chaos Space Marine lord and Khârn, as well as the new Primaris Marines and probably a few older Space Marine character sculpts. He concluded that hip armour looks good and solves the silly look achieved by the thin thighs of plastic Space Marine legs. Some weeks ago, he visited his parents, brought a gaggle of heretical Marines and asked me to make hip armour on them. Quicksculpted, without time-consuming rivets, difficult spikes or suchlike. He was content, and after returning home to his study town he sent down Berzerkers to receive like treatment, and a FW Necron centipede which needed replacement antennae. I've tinkered with them since they arrived yesterday. Below are the results. Note "KIL KIL KIL" on the knife Berzerker's segmented plates. Also see his painted Lord of Change. http://i.imgur.com/6BKPi38.jpg WIP for my brother's little power armoured collection. Grey Knight legs and helmets and Sanguinary Guard shoulder pads and torsos. Hip plates added to remedy thin thighs syndrome. Cloaks from Anvil Industry to be added later: A Dark Eldar turned into an Eldar Fire Dragon converted for my brother. He thoroughly checked the Dark Eldar sprues back when they were new, and meticulously came up with ways to turn all manner of DE weaponry into Eldar Aspect Warriors with a little converting. More to come: Converted Slaaneshi Daemonprince for a friend: My friend told me to axe the @$$ and instead go for a lean Daemon Prince of Arrogance look, not Lust. As per his instructions, there is now also shin armour plates with images of Elf torture: What else? I also added two lone flowing pteruges dangling from its belt. I'll show you the painted end result whenever he finish this creation: Kill Team A mate of ours has moved back home after years of studying abroad, while a friend of my brother have returned to the hobby after a long break. Combine this with the recently released Kill Team, and we've got a hobby frenzy cooking with making characters, goons and terrain for a mash-up campaign between Kill Team and RPGs. Here is the first harvest of quick-sculpting and conversions, soon back to commercial sculpts. Kastellan Ironstrider, a mate's cyborg: Badoom! Broadbeard, a loudmouth one-Dwarf illegal radio station sending live from his heists and battles. My character: Gnorke Radfizzle, a Gnome sharpshooter with rad weapons, for my brother's friend: The gang so far: Gnorke Radfizzle's car: The friend who has written all the rules and organizes the whole effort has had me convert a gaggle of goons. Here's psyker Spikeskull: And Badoom! Broadbeard's hateful rival, Adman: And finally Gnorke Radfizzle painted by said friend (I had nothing to do with painting). My brother's mate is in for a treat! I've painted nothing of the Kill Team stuff, only converted it. All painted by Johan von Elak, for your display here. Badoom! Broadbeard: During most of our Kill Team-RPG games we've actually had music playing to represent both the immediate sonic barrage emitted by Broadbeard's loudspekers, and the music he transmits across hacked radio channels (with comments of media moguls jumping from windows as their enterprises gets destroyed by Broadbeard's escapades). He obviously also report live from the field, and is the lousiest sneak, at skulking up on enemies, you've ever encountered. Clearly, the audio-disturbed mister Broadbeard has ruined many lives through his noisome adventures. Which leads us to...
  13. Like the title says guys, what do you think is the best armaments for Bullgryn with the new codex?
  14. A rather timely pre-order has gone up today, the Frag Launcher. http://anvilindustry.co.uk/The-Armoury/Heavy-Weapons/frag-launcher-grenade-cannon-heavy-weapon http://anvilindustry.co.uk/image/cache/catalog/Anvil/Weapons/Frag Launcher/FragCannonRender-400x400.jpg Will be shipping next Friday. Probably of interest to those bemoaning the awkwardness of acquiring multiples of a new Deathwatch weapon. They may also interest those of our 30k brethren who you use Destroyers and fancy some Rad missile launchers without going the Forgeworld route. They've also added a Quake Gun to the Exo-Lord armoury and a quake attachement to the modular, magnetisable Lance Carbine: http://anvilindustry.co.uk/The-Armoury/Specialist-and-Energy-Weapons/quake-cannon http://anvilindustry.co.uk/image/cache/catalog/Anvil/Weapons/quake/newton-eg-800x800.jpg http://anvilindustry.co.uk/The-Armoury/Specialist-and-Energy-Weapons/Lance-Carbine http://anvilindustry.co.uk/image/cache/catalog/Anvil/Weapons/lance-carbine/lance-carbine-sprue-3q-800x800.jpg The regiments range has also had a bunch of modular heavy weapons released. Far too many to start dropping pictures of, but the following are incuded - Tesla Cannon, Heavy Grenade Launcher, Autocannon, Phase Cannon and Mortar alongside a range of tripods, gun carriages and gun shields. http://anvilindustry.co.uk/Regiments/regiments-heavy-support-weapons
  15. Just saw this post on the Reddit group from a user named Blecao. Looks pretty interesting to me and most importantly, nothing seems outright busted lol. Read with the usual salt. Mordian glory video leaks **Regimental Doctrines** Mech infantry - may disembark after moving. Parade Drill - already given on warhammer community article Armoured superiority- Sentinels count as 3 models for objective’s. Other tanks 5. Super heavies count as 10 Blitz Division- costs halve PL when working what goes in reserve. Can deploy on turn 2 with the “turn 3” rules for setup Bombadiers - if a Vox or sentinel can see a enemy unit and is within 12 from an artillery piece add +1 to hit Heirloom weapons +4 inch range Brutal Strength - moving and shooting heavy weapons no -1 hit. First turn in combat and +1 str for infantry Grim Demonour - do negative rolls for combat attrition Guerilla fighters - ranged attacks more. Than 18 inches away give infantry and sentinels soft cover Elite shock troops - reroll one hit roll per unit Industry efficiency - treat Ap1 as AP0 Swift as the wind - infantry gain +1 inch movement. All others gain +2. Also add +1 to charge rolls Trophy hunter - attacks against monsters and vehicles get +1 str Recon operators - Cavalry and sentinel units get a pre game move must end further than 9 inches away from the enemy. That’s it for doctrines. HOWEVER you must give up “hammer of the emperor” which is massive! **Regimental Orders** In your command phase officers can issue orders 6 inch for regiment and perfectos orders. 12 inch for mechanised orders. If an officer disembarks from a transport it can issue an order as it was in the command phase. FRFSRF - Heavy 3 Take Aim +1 to hit +1 AP Fix Bayonets +1 to hit on Melee +1 AP Take cover - Get light cover if already in light gain dense. Move Move Move! +2 movement if you chose to advance auto 6 (no roll ) Suppression fire - target infantry unit only. Can only target 1 unit. If 5 or more hits are scored enemy unit subtracts 1 from hit rolls until your next shooting phase. Tank Orders Pound them to dust - when using blast weapons double the amount of models on the enemy unit. Full Throttle - add 2inch movement. Count as stationary if advanced. Gunners kill on sight - reroll 1’s To hit. Blitz them!! - add +1 to charge rolls. If a charge is made roll a dice a 4+ inflicts D3 mortal wounds. (Dozer blades add +1 to “hit roll” Shock and awe - Gain objective secured Pinning fire - target infantry unit only. If 5 or more hits are made unit subtracts 2 from movement Other Orders (possibly prefectus/commissar orders) Forwards, for the Emperor! - When shooting,the unit counts as having Remained Stationary if it made a Normal Move or Advanced Duty and Honour! - The unit can perform actions even if it Fell Back or Advanced, and shooting does not cause actions to fail. Get Back in the Fight! - The unit can shoot or charge (but not both) in the same turn it Fell Back At All Costs! - Unit pains Objective Secured (its models each count as 1 extra model if it already has this ability), Show Them Steel, Show Them Contempt - Add 1 to the unit's Leadership, and its models can ignore mortal wounds on a 5+ Remain Vigilant - units cannot be set up within 12\*, and the unit can Hold Steady if charged (and its overwatch hits on a 5+) **Tank Aces** Name Unknown - SUPER-HEAVY model only. This model gains the OFFICER keyword and knows Mechanised Orders. In your Command phase, it can issue one Order, and the unit you select for that Order can be an ASTRA MILITARUM TITANIC unit. METICULOUS CALIBRATOR – Ignores Enemy Light Cover MECHANICAL PACK RAT- Transhuman on a tank VETERAN COMMANDEER - Pick a bonus regimental doctrine KNIGHT OF PIETY - This model has a 5++ invulnerable save. Ignore mortals on a 5+, MASTER OF CAMOUFLAGE- Get light cover from ranged attacks over 12 inches away. Titanics must be 18” STEEL COMMISSAR – Gains Commissar Orders, can order ogryn. **Psychic Powers** TERRIFYING VISIONS - Malediction: warp charge 6. select one enemy unit within 18" Until the start of your next Command phase Subtract 2 from the Leadership + Your opponent cannot select that unit for the Insane Bravery Stratagem and no re-roll for Morale. Also roll 2D6 and if beat the enemy Ld they fail any actions they were doing GAZE OF THE EMPEROR - Witchfire: warp charge 6. select one enemy model within 12" of and visible. Draw a straight line between any part of that model's base and PsYKER's base. Roll one D6 for that enemy model's unit, and one D6 for each other unit that this line passes over: on a 1-5, the unit being rolled for suffers 1 mortal wound; on a 6, the unit being rolled for suffers D3 mortal wounds, PSYCHIC BARRIER – Blessing: warp charge 6. select one friendly ASTRA MILITARUM unit within 12" of this PSYKER. models in that unit have a 5+ invulnerable save. NIGHTSHROUD - Blessing: warp charge 6. select one friendly ASTRA MILITARUM unit within 12" of this PsYKER. That unit gains tran:cuss: MENTAL SHACKLES - Malediction: warp charge 6. select one enemy unit within 18" of this PsYKER. -2" from the Move + -2 from Advance and charge rolls PSYCHIC MAELSTROM - Witchfire: warp charge 6. roll a number of D6 equal to the result of the Psychic test. for each 5+, the closest enemy within 18" + visible suffers 1 mortal wound (max 6). **Warlord Traits.** If your warlord is not an officer it must have front line combatant FRONT-LINE COMBATANT - melee attack: exploding 6s and +1 to wound MASTER TACTICIAN – 3 unit redeploy and can go in strat reserves GRAND STRATEGIST – CP refund on a 5+ (per CP spent) SUPERIOR TACTICAL TRAINING – Select one type of order the model doesn’t know, it now knows them. E.g. officers can do commissar orders OLD GRUDGES – select enemy unit pregame. Units with 6 inch of warlord have +1 to wound against that unit LEAD BY EXAMPLE - can issue Orders to its own unit, even though you cannot normally select OFFICER. **Relics** THE EMPEROR'S BENEDICTION – range 18 Pistol 3 S4 AP1 D2 Abilities: ignore the Look Out, Sir rule. unmodified wound roll of 6 does 1 mortal wound in addition TACTICAL AUTO-RELIQUARY OF TYBERIUS- issue +1 order DEATH MASK OF OLLANIUS – bearer + their unit gets a 4++ THE BARBICANT'S KEY Grand – Dark matter crystal/viel of shadows equivalent (e.g. pick up and put down same turn) KUROV'S AQUILA – Vect equivalent (e.g., 1 enemy strat costs 1 more CP for the game) GATEKEEPER 72” rang.: Blast. Turret Weapon. Heavy D3+6 str 9 ap-3 D3 RELIC OF LOST Cadia- Cadian only. Once per battle. (Aura): CADIAN INPANTRY in range get +1 WS and BS and attacks and Ld ORDER OF THE BASTIUM STELLARIS – Transhuman for bearer and unit PSY-SIGIL OF SANCTION Psyker model only know +1 power, cast +1 power ARMOUR OF GRAF TOSCHENKO bearer gets 2+ save and +1 wound LAURELS OF COMMAND Can issue one order (from a specific subset, not all orders) in the enemy turn. Once per game **Other Bits:** Core army rules. Hammer for the emperor stays “possibly new name” but add “units in 6 inches can use officers leadership” May for go hammer of the emperor and pick 2 doctrines Scions are now elites but may be taken as troops if your whole detachment is scions (+2 other keywords) Chain of command. You must select an officer to be your warlord if your army includes any officers. You can only have 1 commandant in each detachment If you have a “commandant” he must be your warlord. Unless your army contains Lord Solar then he must be your Warlord On the scion thing above they are taken in troops instead of elites. So you can’t have them in both slots. Platoons are kinda back, different to how we have seen them before (not like back in 2nd/3rd ed). Special Deatchment rules (kinda like Dark eldar) and there is a platoon keyword Cadian shock troop squads can double up on SW. Snipee rifles are Tanith specific now, or elite if in a different army.. artillery “are mortal wounds machines.” new lord solar charachter he has a movement of 12 so he is a Calvary model. (Supreme commander) No conscripts (but whiteshields have a datasheet) No Veteans No Commisar Yarrick No special Weapon squads No spam of special weapons anymore in storm trooper squads. 4 allowed in a 10 man squad max of 2 the same weapon. 5 man squads get 2 special weapons but can only have 1 of each type max. No Pask , Creed or Kell Rough riders confirmed to be back Ok so hammer of the emperor stayed the same and adds 6" if a leadership test is passed based as long as withing 6" of an officer or... 12" with a vox You can play scions as it's own faction but lose a lot of abilities and about 25% of the codex is unusable Lord Solar is what allows you to take scions as a troop. If creed is taken, she must be your Warlord as well. command squads are back. You attach people to them like the old days. Officer 4 guardsmen. Then a officer of fleet / ordnance / astropath. They all have 1 wound. You can also attach Ogryn body guard which has the “big rule” do if you target the unit you have to use his toughness etc. same as the one previewed in the chaos Ogryn Preachers / engineers are still independent and have more wounds etc Orders still spread Rogal Dorn Stuff: This model's twin battle cannon can be replaced with 1 oppressor cannon and 1 co-axial autocannon. This model's castigator gatling cannon can be replaced with 1 pulveriser cannon This model can be equipped with one of the following: 2 meltaguns; 2 additional heavy stubbers. This model can be equipped with one of the following: 2 heavy bolters; 2 multi-meltas. This model can be equipped with armoured tracks. Bs 4+ T9 2+ save (turret weapon rule) Oppressor cannon D6+3 shots Str10 Ap -3 Damage 4 Blast 90 inch range Armoured Tracks (upgrade) D1 weapons give you a +1 arm save Between 250-280 points 17 wounds
  16. https://www.warhammer-community.com/2022/10/31/lead-the-astra-militarum-from-the-front-with-the-legendary-lord-solar-leontus/?utm_source=twitter&utm_medium=social&utm_campaign=warhammer-40,000&utm_content=astra31102022
  17. https://www.warhammer-community.com/2022/10/24/the-rogal-dorn-battle-tank-crushes-heretics-with-the-power-of-the-praetorian/?utm_source=twitter&utm_medium=social&utm_campaign=warhammer-40,000&utm_content=astra-militarum-new-tank- I quite like the look of it. Different enough but keeping the Imperial style.
  18. So, copied from DakkaDakka, which theyve copied from Mordian Glory: I think MG has commented more leaks and rumours, but the streaming is THREE HOURS LONG
  19. Evening all Courtesy of an eagle eyed person on twitter, looks to be a stealth showing of a new guard tank,
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