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Imperial Militia v9.6

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CRUSADE IMPERIALIS, HORUS HERESY

This team list uses the special rules and wargear MILITIA OR CULTS
found in Crusade Imperialis Army Lists. If a rule A kill team must be declared either Loyalist or Traitor.
differs from the book, it will be clearly stated. This affects model availability and provenance choices.

FACTION KEYWORDS MODEL AVAILABILITY


All models in this list have the Imperium, Militia,
You must adhere to the following model requirements
Loyalist, or Traitor keywords.
when building your Kill Team:
● 1 Team Leader model
SUPPORT UNIT ● 1-30 Core models
You may only have a number of models with the ● 0-5 Special models
support unit special rule up to 50% of non-support unit
models. Example, 5 Non-support unit model choices
would allow you 2 Support Unit models.

PROVENANCES
Units that have the Provenance special rule benefit
from the provenances on the next page
TEAM WIDE PROVENANCES
An Imperial Militia and Cults Kill Team can have up to two provenances at the cost indicated (Commander must be
selected)
Warrior Elite – 10 pts Alchem-jackers – 8 pts
All eligible units and models receive +1 to their Leadership value (to a All units with this Provenance do not suffer negative modifiers to their
maximum of 9). Militia Levy squads in a kill team with this Provenance Leadership value in the Fight phase and, in addition, if they fail a Nerve
gain the Support Unit special rule test owing to casualties in the Shooting phase, they become pinned
instead of Falling Back.
Option – Frenzon: Any unit with this Provenance can have frenzon
dispensers for +7 points per model (+15 points for an Ogryn Brute
model), gaining +1 Attack. However, any model with these must always
charge the nearest enemy model if it is able to.

Gene-Crafted – 20 pts Feral Warriors – 8 pts


All eligible units and models receive +1 to their strength values (to a All eligible units and models receive a +1 bonus to their WS (to a
maximum of 4, or 6 in the case of an Ogryn’s Strength). Units and models maximum of +4) – Ogryns instead receive +1 Attack.
with this Provenance may not benefit from a 6+ Feel No Pain roll against Option – Blade and Fury:
wounds. Any model with this Provenance, other than Ogryn Brutes, gains +1
Attack for +5 points per squad.

Cyber-augmentics – 8 pts Abhuman Helots – 8 pts


All eligible units and models receive an invulnerable save of 6+ (or may All eligible units and models receive an increase of +1 to their Toughness
improve an existing invulnerable save by +1 to a maximum of 3+). Units value but also lower their Movement value by -1” (to a minimum of 1).
and models with this Provenance however must reduce any Run and Option – Discipline Collars :
Sweeping Advance rolls they make by -1. This Provenance may not be Any model with this Provenance may be given Discipline Collars for +3
chosen in conjunction with the Genecrafted Provenance points per model, and automatically pass test that require a Leadership
check

Survivors of the Dark Age – 30 pts TRAITORS ONLY – (tiny) Cult Horde - 8pts
All eligible units and models receive an increase of +1 to their basic All eligible models with this Provenance gain the Zealot special rule.
Armour save (5+ becoming 4+ and so on) to a maximum of 3+. However, However, they must always charge an enemy if they are able, and may
the detachment’s compulsory Core choices must be filled by Grenadiers, even charge if they have fired weapons in the Shooting phase which
and in addition Inducted Levy squads in an army with this Provenance would make them ineligible to do so. Affected models with this
gain the Support Units special rule and this Provenance itself may not be Provenance may only make Snap Shots with their shooting attacks.
used in conjunction with the Cult Horde or Tainted Flesh Provenances. Grenadier models may not be taken in a team which uses this
Option – Advanced Weapons: Provenance and this Provenance may not be used in conjunction with
The strength of its laspistols, lascarbines, lasrifles, laslocks, and rotor the Survivors of the Dark Age Provenance.
cannons used by its Grenadiers, Grenadier Sergeant and Team Leaders
may be increased by +1 for +5 points per unit. If this option is taken, all
such units in the army must be so upgraded.

TRAITORS ONLY – Tainted Flesh – 8 pts


All eligible models receive the a Feel No Pain (6+) special roll, and their
close combat attacks gain the Rending special rule. However, the kill
team must take at least two Levy squads, and it may not have more
Infantry units, than it has Inducted Levy squads in total. For example, if
it has three Inducted Levy squads, it can have a maximum of three
additional Infantry units of other kinds. The only HQ choices the
detachment can take are the Team Commander and Rogue Psyker
entries
Special Option – Mutant Spawn:
Detachments with this Provenance have access to the Mutant Spawn
Special unit. Restriction: This Provenance cannot be taken in
conjunction with the Survivors of the Dark Age, Gene-crafted or Alchem-
jacker Provenance
COMMANDER 20
NAME M WS BS S T W A Ld Sv
Commander 6” 3+ 3+ 3 3 2 2 8 5+
EQUIPMENT - Laspistol
- CCW
- Frag Grenades
- Flak Armour
RULES - Inspiring Presence, Provenances
OPTIONS - Can replace its Laspistol with an item from the Pistols Weapons List
- Can replace its CCW with an item from the Melee Weapons List
- Can take any item from the Wargear list
KEYWORDS Imperium, Militia, Loyalist, or Traitor

ROGUE PSYKER 15
(Traitor Choice Only)

NAME M WS BS S T W A Ld Sv
Psyker 6” 5+ 5+ 3 3 2 2 8 -
EQUIPMENT - CCW
RULES - Inspiring Presence, Feel No Pain 5+, Fear, Fearless, Possession, Psyker (Mastery Level 1)

Possession: If the Rogue Psyker is killed either by losing wounds or as the result of
suffering a Perils of the Warp attack, roll a D6. On a result of a 5+ normally or a 2+ in the
case of Perils of the Warp, remove the model from play and replace them with a
Possessed model. The Possessed model starts with a full complement of wounds

Psychic Power: Rogue Psyker can choose from the Primaris Powers in Pyromancy,
Biomancy, Telekinesis and Malefic Daemonology disciplines.
OPTIONS -

KEYWORDS Imperium, Militia, Loyalist, or Traitor


DISCIPLINE MASTER 15
NAME M WS BS S T W A Ld Sv
Master 6” 3+ 4+ 3 3 2 2 8 5+
EQUIPMENT - Laspistol
- Augmented Weapon
- Frag Grenades
- Flak Armour
RULES - Inspiring Presence, Instill Order

Instill Order: If model within the Inspiring Radius of this model fails a Leadership test, the
test can be rerolled - however, you then deal it a Wound (D3 Wounds for squads) at AP -.
OPTIONS - Can replace its Laspistol with an item from the Pistols Weapons List
- Can replace its CCW with an item from the Melee Weapons List
- Can take any item from the Wargear list
KEYWORDS Imperium, Militia, Loyalist, or Traitor
IMPERIALIS MILITIA 4
NAME M WS BS S T W A Ld Sv
Militia 6” 4+ 4+ 3 3 1 1 6 5+
EQUIPMENT - Auxilia Lasrifle
- CCW
- Frag Grenades
- Flak Armour
RULES - Provenances
OPTIONS -
KEYWORDS Imperium, Militia, Loyalist, or Traitor

INDUCTED LEVY 2
NAME M WS BS S T W A Ld Sv
Levy 6” 5+ 5+ 3 3 1 1 6 6+
EQUIPMENT - Auxilia Lasrifle
- CCW
- Sub Flak Armour
RULES - Provenances
OPTIONS -
KEYWORDS Imperium, Militia, Loyalist, or Traitor

GRENADIERS 5
NAME M WS BS S T W A Ld Sv
Grenadier 6” 4+ 3+ 3 3 1 1 7 4+
EQUIPMENT - Auxilia Lasrifle
- CCW
- Frag, Krak Grenades
- Carapace Armour
RULES - Provenances
OPTIONS - For every three Grenadiers, you may take one Special Weapons Grendaier armed with a
grenade launcher for an additional 10 pts
KEYWORDS Imperium, Militia, Loyalist, or Traitor
FIRE SUPPORT TEAM 15
(You may only take three Fire Support Teams in your kill team)

NAME M WS BS S T W A Ld Sv
Militia 6” 4+ 4+ 3 3 1 1 6 5+
EQUIPMENT - Heavy Stubber
- Laspistol
- CCW
- Frag Grenades
- Flak Armour
RULES - Provenances, Bulky, Support Unit
OPTIONS - Can replace its Heavy Stubber with an item from the Heavy Weapons List
KEYWORDS Imperium, Militia, Loyalist, or Traitor

RECON SQUAD 10
NAME M WS BS S T W A Ld Sv
Militia 7” 4+ 3+ 3 3 1 1 7 5+
EQUIPMENT - Lascarbine/Autogun
- CCW
- Frag, Krak Grenades
- Flak Armour
RULES - Provenances, Feigned Deployment: At the start of the first battle round but before the
first turn begins, you can move this model up to 6”. It cannot end this move within 9” of
any enemy models. If both players have models that can do this, the player who is taking
the first turn moves their models first. Advance Deployment: When you set up this model
during deployment, it can be set up anywhere on the battlefield that is more than 18”
from any enemy models
OPTIONS - Can take a Cameoline Cloak
KEYWORDS Imperium, Militia, Loyalist, or Traitor
ENGINSEER ADEPT 20
(You may only take one Enginseer in your kill team)

NAME M WS BS S T W A Ld Sv
Enginseer 6” 4+ 4+ 3 3 1 1 8 3+
EQUIPMENT - Laspistol
- Power Axe
- Servo Arm
- Power Armour
RULES -
OPTIONS -
KEYWORDS Imperium, Militia, Loyalist, or Traitor

SERVO-AUTOMATA 15
(You may only take one Servo-Automata in your kill team)

NAME M WS BS S T W A Ld Sv
Automata 6” 4+ 4+ 4 3 1 1 6 5+
EQUIPMENT - CCW
RULES -
OPTIONS -
KEYWORDS Imperium, Militia, Loyalist, or Traitor

MEDICAE ORDERLY 25
(You may only take one Servo-Automata in your kill team)

NAME M WS BS S T W A Ld Sv
Medicae 6” 4+ 4+ 3 3 1 1 8 4+
EQUIPMENT - Laspistol
- CCW
- Medi-Pack
- Void Armour
RULES - Close Formation Fighting, Disciplined Fire
OPTIONS -
KEYWORDS Imperium, Militia, Loyalist, or Traitor
MUTANT SPAWN 30
(Traitor Choice Only, one per kill team)

NAME M WS BS S T W A Ld Sv
Spawn 7” 4+ - 5 5 3 D6 9 5+
EQUIPMENT - Churning Fangs and Claws
RULES - Enemy models with 2” of this model reduce their Ld by 1

When a spawn makes a CC Attack, roll a D3 and consult the table below:

1- Razor Claws, CC attacks are AP -4 until end of Fight Phase


2- Graspong Pseudopods, +2 to the Attack Characteristic till the end of the fight
phase
3- Toxic Heamorrhange, you can re-roll failed to wound rolls till the end of the fight
phase
OPTIONS
KEYWORDS Imperium, Militia, Loyalist, or Traitor, Beast

OGRYN BRUTE 35
NAME M WS BS S T W A Ld Sv
Ogryn 4” 3+ 5+ 5 5 2 3 6 5+
EQUIPMENT - CCW
- Frag Grenades
- Flak Armour
RULES - Provenances, On the turn this model makes a successful charge it can make one
additional attack
OPTIONS - Can take Carapace Armour, Boarding Shield, and/or Combat Shield from the Wargear List
- Can take an item from the Power Weapons list
KEYWORDS Imperium, Militia, Loyalist, or Traitor

AUXILIA SENTINEL 30
NAME M WS BS S T W A Ld Sv
Sentinel 8” 5+ 3+ 5 4 4 1 7 4+
EQUIPMENT - Multi-Laser
- Searchlight
- Smoke Launcher
RULES - Feigned Deployment, Can move up to 6” after deployment but before the first turn is
taken. When this model is reduced to 0 wounds, roll a D6, on a 6 all models within 3” take
a mortal wound
OPTIONS - Can replace its Multi-Laser with an item from the Heavy Weapons List

KEYWORDS Imperium, Militia, Loyalist, or Traitor, Vehicle


COMBI WEAPONS PISTOLS HEAVY WEAPONS
Combi-bolter Bolt Pistol Autocannon
Combi-flamer Archaeotech pistol Heavy Bolter
Combi-grenade launcher Blast Pistol Heavy Flamer
Combi-melta Hand flamer Lascannon
Combi-plasma Plasma pistol Multi-Laser
Combi-volkite Needle Pistol Twin Heavy Stubber
Volkite serpenta
MELEE WEAPONS SPECIAL WEAPONS
Augmented Weapon WARGEAR Flamer
Charnabal sabre Boarding shield Heavy bolter with suspensor web
Heavy chainsword Combat shield Heavy chainsword
Paragon blade Refractor field Heavy flamer
Power fist Cyber-Familiar Heavy Stubber
Power Weapons Digital Lasers Meltagun
Thunder hammer Melta Bombs Missile launcher (frag & krak
Carapace Armour missiles) with suspensor web
POWER WEAPONS Flakk Armour Plasma gun
Power axe Power Armour Volkite charger
Power lance Cameoline Cloak Rotor Cannon
Power maul
Power sword
Weapons Chart

WEAPON POINTS RANGE TYPE S AP D ABILITIES


Archaeotech 6 12” Pistol 1 6 -2 2 -
Pistol
Blade struts 0 Melee Melee User -2 2 -
Breaching charge 7 6” Grenade 8 -3 D3 This weapon can only be used once per game.
D6
Chainfist 14 Melee Melee x2 -4 2 When attacking with this weapon, you must subtract 1 from the
hit roll.
Charnabal sabre 2 Melee Melee User -2 1 Every time you make a Hit roll of 6+ with this weapon, that attack
is resolved with an AP of -4 instead of -2.
Combi-bolter 2 24” Rapid Fire 4 0 1 -
2
Combi-flamer 11 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1
from all hit rolls for this weapon.
- Boltgun - 24” Rapid Fire 4 0 1 -
1
- Flamer - 8” Assault 4 0 1 This weapon automatically hits its target.
D6
Combi-grenade 9 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1
launcher from all hit rolls for this weapon.
- Boltgun - 24” Rapid Fire 4 0 1 -
1
- Grenade - When attacking with this weapon, choose one of the profiles below.
launcher
- Frag grenade - 24” Assault 3 0 1 -
D6
- Krak grenade - 24” Assault 1 6 -1 D3 -
Combi-melta 19 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1
from all hit rolls for this weapon.
- Boltgun - 24” Rapid Fire 4 0 1 -
1
- Meltagun - 12” Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when
inflicting damage with it and discard the lowest result.
Combi-plasma 15 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1
from all hit rolls for this weapon.
- Boltgun - 24” Rapid Fire 4 0 1 -
1
- Plasma gun 13 When attacking with this weapon, choose one of the profiles below.
- Standard - 24” Rapid Fire 7 -3 1 -
1
- Supercharge - 24” Rapid Fire 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon’s
1 shots have been resolved.
Combi-volkite 8 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1
from all hit rolls for this weapon.
- Boltgun - 24” Rapid Fire 4 0 1 -
1
- Volkite charger - 15” Assault 2 5 0 2 -
Flamer 9 8” Assault 4 0 1 This weapon automatically hits its target.
D6
Force axe 10 Melee Melee +1 -2 D3 -
Force lance 9 Melee Melee +2 -1 D3 -
Force stave 8 Melee Melee +2 -1 D3 -
Force sword 8 Melee Melee User -3 D3 -
Frag grenade 0 6” Grenade 3 0 1 -
D6
Graviton gun 15 18” Assault 2 5 -3 1 If the target has a Save characteristic of 3+ or better, this weapon
increases its Damage to D3.
Grenade harness 8 12” Assault 4 -1 1 -
D6
Hand flamer 8 6” Pistol D3 3 0 1 This weapon automatically hits its target.
Heavy bolter 10 36” Heavy 3 5 -1 1 -
Heavy chainsword 2 Melee Melee +2 0 1 -
Heavy flamer 17 8” Heavy D6 5 -1 1 This weapon automatically hits its target.
Inferno pistol 9 6” Pistol 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when
inflicting damage with it and discard the lowest result.
Light c-beam 22 42” Heavy D3 6 0 1 Attacks from a light c-beam cannon that target enemies at over
cannon half its range are resolved at Strength 8, AP -1 and Damage 2.
Lightning claw 8/12 Melee Melee User -2 1 You can re-roll failed wounds with this weapon. If a model is
armed with two lightning claws, each time it fights it can make 1
additional attack with them.
Lightning gun 12 18” Heavy 1 7 0 1 You can re-roll failed wound rolls with this weapon. On a wound
roll of 6+; change that hit’s AP to -3 and Damage to 2.
Master-crafted 3 24” Rapid Fire 4 -1 2 -
boltgun 1
Melta bomb 5 4” Grenade 8 -4 D6 You can re-roll failed wound rolls for this weapon if the target is a
1 Vehicle.
Meltagun 17 12” Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when
inflicting damage with it and discard the lowest result.
Missile launcher 25/20 When attacking with this weapon, choose one of the profiles below.
- Frag missile - 48” Heavy D6 4 0 1 -
- Krak missile - 48” Heavy 1 8 -2 D6 -
- Rad missile *20 48” Heavy D3 4 -2 1 Your opponent must subtract 1 from the Toughness characteristic
of any Infantry or Biker units that have suffered any hits from rad
grenades or rad missiles until the end of the turn.
Multi-laser 15 36” Heavy 3 6 0 1 -
Multi-melta 27 24” Heavy 1 8 -4 D6 If the target is within half range of this weapon, roll two dice
when inflicting damage with it and discard the lowest result.
Needle pistol 2 12” Pistol 1 1 0 1 A needle pistol always wounds on a 2+, unless the target model is
a Vehicle
Paragon blade 21 Melee Melee +2 -3 D3 -
Phosphex bomb 8 6” Grenade 5 -3 1 You can re-roll failed wound rolls against Infantry and Biker units.
D3+1 This weapon can only be used once per battle.
Phosphex 20 18” Heavy 5 -3 1 You can re-roll failed wound rolls against Infantry and Biker units.
discharger 2D3+2 This weapon can only be used once per battle.
Plasma blaster 17 When attacking with this weapon, choose one of the profiles below.
- Standard - 18” Assault 2 7 -3 1 -
- Supercharge - 18” Assault 2 8 -3 2 For each hit roll of 1, the bearer suffers one mortal wound after
all this weapon’s shots have been resolved.
Plasma gun 13 When attacking with this weapon, choose one of the profiles below.
- Standard - 24” Rapid Fire 7 -3 1 -
1
- Supercharge - 24” Rapid Fire 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots
1 have been resolved.
Plasma pistol 7 When attacking with this weapon, choose one of the profiles below.
- Standard - 12” Pistol 1 7 -3 1 -
- Supercharge - 12” Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Power axe 5 Melee Melee +1 -2 1 -
Power fist 12 Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the
hit roll.
Power lance 4 Melee Melee +2 -1 1 -
Power maul 4 Melee Melee +2 -1 1 -
Power sword 4 Melee Melee User -3 1 -
Quad gun 30 48” Heavy 8 7 -4 2 This weapon gets +1 to hit against units with the Fly keyword.
However it gets -1 to hit all other units.
Quad heavy 36 36” Heavy 12 5 -1 1 -
bolter
Quad lascannon 80 48” Heavy 4 9 -3 D6 -
Quad launcher 40 When attacking with this weapon, choose one of the profiles below.
- Frag shells +5 60” Heavy 5 0 1 This weapon can target units that are not visible to the bearer.
4D3
- Shatter shells +5 24” Heavy 4 8 -2 3 -
- Incendiary shells +5 60” Heavy 4 0 1 This weapon can target units that are not visible to the bearer.
4D3 Units targeted by this weapon do not gain any bonus to their
saving throw for being in cover.
- Splinter shells +5 36” Heavy 2 0 1 This weapon can target units that are not visible to the bearer.
4D3 On a wound roll of 6+; change this weapon’s AP to -3.
- Phosphex +40 36” Heavy 5 -3 1 You can re-roll failed wound rolls against Infantry and Biker
canister shot 2D6+2 units. This weapon can target units that are not visible to the
bearer.
Rad grenade 2 6” Grenade - - - This weapon does not inflict any damage. Your opponent must
D3 subtract 1 from the Toughness characteristic of any Infantry or
Biker units that have suffered any hits from rad grenades or rad
missiles until the end of the turn.
Rotor cannon 6 30” Rapid Fire 3 0 1 -
3
Rotor cannon 11 16” Rapid Fire 1 0 1 This weapon always wounds on a 4+, unless the target model is a
(bio-corrosive 3 Vehicle
rounds)
Shock chargers 20 Melee Melee User -3 1 -
Shroud bombs 0 12” Grenade - - - This weapon does not inflict any damage. Your opponent must
D6 subtract 1 from any hit rolls made for Infantry units that have
suffered any hits from shroud bombs until the end of the turn.
Sniper rifle 4 36” Heavy 1 4 0 1 This weapon can target a Character even if it is not the closest
enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts
a mortal wound in addition to its normal damage.
Space marine 0 12” Assault 2 4 0 1 If the target is within half range, add 1 to this weapon’s Strength.
shotgun
Special issue 3 When attacking with this weapon, choose one of the profiles below.
boltgun
- Standard Rounds - 24” Rapid Fire 4 0 1 -
1
- Kraken bolt - 30” Rapid Fire 4 -1 1 -
shells 1
- Tempest bolt - 18” Rapid Fire 3 0 1 -
shells D3
- Scorpius bolt - 24” Heavy 1 5 -3 2 You can re-roll failed wounds with this weapon
shells
Volkite caliver 12 30” Heavy 2 6 -1 2 Each time you make a wound roll of 6+ for this weapon, the target
suffers 1 mortal wound in addition to any other damage
Volkite charger 6 15” Assault 2 5 0 2 -
Volkite culverin 24 45” Heavy 4 6 -1 2 Each time you make a wound roll of 6+ for this weapon, the target
suffers D3 mortal wounds in addition to any other damage
Volkite serpenta 4 10” Pistol 1 5 0 2 -

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