Post on 09-Apr-2018
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Astartes Praeses Special Rules
A Line in The Sand-Sometimes the time for tactics is past, and there can simply be no retreat. Units with
this special rule automatically pass all morale and pinning checks if more than half of the unit is
within your deployment zone.
And They Shall Know No Fear- Space marines automatically pass tets to regroup, and can take such tests
even if they are under half strength. If this happens, they do not count as having moved in that
movement phase yet. Additionally, if they are caught in a sweeping advance, they instead take
wounds as though they were fearless when they took their morale test.
Assault Vehicle-Models disembarking from a vehicle with this rule may launch an assault the turn they
disembark, even if the vehicle moved that turn.
Bolster defenses-Techmarines can use surrounding materials to create impromptu bunkers or reinforce
crumbling walls. Any model with this rule may nominate one piece of area terrain in your
deployment zone. That piece of terrain grants +1 to its normal cover save. No piece of terrain
can be nominated more than once by this special rule.
For the Honor of the Chapter-The chaplain and all models in his squad are fearless, as described in the
rulebook.
Hyper repair-A Master of the Forge has earned his title; he has gained an almost psychic ability to detect
when and how a nearby vehicle will be damaged, and can be ready to fix it instantly. If the
Master of the Forge is within 3 of a vehicle, has a servo-harness, and a model with a servo-arm
or servo-harness in his unit is in base contact with a vehicle, and it suffers a damage result of
any kind, he may attempt to nullify the result. Roll 1d6, and if the number shown is higher than
the damage result, the damage is nullified. If the Master of the Forge himself is in base contact
with the vehicle, add +1 to this roll.
Liturgies of Battle-The chaplains of the Praeses practice slightly different rites than those of normal
space marines. A chaplain and his squad all have the counter attack special rule, as described in
the warhammer 40K rulebook.
Lumbering Behemoth-The Stalwart predator is a massive stable platform, if slower than one might hope.
On any turn it would normally be able to fire, it may fire its turret in addition to any other
weapons it fires. However, should it move at cruising speed, it has a maximum range of 6+d6
inches, instead of simply moving up to 12 inches.
Mindlock-Servitors have had their minds altered beyond the point where they can function normally. On
every turn, roll a d6. On a 4+ they function normally, otherwise they have succombd to mindlock
and can take no actions other than continue fighting normally in close combat if they were
already engaged. This also affects any character they are with. If a techmarine or Master of the
Forge is joined to the unit, it automatically passes this test.
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Orbital Bombardment-Chapter Masters are equippedwith the authority to call down an orbital strike.
This counts as firing a ranged weapon in the shooting phase, and cannot be used if the chapter
master moved in that movement phase. If the chapter master has direct line of sight, you may
reduce scatter by his Ballistic skill. Orbital bombardments have the following profile:
Range Strength AP Type
Unlimited 10 1 Ordnance 1, Barrage
Power of the Machine Spirit-a Vehicle with this rule may always fire 1 more weapon than normal, unless
it has used smoke launchers. This weapon may be fired at a separate target than the rest of the
weapons fired that turn.
Repair self-A rhino is the easiest vehicle in the army to maintain. So easy, in fact, that the crew can
attempt to get one going again, even in the middle of combat. During the shooting phase, an
immobilized rhino may roll a d6 instead of shooting. On a 6, they fix the immobilized result and
can move the next turn.
Repair Vehicle-Techmarines and Masters of the Forge may forego shooting to attempt to fix a weapon
destroyed or immobilized damage result. For each servitor with a servo arm in the techmarines
unit, add 1 to this roll. If the techmarine is using a servo-harness, add 1 to the roll. On a 5+, the
result is fixed. Fixed weaponry cannot be fired until the following shooting phase.
Target Selection-The marines of the praeses chapters know that engaging chaos in close combat is
unwise at best, and have thus developed alternate strategies, selecting to form firing patterns
that maximize shooting firepower. Any unit that did not move or is relentless may select 2
targets to shoot at in the shooting phase. Each model may still only fire 1 weapon 1 time. Both
targets must be declared before any dice are rolled.
Venerable-If a venerable dreadnought suffers a hit on the vehicle damage chart, you may have your
opponent reroll the die. You must take the second result, even if it is worse than the first.
Visual Landing-The dislocation beacons the Praeses uses are indiscriminate, and so the assault marines
have perfected the ability to drop down accurately using visuals only. They are not affected by
wargear or special rules that increase OR reduce deep strike scatter; they roll 2d6 under any
circumstances.(direct hits still result in no scatter)
Independent Character, Deep Strike, Infiltrate, Move through Cover, Scout: See the universal special
rules section of the warhammer 40K rulebook.
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Wargear
Weapons
Assault cannon
Range Strength AP Type
24 6 4 Assault 4, rending
Auxilary Grenade Laucher
A wrist mounted device that shoots grenades. It
can be fired in addition to any other weapons
shot that turn. The profile may be selected each
time it fires.
Range Strength AP Type
12 6 4 Assault 1
12 3 6 Assault 1, blast
Boltgun
Range Strength AP Type
24 4 5 Rapid fire
Bolt pistol
Range Strength AP Type
12 4 5 Pistol
Chainfist
A power fist that rolls an extra d6 for armor
penetration. See the power fist entry for further
details.
Chainsword or Combat Blade
A standard close combat weapon, as described
in the warhammer 40K rulebook.
Combi-weaponsA Boltgun that may work, for 1 shooting phase,
as a flamer, meltagun, or plasma gun,
depending on the type of combi-weapon. You
cannot fire both parts in one turn.
Conversion BeamerA bizarre relic that fires a single shot that
gathers energy as it goes. When firing a
conversion beamer, roll for scatter before you
measure the distance. The profile of the shot is
determined by the distance it travels.
Range Strength AP Type
1-18 6 - Heavy 1, Blast
18-42 8 4 Heavy 1, Blast
42-72 10 1 Heavy 1, Blast
73+ missed - -
Crozius Arcanum
The symbol of a chaplains position. It function
in combat like a normal power weapon/
Cyclone missile launcher
Mounted on the back of terminators, these
missile lauchers can be fired In addition to any
other weapon the terminator holds. It is fired at
one of the following profiles:
Range Strength AP Type
48 8 3 Heavy 2
8 6 Heavy 2
Digital Weapons
A Model equipped with digital weapons may
reroll a single failed roll to wound in each
assault phase.
Flamer
Range Strength AP TypeTemplate 4 5 Assault 1
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Grenades and Meltabombs:
The Praeses chapters use 3 kinds of grenades.
Krak grenades, and meltabombs as well, are
described in the vehicles chapter of the
warhammer 40k rulebook. Frag grenades are
assault grenades, and Flashbang grenades are
defensive grenades. Both are described in the
assault section of the warhammer 40k
Rulebook.
Heavy Bolter
Range Strength AP Type
36 5 4 Heavy 3
Heavy Flamer
Range Strength AP TypeTemplate 5 4 Assault 1
Javelin Pattern Boltgun
Range Strength AP Type
30 4 5 Rapid Fire, Rending
Lascannon
Range Strength AP Type
48 9 2 Heavy 1
Lightning Claws
See the assault phase chapter of the
warhammer 40K rulebook for rules of lightning
claws.
Master Crafted Weaponry
A master crafted weapon allows the model to
reroll on to hit roll whenever the weapon is
used.
Meltagun
Range Strength AP Type
12 8 1 Assault 1, Melta
Missile Launcher
Missiles may be fired at either of the following
profiles, selected each turn:
Range Strength AP Type
48 8 3 Heavy 1
48 4 6 Heavy 1, Blast
Multi-Melta
Range Strength AP Type
24 8 1 Heavy 1, melta
Plasma Cannon
Range Strength AP Type
36 7 2 Heavy 1, Blast, Gets
Hot!*
*on a to hit roll of a 1, the weapon does not fire
and instead gives the bearer a wound. With the
plasma cannon, roll a d6 before scattering to
represent this.
Plasma Gun
Range Strength AP Type
24 7 2 Rapid fire, Gets Hot!
Plasma Pistol
Range Strength AP Type
12 7 2 Pistol, Gets Hot!
Power Fist
Power fists strike at initiative 1, but double the
users strength, as well as ignoring armor saves.
They are considered special close combat
weapons, and as such only give +1 attack when
the user is using two of the same.
Power WeaponPower weapons ignore armor saves on close
combat. They can be used with a pistol, combat
blade, or other normal close combat weapon
for +1 attack.
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Relic Blade
A two handed power weapon that strikes at
strength 6. You can never have +1 attack for
two close combat weapons if you have a relic
blade, however.
Sniper Rifle
Range Strength AP Type
36 3 6 Heavy 1, Sniper*
*sniper weaponry wounds automatically on a
roll of 4+ as though it were poisoned. It also
has the rending and pinning special rules.
Storm BolterRange Strength AP Type
24 4 5 Assault 2
Thunder Hammer
A special close combat weapon that
automatically causes a crew shaken result in
addition to any other vehicle damage results it
may incur. In addition, if a model survives an
unsaved wound from a thunder hammer, it
strikes at initiative 1 on the next round ofcombat. Thunder hammers follow the rules for
power fists.
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Other Equipment
Combat Shield
this light shield grants a 6+ invulnerable save,
but is light enough that the bearers hand is still
free for another object, such as a pistol or
combat blade.
Camo Cloak
These cloaks grant scouts the Stealth Special
rule, as detailed in the warhammer 40k
rulebook.
Chapter Banner
Any space marines within 12 of the model with
the chapter banner rerolls all failed morale and
pinning checks. In addition, all models in the
same squad as the chapter banner gain +1
attack in close combat. This squad also counts
as having score +1 unsaved wound when
determining combat results.
Dislocation Beacon
The Praeses chapters have developed a device
that interferes with location signals, air
currents, and even the warp itself to a small
degree. All units attempting to deep strike
within 9 of models always scatter, even on a
direct hit. If an arrow is rolled, add 2d6 to the
scatter distance. Also, no homing effects
function if the homing device is within this
radius. This device has no effect if deep striking
models are placed outside the radius and then
scatter in.
HellfireRounds
special ammunition for bolt weaponry. It can be
used with boltguns, bolt pistols, and javelin
pattern boltguns.
Range Strength AP Type
As 1 5 As weapon,
weapon poisoned(2+)
Iron Halo
This high award grants the model a 4+
invulnerable save.
Jump Pack
Models with jump packs are jump infantry, and
may be held in reserve and arrive by deep
strike.
Rosarius
As iron halo.
NartheciumThe apothecary and any unit in his squad have
the Feel no Pain special rule, as described in the
warhammer 40k rulebook.
Servo Arm
A servo arm grants the model a STR 8, initiative
1 attack in close combat in addition to all other
normal attacks.
Servo HarnessA servo harness gets two servo arm attacks in
close combat, a twin linked plasma pistol, and a
flamer. In addition, a model with a servo
harness may shoot two weapons in the
shooting phase, but at least one of those
weapons must be a weapon attached to the
servo harness.
Storm Shield
A model with a storm shield has a 3+invulnerable save.
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Vehicle Armory
Ascension Shock Cannon
This massive gun fires a single, solid shot at its
target, sure to obliterate it on contact.
Range Strength AP Type
60 10 2 Ordnance 1, Shock*
*this weapon hits so hard that against vehicles
it automatically scores a crew stunned result in
addition to any other effects it might have, and
scores d3 extra wounds to any non vehicle
model that does not make its save. It does not
use a blast marker of any size, however; roll to
hit as a normal weapon.
Autocannon
Range Strength AP Type
48 7 4 Heavy 2
Dozer Blade
Dozer blades allow vehicles to reroll failed
dangerous terrain tests
Extra Armor
Vehicles with extra armor treat any crew
stunned results as crew shaken. If there is a unit
using hyper repair, they must still roll to nullify
as though it was crew stunned.
Frag Assault Launchers
Any unit charging out of a land raider is counted
as having assault grenades.
Hunter-Killer Missile
Range Strength AP Type
unlimited 8 3 Heavy 1, single shot
weapon
Hurricane Bolter
Three twin-linked boltguns.
Obliterator Cannon
This cannon fires a shell that sprays fuel into the
air, then igniting it for a fantastic blast. The
enemy is hit from all sides as the fuel ignites all
at once.
Range Strength AP Type
48 10 5 Ordnance, large blast,
ignores cover
Searchlight
If a vehicle mounted with searchlights
successfully sees an enemy unit during night
fighting, all of your units may fire at that unit for
the rest of the turn without making checks.
Smoke Launchers
Used at the end of the vehicles movement
phase, the vehicles forgoes its entire shooting
phase to gain a cover save of 4+ for the next
turn.
Typhoon/Dreadnought Missile Launcher
These lauchers have racks of missiles that can
be fired at either of the following profiles each
turn:
Range Strength AP Type
48 8 3 Heavy 2
48 4 6 Heavy 2
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Thunderfire cannon
The thunderfire cannon is considered artillery,
as described in the warhammer 40 rulebook.
Each round, the techmarine may fire the
cannon at one of the following profiles:
Range Strength AP Type
60 6 5 Heavy 4, Blast
60 5 6 Heavy 4, Blast, Ignores
cover
60 4 - Heavy 4, Blast,
Tremor*
*Tremor shells force any unit it hits to move as
though it were in difficult terrain on that units
next turn.
Whirlwind Multiple Missile LauncherThis may be fired at either of the following
profiles:
Range Strength AP Type
12-
48
5 4 Ordnance 1, Barrage
12-
48
4 5 Ordnance 1, Barrage,
Ignores cover
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HQ
Cymar Xidias, Chapter Master of the White Consuls 250 points
WS BS S T W I A Ld SvCymar Xidias 6 6 4 4 3 5 4 10 2+
Unit Composition: 1(unique)
Unit type: Infantry
Wargear:
-Artificer armor
-Iron Halo
-Claws of the Blue Eagle
Special rules
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Independent Character
-Orbital Bombardment
-Eternal Warrior
-For the God Emperor!
-Cut off the Head
Special gear and rules:
Claws of the Blue Eagle: a pair of matched lightning claws with single shot meltaguns built into them.
Both melta shots may be fired on the same turn.
Cut off the Head: Xidias knows the value of each part of his opponents forces, and will quickly and
determinedly take down the greatest threats. At the beginning of the game, you may select one unit.
Anyone shooting at this unit may reroll missed shots. If the unit is an independent character joined to a
squad, reroll against the squad. If the unit is inside a transport, reroll against the transport. In addition,
he may allocate attacks to individual models in close combat regardless of whether they are
independent characters or not.
For the God Emperor!: the White Consuls are part of the imperial cult, and Xidias uses this to drive his
troops ever harder. Each round of combat, he and any unit he is joined with may attempt a counter
charge, gaining +1 attack on that round. For each consecutive player turn this is attempted, whether it
passes or fails, the next attempt for this check is made at -1 leadership. If this is not attempted during
any combat phase, the next check is made at +1 leadership and so on. This ability cannot be used when
charging an enemy squad.
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Artekus Bardane, Chapter Master of the Relictors 155 points
WS BS S T W I A Ld Sv
Artekus Bardane 6 5 4 4 3 5 3 10 3+
Unit Composition: 1(unique)Unit type: Infantry
Wargear:
-Power armor
-Iron Halo
-The Screaming Flail
Special rules
-And They Shall Know No Fear
-A Line in the Sand-Target Selection
-Independent Character
-Orbital Bombardment
-Excommunicatus Traitorus
Special gear and rules:
The Screaming Flail: This flail is a slaaneshi daemon weapon. It grants d6 extra attack in close combat,
but it wounds the user and makes no attacks that round if a 1 is rolled. Its attacks ignore armor savesand cause instant death, regardless of the targets toughness. It may also be used as a ranged weapon
with the following profile:
Range: flamer template, Str d6+4, AP 6, assault 1
Excommunicatus Traitorus: The relictors were excommunicated for using daemon weapons. An army
that includes Artekus Bardane cannot contain any other special characters.
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First Captain Raoul of the Marines Exemplar 180 points
WS BS S T W I A Ld Sv
Raoul 6 5 4 4 3 5 4 10 2+
Unit Composition: 1(unique)Unit type: Infantry
Wargear:
-Terminator Armor
-Storm Shield
-Terror Kin
- Storm Bolter
Special rules
-And They Shall Know No Fear-A Line in the Sand
-Target Selection
-Independent Character
-Ancient Enemies
-Favored Few
-We Have Our Own Way!
Special gear and rules:
Terror Kin: a double sided chainaxe that strikes as a Strength 6 power weapon in close combat.
Ancient Enemies: Raoul and his squad have preferred enemy vs chaos daemons and chaos space
marines.
Favored Few: Raoul favors his veteran company, fielding them in far greater numbers than usual.
Terminators and Lancer Squads may be taken as troop choices, able to contest objectives and be
affected by his We Have Our Own Way! Special rule. He has few suits of terminator armor to his
chapter, however: he may not have more than 1 Terminator squad in his entire army.
We Have Our Own Way!: after losing their chapter master, Maxim Absolon, using The Great Wolf Logan
Grimmnars tactics, First Captain Raoul took the chapter under his command and redeployed the
chapter seeking council only from within the chapter. The Marines Exemplar are now known throughout
the sector as being incredibly crafty, but close-minded when advice is offered from outside the chapter.
All troops gain the infiltrate special rule (including Lancers and terminators taken as troops), but
because they dont always listen to others advice, when an army includes First Captain Raoul your
opponent always gets to make the decision who deploys first and gets first turn (initiative may be stolen
as normal).
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Arcturus Rickmann, Master of the Forge of the Subjugators 160 points
WS BS S T W I A Ld Sv
Arcturus Rickmann 5 5 4 4 2 4 2 10 2+
Unit Composition: 1(unique)
Unit type: Infantry
Wargear:
-Artificer armor
-Iron Halo
-Servo Harness
-Thunder Hammer
Special Rules
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Deathtrap
-Hyper Repair
-Repair vehicle
-Independent Character
Deathtrap:
Arcturus is brilliant with defenses, and can turn practically anything into a fortified bunker. If Arcturus is
in your army, you may select one piece of terrain in you deployment zone. You get +1 to cover saves
rolled in that area(a 1 always fails, regardless) and your opponent treats that piece of terrain as both
difficult and dangerous terrain.
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Ruslov Petrenko, Captain of the Night Watch 10th Company 150 points
WS BS S T W I A Ld Sv
Ruslov Petrenko 6 5 4 4 3 5 3 10 4+
Unit Composition: 1(unique)Unit type: Infantry
Wargear:
-Scout armor
-combi-plasma
-meltabombs
-hand flamer
-power sword
Special Rules:Early Battle
Scout
Infiltrate
Move Through Cover
Hide
Now You See Us
Hand flamer: Str 3, ap 5 flamer template. Counts as a second close combat weapon.
Early Battle: if your army includes Petrenko, the game starts with night fighting active for 1 full turn. Ifthe game already starts with night fighting, the night lasts 1 turn longer than normal.
Hide: under the cover of night, Petrenko can get his men closer to their objective. He and any squad he
is with may subtract infiltrate to within 12 of enemy units in plain sight, and 6 of enemy units if they
are out of sight. They may also scout to within 1 of enemy models.
Now You See Us...: Petrenko and his unit can disappear into the night like ghosts. If they are not
engaged in close combat at the end of their turn, and night fighting is active, they may be removed from
the board and placed in reserve.
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Commander 100 points
WS BS S T W I A Ld Sv
Captain 6 5 4 4 3 5 3 10 3+
ChapterMaster
6 6 4 4 3 5 3 10 3+
Unit composition:
-1 Captain
Unit Type:
-Infantry
Wargear:-Power armor
-Boltgun
-Bolt pistol
-Chainsword
-Flashbang and Krak grenades
-Iron Halo
Special rules:
-And They Shall Know No Fear
-A Line in the Sand-Target Selection
-Independent Character
-Orbital Bombardment(Chapter Master Only)
Options:
Upgrade to Chapter Master.+25 pts
Replace Boltgun, Bolt pistol, and/or chainsword
with
-combi-flamer, -melta, or plasma..+5 pts
-meltagun or plasma gun.+10 pts
-storm shield, power sword, lightning claw, or
plasma pistol..+15 pts
-Power fist+25 pts
-Relic blade or thunder hammer.+30 pts
Replace power armor with artificer
armor..+15 pts
May take
-meltabombs..+5 pts
-Digital Weapons.+10 pts
-hellfire rounds.+ 10 pts
-Auxilary grenade launcher.+15 pts
Replace power armor, all grenades, bolt pistol,
chainsword, and Boltgun with Terminator
Armor, storm bolter, and power sword..+30 pts
Replace storm botler with
-combi-flamer, -melta, or plasma+5 pts
-lightning claw..+10 pts
-Thunder Hammer.+20 pts
Replace Power sword with
-lightning claw+5 pts
-power fist or storm shield..+10 pts
-thunder hammer or chainfist+15 pts
If terminator armor is not chosen, may select a
jump pack..+25 pts
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Command Squad 115 points
WS BS S T W I A Ld Sv
Champion 5 4 4 4 1 4 2 9 3+
Apothecary 4 4 4 4 1 4 2 9 3+Veteran 4 4 4 4 1 4 2 9 3+
Unit composition:
-4 veterans
-1 apothecary
Unit Type:
-Infantry
Wargear:
-Power armor
-Chainsword
-Bolt pistol
-Flashbang, Frag, and Krak grenades
-Narthecium(apothecary only)
Special rules:
-And They Shall Know No Fear
-A Line in the Sand-Target Selection
Dedicated Transport:
May select a rhino or razorback.
Options:
One veteran may carry a chapter banner+20 pts
One veteran may be upgraded to a champion
with a power weapon and a combat
shield.+15 pts
Any Veteran may replace his bolt pistol and/or
chainsword with
-a storm bolter..free
-flamer.+5 pts
-meltagun..+10 pts
-a combi-flamer, -melta, or plasma..+10 pts
-plasma gun, power sword, plasma pistol, or
lightning claw+15 pts
-power fist+25 pts
-Thunder hammer..+30 pts
Any Veteran may have the following
-meltabombs+5 pts
-storm shield+15 pts
Up to three veterans may take
- Dislocation Beacon..+ 5pts
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Master of the Forge 120 points
WS BS S T W I A Ld Sv
Master of
the Forge
4 5 4 4 2 4 2 10 2+
Unit composition:
-1 Master of the Forge
-2 servitors
Unit Type:
-Infantry
Wargear:-Artificer Armor
-Servo-harness
-Bolt pistol
-Flashbang and Krak grenades
Special rules(master o the forge only):
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Bolster Defenses
-Hyper Repair
-Repair vehicle
-Independent Character
Options:
Replace Servo-harness with
-conversion beamerfree
Replace bolt pistol with
-storm bolter..+5 pts
-combi-plasma, -flamer, or melta+10 pts
-plasma pistol.+15 pts
Take digital weapons+10 pts
Take either
-power sword.+15 pts
-thunder hammer+30 pt
Chaplain 100 points
WS BS S T W I A Ld Sv
Chaplain 5 4 4 4 2 4 2 10 3+
Unit composition:
-1 Captain
Unit Type:
-Infantry
Wargear:
-Power armor
-Bolt pistol
-Crozius arcanum
-Flashbang and Krak grenades
-Rosarius
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Honor of the Chapter
-Liturgies of Battle
-Independent Character
Options:
Replace bolt pistol with
-storm bolter..+3 pts
-combi-plasma, -flamer, or melta+15 pts
-power fist+15 pts
-plasma pistol..+15 pts
Take meltabombs.+5 pts
Take digital weapons.+10 pts
May replace power armor, bolt pistol, and
grenades for terminator armor and:
-a storm bolter+30 pts
- combi-plasma, -flamer, or melta+35 pts
If terminator armor is not chosen, may have a
jump pack.+15 pts
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Lieutenant 50 points
WS BS S T W I A Ld Sv
Lieutenant 4 5 4 4 2 4 2 9 3+
Unit composition:
-1 Lieutenant
Unit Type:
-Infantry
Wargear:
-Power armor
-Boltgun
-Chainsword
-Flashbang and Krak grenades
-Iron Halo
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Independent Character
Options:
Replace Boltgun and/or chainsword with
-combi-flamer, -melta, or plasma..+5 pts
-meltagun or plasma gun.+10 pts
-storm shield, power sword, lightning claw, or
plasma pistol..+15 pts
-Power fist+25 pts
May take
-meltabombs..+5 pts
-Digital Weapons.+10 pts
-hellfire rounds.+ 10 pts
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Troops
Defender 15 pts/model
WS BS S T W I A Ld Sv
Defender 4 4 4 4 1 4 1 8 3+
Unit composition:
-5-15 Defenders
Unit Type:
-Infantry
Wargear:
-Power armor
-Boltgun
-Bolt pistol
-Flashbang and Krak grenades
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
Dedicated Transport:
If the squad numbers less than 7 models, may
select a Razorback. If the squad numbers less
than 11 models, may select a Rhino.
Options:
For every five models in the squad, one
Defender may take:
-A flamer, heavy bolter, multi-melta, or missile
launcher..free
-A meltagun or plasma cannon.+ 5 pts
-A plasma gun or Lascannon.+10 pts
One Defender may take:
-A power weapon.+15 pts
-A power fist... +20 pts
One Defender may take:
- Meltabombs.+5 pts
Up to three Defenders may take
- Dislocation Beacon..+ 5pts
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Scout 12 pts/model
WS BS S T W I A Ld Sv
Scout
Sergeant
4 4 4 4 1 4 1 8 4+
Scout 3 3 4 4 1 4 1 7 4+
Unit composition:
- 4-9 scouts
- 1 Scout Sergeant
Unit Type:
-Infantry
Wargear:-Scout Armor
-Boltgun
-Bolt pistol
-Flashbang and Krak grenades
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Infiltrate
-Scout-Move Through Cover
Dedicated Transport:
If the squad numbers less than 7 models, may
select a Razorback, or may select a rhino.
Options:
Any Model may replace his Boltgun with:
-sniper rifle...free
One Scout may replace his Boltgun with:
-heavy bolter or missile launcher..+10 pts
The Scout Sergeant may replace his Boltgun
and/or bolt pistol with:
-Plasma Pistol or Power Weapon..15 pts
-Power fist..20 pts
The Scout sergeant may take:
-Meltabombs...+5 pts
-Dislocation Beacon.+5 pts
The entire squad may take have camo cloaks, +3
pts/model
8/7/2019 Astartes Praeses
21/31
Scout Heavy Weapon Team 25 pts/model
WS BS S T W I A Ld Sv
Scout
Heavyweapon
team
3 3 4 4 2 4 2 7 4+
Unit composition:
- 1-3 Heavy Weapon Teams
Unit Type:
-Infantry
Wargear:-Scout Armor
-combat blade
-Flashbang grenades
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Infiltrate
-Scout
Options:
Each Heavy weapon team must take one:
-Mortar..free
-autocannon+5 pts
-Lascannon.+10 pts
8/7/2019 Astartes Praeses
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Dedicated Transports
Rhino 35 points
WS F S R
Rhino 4 11 11 10
Unit Composition
-1 Rhino
Unit Type
-Vehicle(Tank)
Wargear
-Storm Bolter
-Searchlight
-Smoke Launchers
Special Rules
-Repair self
Transport Capacity
-Ten models
Options:
May take any of the following:
-Storm Bolter+10 pts
-Hunter-Killer missile..+10 pts
-a dozer blade....+5pts
-extra armor.+15 pts
Razorback 40 points
WS F S R
Rhino 4 11 11 10
Unit Composition
-1 Razorback
Unit Type
-Vehicle(Tank)
Wargear
-Twin-Linked Heavy Bolter
-Searchlight
-Smoke Launchers
Transport Capacity
-Ten models
Options:
May take any of the following:
-Storm Bolter+10 pts
-Hunter-Killer missile..+10 pts
-a dozer blade....+5pts
-extra armor.+15 pts
Replace Twin-Linked Heavy Bolter with:
-Twin-Linked Heavy Flamer..+25 pts
-Twin-Linked Assault Cannon..+35 pts
-Twin-Linked Lascannon..+35 pts
-Lascannon and twin linked plasma gun..+35 pts
8/7/2019 Astartes Praeses
23/31
Elites
Terminator 30 pts/model
WS BS S T W I A Ld Sv
Terminator 4 4 4 4 1 4 2 9 2+
Unit composition:
-5-10 Terminators
Unit Type:
-Infantry
Wargear:
-Terminator armor
-Storm bolter
-Power Sword
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
Dedicated Transport:
One terminator Squad may select a Land Raider
of any type as a dedicated transport.
Options:
For every five models in the squad, one
Terminator may :
-Replace storm bolter with assault cannon
+20 pts
-replace storm bolter with heavy flamer..+ 5 pts
-Take a cyclone missile launcher+30 pts
Any model may replace his storm bolter with:
-Lightning Claw..+5 pts
-Thunder Hammer...+10 pts
Any model may replace his Power Sword with:
-Lightning claw.+5 pts
-Power fist+5 pts
-Storm Shield..+10 pts
Any Terminator may take:
Dislocation Beacon+5 pts
8/7/2019 Astartes Praeses
24/31
Techmarine 50 pts
WS BS S T W I A Ld Sv
Techmarine 4 4 4 4 1 4 1 8 2+
Unit composition:
-1 Techmarine
Unit Type:
-Infantry
Wargear:
-Artificer Armor
-Servo-arm
-Bolt pistol
-Flashbang and Krak grenades
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Bolster Defenses
-Repair Vehicle
-Independent Character
Options:
-Upgrade Servo-arm to Servo-harness.+25 pts
-Take a Power Weapon+15 pts
-Take Thunder Hammer..+25 pts
For every Techmarine or Master of the Forge in
your Army, you may take a unit of Servitors.
Servitor 10 pts/model
WS BS S T W I A Ld Sv
Servitor 3 3 3 3 1 3 1 8 4+
Unit composition:
-1-5 Servitors
Unit Type:
-Infantry
Wargear:
-Servo-arm
Special rules:
-mindlock
Options:
Up to two servitors may replace their servo-arm
with:-Heavy bolter..+ 20 pts
-Multi-melta or Plasma cannon.+ 30 pts
8/7/2019 Astartes Praeses
25/31
Lancer Squad 25 pts/model
WS BS S T W I A Ld Sv
Lancer 4 5 4 4 1 4 1 9 3+
Unit composition:
-5-10 Lancers
Unit Type:
-Infantry
Wargear:
-Power armor
-Javelin Pattern Boltgun
-Hellfire Rounds
-Bolt pistol
-Flashbang and Krak grenades
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
Dedicated Transport:
If the squad numbers less than 7 models, may
select a Razorback, or may select a Rhino.
Options:
One Lancer may take:
-A power weapon.+15 pts
-A power fist... +20 pts
One Lancer may take:
- Meltabombs.+5 pts
Up to three Lancers may take
- Dislocation Beacon..+ 5pts
8/7/2019 Astartes Praeses
26/31
Dreadnought 110 points
WS BS S F S R I A
Dreadnought 4 4 6 12 12 10 4 2
Venerable dreadnought 5 5 6 12 12 10 4 2
Unit Composition
-1 Dreadnought
Unit Type
-Walker
Wargear
-Twin-Linked Autocannon-Dreadnough close combat weapon(with built it storm bolter)
-Searchlight
-Smoke Launchers
Special rules:
Venerable(venerable dreadnoughts only)
Options:
Replace storm bolter with heavy flamer+10 pts
Replace twin-linked autocannon with:
-Hurricane Bolter..free
-Plasma cannon or assault cannon..5 pts
-Twin Linked Lascannons+30 pts
Replace Close combat weapon with:
-Twin-Linked autocannon or dreadnought missile launcher.10 pts
May take extra armor.+15 pts
Upgrade to venerable dreadnought:50 pts
8/7/2019 Astartes Praeses
27/31
Fast Attack
Assault Squad 18 pts/model
WS BS S T W I A Ld Sv
Defender 4 4 4 4 1 4 1 8 3+
Unit composition:
-5-10 Defenders
Unit Type:
-Jump Infantry
Wargear:
-Power armor
-Chainsword
-Bolt pistol
-Frag and Krak grenades
-Jump Pack
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Visual Landing
Dedicated Transport:
The squad may remove its jump packs to count
as infantry. It may then take a rhino or
razorback, subtracting 35 points from the point
cost.
Options:
For every five models in the squad, one
Defender may take:
-A flamer+10 pts
-A meltagun or ..+15 pts
One Defender may take:
-A power weapon.+15 pts
-A power fist... +20 pts
One Defender may take:
- Meltabombs.+5 pts
8/7/2019 Astartes Praeses
28/31
Land Speeder 50 points/ model
WS F S R
Land Speeder 4 10 10 10
Unit Composition
-1-3 Land Speeders
Unit Type
-Vehicle(Fast, Skimmer)
Wargear
-Heavy Bolter
Special Rules
-Deep Strike
Options:
Any Land Speeder may replace its heavy bolter
with:
-Heavy Flamerfree
-Multi-melta+10 pts
Any and Speeder may take one of the following:
-Typhoon Missile Launcher.+40 pts
-Heavy Flamer..+10 pts
-Heavy Bolter.+10 pts-Multi-Melta..+20 pts
-Assault Cannon..+40 pts
Land Speeder Tempest 120 points/ model
WS F S R
Land Speeder 4 11 10 10
Unit Composition
-1-3 Land Speeders
Unit Type
-Vehicle(Fast, Skimmer)
Wargear
-Assault Cannon
-Twin-Linked Typhoon Missile Launcher
Special Rules
-Deep Strike
8/7/2019 Astartes Praeses
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Heavy Support
Land Raider 250 points
WS F S R
Land
Raider
4 14 14 14
Unit Composition
- 1 Land Raider
Unit Type
-Vehicle(Tank)
Wargear
-Twin Linked Heavy Bolter
-Twin Linked Lascannon Sponsons
-Frag assault Launcher
-Searchlight
-Smoke Launchers
Special Rules
-Power of the Machine Spirit
-Assault Vehicle
Tansport Capacity
Twelve Models
Options:
May take any of the following:
-Storm Bolter+10 pts
-Hunter-Killer missile..+10 pts
-a multi-melta..+10pts
-extra armor.+15 pts
Land Raider Crusader 250 points
WS F S RLand
Raider
4 14 14 14
Unit Composition
- 1 Land Raider
Unit Type
-Vehicle(Tank)
Wargear-Twin Linked Assault Cannon
-Hurricane Bolter Sponsons
-Frag assault Launcher
-Searchlight
-Smoke Launchers
Special Rules
-Power of the Machine Spirit
-Assault Vehicle
Tansport Capacity
Sixteen Models
Options:
May take any of the following:
-Storm Bolter+10 pts
-Hunter-Killer missile..+10 pts
-a multi-melta..+10pts
-extra armor.+15 pts
8/7/2019 Astartes Praeses
30/31
Whirlwind Battery 85 points/ model
WS F S R
Whirlwind 4 11 11 10
Unit Composition
- 1-3 Whirlwinds
Unit Type
-Vehicle(Tank)
Wargear
-Whirlwind Multiple Missile Launcher
-Searchlight
-Smoke Launchers
Options:
May take any of the following:
-Storm Bolter+10 pts
-Hunter-Killer missile..+10 pts
-a dozer blade....+5pts
-extra armor.+15 pts
Predator 60 points
WS F S R
Rhino 4 13 11 10
Unit Composition
-1 Predator
Unit Type
-Vehicle(Tank)
Wargear
-Autocannon
-Searchlight
-Smoke Launchers
Options:
Replace Autocannon with Twin-Linked
Lascannon.+45 pts
May take sponsons with:
-Heavy Bolters..+25 pts
-Lascannons+60 pts
May take any of the following:
-Storm Bolter+10 pts
-Hunter-Killer missile..+10 pts
-a dozer blade....+5pts
-extra armor.+15 pts
8/7/2019 Astartes Praeses
31/31
Stalwart Predator 160 points
WS F S R
Stalwart Predator 4 14 12 11
Unit Composition
-1 Stalwart Predator
Unit Type
-Vehicle(Tank)
Wargear
-Ascension shock cannon
-2 hunter killer missiles
-Searchlight
-Smoke Launchers
Special rules:
Lumbering Behemoth
Power of the Machine Spirit
Options:
Replace Ascension Shock cannon with
Obliterator cannon..free
May take sponsons with:
-Hurricane Bolters..+15 pts
-Plasma cannons.+30 pts
-Twin Linked Lascannons+60 pts
May take extra armor..+15 pts
Thunderfire Cannon 100 points
Unit composition:
-1 techmarine
-1 thunderfire cannon
Unit Type:
-Artillery
Wargear:
-Artificer armor
-Servo-Harness
-Bolt pistol
-Flashbang and Krak grenades
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Repair Vehicle
-Bolster Defenses
WS BS S T W I A Ld
Techmarine 4 4 4 4 1 4 1 8