Wahapedia8 site header

The soldiers of the Astra Militarum make up the vast bulk of the Imperial war machine. It is they who lay down their lives on every battlefront to hold the line against tides of mutants, monsters and heretics. Yet even amongst the tragically expendable masses of the Imperial Guard, there are elite warriors that stand ready to deploy.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: Can a model with Voice of Command issue an order to themselves?
 A
No.
 Q: Can the Move! Move! Move! order be issued to an ASTRA MILITARUM model that has Fallen Back or Retreated this turn?
 A
Yes.

Astra Militarum Kill Teams

ASTRA MILITARUM Leaders in Kill Team use the Voice of Command ability below. In addition, if every model in your kill team has the ASTRA MILITARUM Faction keyword, you can use Astra Militarum Tactics.

Voice of Command

Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.

Tactics

DEFENSIVE STAND
Astra Militarum Tactic
Use this Tactic when a charge is declared against a model from your kill team. When that model fires Overwatch this phase, they successfully hit on a roll of 5 or 6.
2 COMMAND POINTS
GET DOWN!
Astra Militarum Tactic
Use this Tactic in your opponent’s turn in the Shooting phase when they choose a model from your kill team as a target, and your model is obscured. Attacks that target that model in this phase suffer an additional -1 penalty to their hit rolls.
1 COMMAND POINT
CUNNING STRATEGY
Astra Militarum Tactic
Use this Tactic after your Leader or an OFFICER from your kill team has issued an order. That model may immediately issue an additional order.
2 COMMAND POINTS
RESERVES OF COURAGE
Astra Militarum Tactic
Use this Tactic at the start of your turn in the Morale phase. Pick a model from your kill team that is required to take a Nerve test. Roll a D3 for that model rather than a D6 when taking the test.
1 COMMAND POINT
AERIAL DROP
Astra Militarum Tactic
Use this Tactic at the end of the Movement phase. Choose up to three models that are any combination of MILITARUM TEMPESTUS SCION and/or TEMPESTOR PRIME models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT

Aura Tactics

AURA OF DISCIPLINE
Astra Militarum Tactic
Commissar/Lord Commissar Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a COMMISSAR or LORD COMMISSAR. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model can use this model’s Leadership characteristic instead of their own, and automatically pass Nerve tests.
1 COMMAND POINT
INSPIRATIONAL COMMAND
Astra Militarum Tactic
Platoon Commander/Company Commander Tactic
Use this Tactic at the start of the Shooting phase before issuing an order with a PLATOON COMMANDER or COMPANY COMMANDER from your kill team. When you issue that order, it affects all other friendly models within 6" of that model that are not shaken and have not been issued another order in this battle round. A model may still only be affected by one order per battle round.
2 COMMAND POINTS
COVERING FIRE!
Astra Militarum Tactic
Tempestor Prime Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a TEMPESTOR PRIME. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, when friendly models within 6" of this model fire Overwatch, they successfully hit on a roll of 5 or 6.
1 COMMAND POINT
KNIFE IN THE DARK
Astra Militarum Tactic
Sly Marbo Tactic
Use this Tactic in the Fight phase when Sly Marbo makes an attack, but before making the hit roll. If the attack hits, the target suffers D3 mortal wounds and the attack sequence ends.
2 COMMAND POINTS

Regimental Doctrines

The Sub-factions for models with the ASTRA MILITARUM Faction keyword are called regiments, and their Sub-faction abilities are called Regimental Doctrines. If your kill team is Battle-forged and all models in your kill team are drawn from the same regiment, models in the kill team gain the Regimental Doctrine described below, and you can use that regiment’s Tactics.

MILITARUM TEMPESTUS
Models with the MILITARUM TEMPESTUS keyword cannot be drawn from a regiment. However, their presence in your kill team does not prevent you using a Regimental Doctrine, as long as the models in the kill team that can be drawn from a regiment are all drawn from the same regiment. Note, however, that models with the MILITARUM TEMPESTUS keyword can never themselves benefit from a Regimental Doctrine, unless every model (other than Advisors and Auxilla, see opposite) in that kill team has the MILITARUM TEMPESTUS keyword (in which case you will use the Storm Troopers Regimental Doctrine).

ADVISORS AND AUXILLA
Models with the following keywords cannot be drawn from a regiment. However, their presence in your kill team does not prevent you using a Regimental Doctrine, as long as the models in the kill team that can be drawn from a regiment are all drawn from the same regiment. Note, however, that models with the following keywords can never themselves benefit from a Regimental Doctrine.
  • AERONAUTICA IMPERIALIS
  • MILITARUM AUXILLA
  • OFFICIO PREFECTUS
  • SCHOLASTICA PSYKANA

CADIAN: BORN SOLDIERS

Cadians are raised from birth to fight the Imperium’s endless wars. Decades of rigorous firing drills have forged them into expert sharp-shooters.

Re-roll unmodified hit rolls of 1 in the Shooting phase for models in your kill team if they have not moved in this battle round. If a model in your kill team is issued the ‘Take Aim!’ order and it has not moved in this battle round, re-roll all failed hit rolls for that model until the end of the phase instead.

CATACHAN: BRUTAL STRENGTH

In the deadly jungles of Catachan, only the strongest survive. The sons and daughters of this death world are ferocious warriors, taller and more powerful than typical humans.

Add 1 to the Strength characteristic of models in your kill team. In addition, add 1 to the Leadership characteristic of models in your kill team if they are within 6" of a friendly CATACHAN OFFICER.

VALHALLAN: GRIM DEMEANOUR

Possessed of a grim fatalism regarding the prospect of death, Valhallan Ice Warriors will march unflinchingly into the most hellish of firestorms.

When you take a Nerve test for a model in your kill team, roll a D3 (instead of a D6).

VOSTROYAN: HEIRLOOM WEAPONS

Each and every Vostroyan weapon is lovingly hand-crafted and engraved with intricate ornamental detail. These are no artisanal trinkets, however, as victims of their deadly accurate firepower will attest.

Models in your kill team do not suffer the penalty to hit rolls for their attacks that target enemy models at long range.

ARMAGEDDON: INDUSTRIAL EFFICIENCY

To the Steel Legions of Armageddon, the pitiless mathematics of industrialised slaughter have become a grim fact of life. One by one, their foes are butchered with dispassionate efficiency.

Models in your kill team firing Rapid Fire weapons double the number of attacks they make if all of their targets are within 18" (instead of half the weapon’s Range characteristic).

TALLARN: SWIFT AS THE WIND

Masters of the lightning ambush, Tallarn warriors strike with overwhelming force before swiftly fading into the wilderness as if they were never there at all.

Models in your kill team can shoot in the Shooting phase even if they Advanced in the same battle round (with the exception of Heavy weapons). In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a battle round in which they Advanced.

MILITARUM TEMPESTUS: STORM TROOPERS

The warriors of the Militarum Tempestus are the best of the best, merciless killers trained to obliterate their foes in a pinpoint fusillade of hot-shot las-rounds.

If a model in your kill team targets an enemy model that is within range and not at long range when making a shooting attack, it can make an extra shot with the same weapon, at the same target, for each unmodified hit roll of 6.

MORDIAN: PARADE DRILL

Mordian regiments are proud, unyielding soldiers. They fight and die facing the enemy, standing tall in ordered ranks and unleashing a devastating fusillade of las-fire.

If the base of a model in your kill team is touching the base of at least two other friendly MORDIAN models, add 1 to that model’s Leadership characteristic, and when that model fires Overwatch they successfully hit on a roll of 5 or 6.


Datasheets


Infantry Squad Guardsman

NAME M WS BS S T W A Ld Sv Max
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ -
Guardsman Gunner 6" 4+ 4+ 3 3 1 1 6 5+ 1
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ 1
This model is armed with a lasgun and frag grenades.
One Guardsman in your kill team can be a Guardsman Gunner, and one Guardsman in your kill team can be a Sergeant. A Sergeant is instead armed with a laspistol, chainsword and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
1
Plasma pistol
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 an unmodified hit roll of 1, the bearer is taken out of action.
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
3
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.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
1
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • One Guardsman in your kill team may take a vox-caster.
 • A Guardsman Gunner may replace their lasgun with a flamer, grenade launcher, meltagun, plasma gun or sniper rifle.
 • A Sergeant may replace their laspistol with a bolt pistol or plasma pistol. They may also replace their chainsword with a power sword.
ABILITIES
Voice of Command

Vox-caster:
5
You can re-roll failed Nerve tests for ASTRA MILITARUM models while a friendly model with a vox-caster is on the battlefield and not shaken.
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Comms (Guardsman with vox-caster only), Demolitions, Medic, Scout, Sniper, Veteran
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, INFANTRY, INFANTRY SQUAD GUARDSMAN


Militarum Tempestus Scion

NAME M WS BS S T W A Ld Sv Max
Scion 6" 4+ 3+ 3 3 1 1 6 4+ -
Scion Gunner 6" 4+ 3+ 3 3 1 1 6 4+ 4
Tempestor 6" 3+ 3+ 3 3 1 2 7 4+ 1
This model is armed with a hot-shot lasgun, frag grenades and krak grenades.
Up to four Scions in your kill team can be Scion Gunners, and one Scion in your kill team can be a Tempestor. A Tempestor is instead armed with a hot-shot laspistol, chainsword and frag and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Plasma pistol
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 an unmodified hit roll of 1, the bearer is taken out of action.
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
3
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.
3
Hot-shot volley gun
24"
Heavy 4
4
-2
1
-
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
2
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • One Scion in your kill team may either replace its hotshot lasgun with a hot-shot laspistol and a vox-caster, or take a hot-shot laspistol and a vox-caster in addition to their hot-shot lasgun.
 • A Scion Gunner may replace their hot-shot lasgun with a flamer, grenade launcher, meltagun, plasma gun or hot-shot volley gun.
 • A Tempestor may replace their hot-shot laspistol with a bolt pistol or plasma pistol.
 • A Tempestor may replace their chainsword with a power sword or power fist.
ABILITIES
Voice of Command

Vox-caster:
5
You can re-roll failed Nerve tests for ASTRA MILITARUM models while a friendly model with a vox-caster is on the battlefield and not shaken.
SPECIALISTS
Leader (Tempestor only), Demolitions (Gunner only), Heavy (Gunner only), Comms (Scion with vox-caster only), Medic, Scout, Sniper, Veteran
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, MILITARUM TEMPESTUS, INFANTRY, MILITARUM TEMPESTUS SCION


Special Weapons Squad Guardsman

NAME M WS BS S T W A Ld Sv Max
Special Weapons Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ -
Special Weapons Gunner 6" 4+ 4+ 3 3 1 1 6 5+ 3
This model is armed with a lasgun and frag grenades.
Up to three Special Weapons Guardsmen in your kill team can be Special Weapons Gunners.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
3
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.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
1
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • A Special Weapons Gunner may replace their lasgun with a flamer, grenade launcher, meltagun, plasma gun or sniper rifle.
ABILITIES
Voice of Command
SPECIALISTS
Heavy (Gunner only), Leader, Demolitions, Medic, Scout, Sniper, Veteran
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, INFANTRY, SPECIAL WEAPONS SQUAD GUARDSMAN


Bullgryn

NAME M WS BS S T W A Ld Sv Max
Bullgryn 6" 3+ 4+ 5 5 3 3 7 4+ -
Bullgryn Bone ’ead 6" 3+ 4+ 5 5 3 4 8 4+ 1
This model is armed with a grenadier gauntlet, frag bombs and a slabshield.
One Bullgryn in your kill team can be a Bullgryn Bone ’ead.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Ripper gun
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 3
5
0
1
-
 - Melee
Melee
Melee
User
-1
1
-
2
Bullgryn maul
Melee
Melee
+2
-1
2
-
0
Frag bomb
6"
Grenade D6
4
0
1
-
WARGEAR OPTIONS
 • This model may replace its grenadier gauntlet with a Bullgryn maul.
 • This model may replace its slabshield with a brute shield.
ABILITIES
Avalanche of Muscle: You can add 1 to the Attacks characteristic of this model in the Fight phase of any battle round in which it charged. This ability may only be used the first time this model fights each battle round.

Brute Shield:
0
A model with a brute shield has a 4+ invulnerable save.

Slabshield:
3
Add 2 to saving throws made against attacks that target a model with a slab shield.

Auxilla: The Voice of Command ability has no effect on this model.
SPECIALISTS
Leader (Bone ’ead only), Combat, Demolitions, Heavy, Veteran
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, MILITARUM AUXILLA, INFANTRY, OGRYN, BULLGRYN


Ogryn

NAME M WS BS S T W A Ld Sv Max
Ogryn 6" 3+ 4+ 5 5 3 3 7 5+ -
Ogryn Bone ’ead 6" 3+ 4+ 5 5 3 4 8 5+ 1
This model is armed with a ripper gun and frag bombs.
One Ogryn in your kill team can be an Ogryn Bone ’ead.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Ripper gun
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 3
5
0
1
-
 - Melee
Melee
Melee
User
-1
1
-
0
Frag bomb
6"
Grenade D6
4
0
1
-
ABILITIES
Avalanche of Muscle: You can add 1 to the Attacks characteristic of this model in the Fight phase of any battle round in which it charged. This ability may only be used the first time this model fights each battle round.

Auxilla: The Voice of Command ability has no effect on this model.
SPECIALISTS
Leader (Bone ’ead only), Combat, Demolitions, Heavy, Veteran
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, MILITARUM AUXILLA, INFANTRY, OGRYN


Commanders


Commissar

NAME M WS BS S T W A Ld Sv Max
Commissar 6" 3+ 3+ 3 3 3 3 8 5+ 1
This model is armed with a bolt pistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
3
Plasma pistol
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 an unmodified hit roll of 1, the bearer is taken out of action.
6
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • This model may replace its bolt pistol with a plasma pistol.
 • This model may take a power fist and/or a power sword.
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Shooting, Strategist
TACTICS
Aura of Discipline
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, OFFICIO PREFECTUS, COMMANDER, INFANTRY, COMMISSAR


Company Commander

NAME M WS BS S T W A Ld Sv Max
Company Commander 6" 3+ 3+ 3 3 4 3 8 5+ 1
This model is armed with a laspistol and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
3
Plasma pistol
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 an unmodified hit roll of 1, the bearer is taken out of action.
2
Boltgun
24"
Rapid Fire 1
4
0
1
-
1
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
6
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • This model may take a chainsword, power sword or power fist.
 • This model may replace its laspistol with a boltgun, bolt pistol or plasma pistol.
ABILITIES
Voice of Command

Refractor Field: This model has a 5+ invulnerable save.

Senior Officer: A Company Commander may use the Voice of Command ability twice each battle round. Resolve the effects of the first order before issuing the second order.
SPECIALISTS
Leadership, Logistics, Shooting, Stealth, Strategist
TACTICS
Inspirational Command
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, OFFICER, COMPANY COMMANDER


Lord Commissar

NAME M WS BS S T W A Ld Sv Max
Lord Commissar 6" 2+ 2+ 3 3 4 3 9 4+ 1
This model is armed with a bolt pistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
3
Plasma pistol
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 an unmodified hit roll of 1, the bearer is taken out of action.
6
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • This model may replace its bolt pistol with a plasma pistol.
 • This model may take a power fist and/or a power sword.
ABILITIES
Refractor Field: A Lord Commissar has a 5+ invulnerable save.
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Shooting, Strategist
TACTICS
Aura of Discipline
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, OFFICIO PREFECTUS, COMMANDER, INFANTRY, LORD COMMISSAR


Platoon Commander

NAME M WS BS S T W A Ld Sv Max
Platoon Commander 6" 3+ 3+ 3 3 3 3 7 5+ 1
This model is armed with a laspistol and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
3
Plasma pistol
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 an unmodified hit roll of 1, the bearer is taken out of action.
2
Boltgun
24"
Rapid Fire 1
4
0
1
-
1
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
6
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • This model may take a chainsword, power sword or power fist.
 • This model may replace its laspistol with a boltgun, bolt pistol or plasma pistol.
ABILITIES
Voice of Command

Refractor Field: This model has a 5+ invulnerable save.
SPECIALISTS
Leadership, Logistics, Shooting, Stealth, Strategist
TACTICS
Inspirational Command
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, OFFICER, PLATOON COMMANDER


Tempestor Prime

NAME M WS BS S T W A Ld Sv Max
Tempestor Prime 6" 3+ 3+ 3 3 4 3 8 4+ 1
This model is armed with a hot-shot laspistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
3
Plasma pistol
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 an unmodified hit roll of 1, the bearer is taken out of action.
1
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model may take a chainsword, power sword or power fist.
 • This model may replace its hot-shot laspistol with a Tempestus command rod, bolt pistol or plasma pistol.
ABILITIES
Voice of Command

Tempestus Command Rod:
2
A model with a Tempestus command rod may use the Voice of Command ability twice in each battle round. Resolve the effects of the first order before issuing the second order.
SPECIALISTS
Leadership, Logistics, Shooting, Stealth, Strategist
TACTICS
Covering Fire!
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, MILITARUM TEMPESTUS, COMMANDER, INFANTRY, OFFICER, TEMPESTOR PRIME


Sly Marbo

NAME M WS BS S T W A Ld Sv Max
Sly Marbo 6" 2+ 2+ 3 3 4 4 7 5+ 1
This model is armed with a ripper pistol, envenomed blade and frag grenades.
Only one of this model may be included on your command roster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Ripper pistol
12"
Pistol 3
5
0
1
This weapon wounds on a 2+.
0
Envenomed blade
Melee
Melee
+1
0
1
This weapon wounds on a 2+.
0
Frag grenade
6"
Grenade D6
3
0
1
-
ABILITIES
Loner: The Voice of Command ability has no effect on Sly Marbo.

Lethal Ambush: When you set up Sly Marbo from Reserve, you may choose one of the following:
  • Stalk with Blade: You can immediately declare that Sly Marbo will attempt to charge, though you may only roll a single D6 (rather than 2D6) for the charge roll. In addition, until the end of the battle round, add 2 to Sly Marbo’s Attacks characteristic.
  • Snipe with Pistol: Sly Marbo can immediately shoot his ripper pistol as if it were the Shooting phase.
  • Detonate Concealed Explosives: Roll a D6 for each of up to 6 enemy models on the battlefield. On a 6 the model being rolled for and all models within 2" of that model suffer a mortal wound.
SPECIALISTS
Legendary Hunter (Level 4)
TACTICS
Knife in the Dark
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, SLY MARBO

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
2
Boltgun
24"
Rapid Fire 1
4
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Frag bomb
6"
Grenade D6
4
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
3
Hot-shot volley gun
24"
Heavy 4
4
-2
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
3
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.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
1..3
Plasma pistol
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 an unmodified hit roll of 1, the bearer is taken out of action.
0
Ripper gun
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 3
5
0
1
-
 - Melee
Melee
Melee
User
-1
1
-
0
Ripper pistol
12"
Pistol 3
5
0
1
This weapon wounds on a 2+.
1
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Bullgryn maul
Melee
Melee
+2
-1
2
-
0..1
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Envenomed blade
Melee
Melee
+1
0
1
This weapon wounds on a 2+.
2..8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
1..2
Power sword
Melee
Melee
User
-3
1
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Brute Shield
A model with a brute shield has a 4+ invulnerable save.
3
Slabshield
Add 2 to saving throws made against attacks that target a model with a slab shield.
2
Tempestus Command Rod
A model with a Tempestus command rod may use the Voice of Command ability twice in each battle round. Resolve the effects of the first order before issuing the second order.
5
Vox-caster
You can re-roll failed Nerve tests for ASTRA MILITARUM models while a friendly model with a vox-caster is on the battlefield and not shaken.

The OFFICER keyword is used in following Astra Militarum datasheets:

Commander

The ASTRA MILITARUM keyword is used in following Astra Militarum datasheets:

Datasheet
• Ogryn
Commander

The COMMANDER keyword is used in following Astra Militarum datasheets:

Commander
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

The MILITARUM TEMPESTUS SCION keyword is used in following Astra Militarum datasheets:

Datasheet

The TEMPESTOR PRIME keyword is used in following Astra Militarum datasheets:

Commander
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The COMMISSAR keyword is used in following Astra Militarum datasheets:

Commander

The LORD COMMISSAR keyword is used in following Astra Militarum datasheets:

Commander

The PLATOON COMMANDER keyword is used in following Astra Militarum datasheets:

Commander

The COMPANY COMMANDER keyword is used in following Astra Militarum datasheets:

Commander
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The MILITARUM TEMPESTUS keyword is used in following Astra Militarum datasheets:

Datasheet
Commander

The MILITARUM AUXILLA keyword is used in following Astra Militarum datasheets:

Datasheet
• Ogryn

The OFFICIO PREFECTUS keyword is used in following Astra Militarum datasheets:

Commander
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Does not include wargear

Bolt pistol used in following datasheets:

Datasheet
Commander
• Commissar
0
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Laspistol used in following datasheets:

Datasheet
Commander

Plasma pistol used in following datasheets:

Datasheet
Commander
• Commissar
3

Lasgun used in following datasheets:

Datasheet

Flamer used in following datasheets:

Datasheet

Grenade launcher used in following datasheets:

Datasheet

Meltagun used in following datasheets:

Datasheet

Plasma gun used in following datasheets:

Datasheet

Sniper rifle used in following datasheets:

Datasheet

Frag grenade used in following datasheets:

Datasheet
Commander
• Sly Marbo
0
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Chainsword used in following datasheets:

Datasheet
Commander
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The ASTRA MILITARUM keyword is used in following Astra Militarum datasheets:

Datasheet
• Ogryn
Commander

The IMPERIUM keyword is used in following Astra Militarum datasheets:

Datasheet
• Ogryn
Commander

The INFANTRY keyword is used in following Astra Militarum datasheets:

Datasheet
• Ogryn
Commander

Hot-shot laspistol used in following datasheets:

Datasheet
Commander

Krak grenade used in following datasheets:

Datasheet
Commander

Power fist used in following datasheets:

Datasheet
Commander
• Commissar
6

Power sword used in following datasheets:

Datasheet
Commander
• Commissar
2

The MILITARUM TEMPESTUS keyword is used in following Astra Militarum datasheets:

Datasheet
Commander

Ripper gun used in following datasheets:

Datasheet
• Bullgryn
0
• Ogryn
0

Frag bomb used in following datasheets:

Datasheet
• Bullgryn
0
• Ogryn
0
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.

The MILITARUM AUXILLA keyword is used in following Astra Militarum datasheets:

Datasheet
• Ogryn

The OGRYN keyword is used in following Astra Militarum datasheets:

Datasheet
• Ogryn
LevelPoints per model*
110
215
330
450
* Does not include wargear
AURA OF DISCIPLINE
Astra Militarum Tactic
Commissar/Lord Commissar Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a COMMISSAR or LORD COMMISSAR. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model can use this model’s Leadership characteristic instead of their own, and automatically pass Nerve tests.
1 COMMAND POINT

The OFFICIO PREFECTUS keyword is used in following Astra Militarum datasheets:

Commander

The COMMANDER keyword is used in following Astra Militarum datasheets:

Commander
LevelPoints per model*
115
220
335
455
* Does not include wargear

Boltgun used in following datasheets:

Commander
INSPIRATIONAL COMMAND
Astra Militarum Tactic
Platoon Commander/Company Commander Tactic
Use this Tactic at the start of the Shooting phase before issuing an order with a PLATOON COMMANDER or COMPANY COMMANDER from your kill team. When you issue that order, it affects all other friendly models within 6" of that model that are not shaken and have not been issued another order in this battle round. A model may still only be affected by one order per battle round.
2 COMMAND POINTS

The OFFICER keyword is used in following Astra Militarum datasheets:

Commander
LevelPoints per model*
125
230
345
465
* Does not include wargear
COVERING FIRE!
Astra Militarum Tactic
Tempestor Prime Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a TEMPESTOR PRIME. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, when friendly models within 6" of this model fire Overwatch, they successfully hit on a roll of 5 or 6.
1 COMMAND POINT
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
KNIFE IN THE DARK
Astra Militarum Tactic
Sly Marbo Tactic
Use this Tactic in the Fight phase when Sly Marbo makes an attack, but before making the hit roll. If the attack hits, the target suffers D3 mortal wounds and the attack sequence ends.
2 COMMAND POINTS

Hot-shot lasgun used in following datasheets:

Datasheet

Hot-shot volley gun used in following datasheets:

Datasheet

Ripper pistol used in following datasheets:

Commander
• Sly Marbo
0

Bullgryn maul used in following datasheets:

Datasheet
• Bullgryn
2

Envenomed blade used in following datasheets:

Commander
• Sly Marbo
0

Brute Shield used in following datasheets:

Datasheet
• Bullgryn
0

Slabshield used in following datasheets:

Datasheet
• Bullgryn
3

Tempestus Command Rod used in following datasheets:

Commander

Vox-caster used in following datasheets:

Datasheet
© Vyacheslav Maltsev 2013-2020