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The Astra Militarum is the sledgehammer of the Emperor, and its countless armies form the vast majority of the Imperium’s military might. Although often outclassed in terms of strength and technological advancement, the warriors and vehicles of the Imperial Guard stand together, relentlessly wearing down their enemies until nothing is left but a cratered wasteland.

This section contains all of the datasheets that you will need in order to fight battles with your Astra Militarum miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Astra Militarum units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra MilitarumIndex81.6April 2019
  Astra MilitarumCodex81.3April 2019
  Sly MarboMade to Order8
  Chapter Approved 2018 EditionExpansion81.1May 2019
  Imperium Nihilus: Vigilus DefiantExpansion81.2April 2019
  Warhammer Quest: Blackstone FortressBoxset8November 2018

Index: Imperium 2

 Q: If an Astra Militarum unit equipped with Assault weapons Advances in their Movement phase and subsequently has the ‘Forwards, for the Emperor!’ order issued to them, is the -1 penalty for Advancing and firing Assault weapons waived?
 A
No.
 Q: Are ‘Officio Prefectus’ and ‘Militarum Auxilla’ Regiments? I.e. could I choose for my Company Commander to replace his <REGIMENT> keyword with MILITARUM AUXILLA?
 A
No.
 Q: Can Tallarn Rough Riders benefit from the Tallarn Regimental Doctrine in Codex: Astra Militarum?
 A
No.

Index: Imperial Armour: Forces of the Astra Militarum

 Q: Does a Master of Ordnance’s Master of Ballistics ability affect Earthshaker Platforms or Earthshaker Carriages?
 A
No. It only affects BASILISKS, WYVERNS, MANTICORES and DEATHSTRIKES.
 Q: If I issue an order to an artillery battery’s crew (for example, the crew of a Heavy Mortar or Earthshaker Carriage Battery), does the effect of the order also apply to their artillery piece?
 A
No.
 Q: The classic Shadowsword model from Forge World has two side sponsons, each with twin heavy bolters, but without lascannons – is there a datasheet I should use for this unit?
 A
Use the Shadowsword datasheet from Codex: Astra Militarum. Replace the unit’s option for two or four sponsons, each with a lascannon and twin heavy bolter or twin heavy flamer, with ‘two sponsons, each with a twin heavy bolter’.
 Q: What datasheet should I use for Mukaali Riders?
 A
It is an unfortunate truth that we can’t continue indefinitely to sell and support every model we’ve ever made. As we make new models, and new books to explore their background and rules, we have to stop producing and featuring some older models. But just like many of you, we still treasure our collections of older miniatures, and we still want to be able to use them in games and forge glorious narratives on the tabletop! As such, the datasheet for Mukaali Riders can be found below, but it is intended for use in open play or narrative play games; it is not designed or approved for use in matched play games (the unit won’t, for example, have any points values).

Codex: Astra Militarum

 Q: Can I issue the Move! Move! Move! order to a unit which has Fallen Back this turn?
 A
No. The Move! Move! Move! order states the unit must Advance, and a unit which has Fallen Back cannot Advance.
 Q: How many dice does the Brutal Strength Regimental Doctrine allow me to re-roll when a VEHICLE in my army fires a ranged weapon that makes a random number of attacks? Is it one dice per vehicle, or one dice per weapon?
 A
You can re-roll one dice per weapon.
 Q: When do I pay the Command Point cost for the Vortex Missile Stratagem?
 A
After you’ve had a result of 8 or more for the Hour is Nigh ability, allowing you to fire the Deathstrike missile, but before resolving the shot.
 Q: If I have, for example, a TALLARN unit of Leman Russ Battle Tanks with three tanks, can I use the Ambush Stratagem once to place all three models in ambush?
 A
Yes. The same is true for any other TALLARN vehicle squadron (Basilisks, Hellhounds, etc.).
 Q: Can I use The Laurels of Command to issue the same order twice to the same unit?
 A
No, the second order issued must be a different order.
 Q: How do The Laurels of Command and Superior Tactical Training interact? For example, my Warlord is a Cadian Company Commander and I give him The Laurels of Command and the Superior Tactical Training Warlord Trait. How many orders is he potentially allowed to issue each turn, and how many units can those orders affect?
 A
If he issues an order to a CADIAN INFANTRY unit within 6" (unit A) using his Voice of Command ability, first roll a dice for Superior Tactical Training; on a 4+, you can pick another CADIAN INFANTRY unit (unit B) within 6" for that order to affect. Then roll a dice for The Laurels of Command; on a 4+ he can issue a second order to the first unit (unit A). You can then roll again for Superior Tactical Training; on a 4+, you can pick another CADIAN INFANTRY unit within 6" for the second order to affect (this does not have to be unit B, but can be).

Note that when you use Superior Tactical Training, an order is not issued – rather, an already issued order affects an additional unit. So you cannot use The Laurels of Command to generate further orders as a result of using Superior Tactical Training, but you can use Superior Tactical Training to make secondary orders caused by The Laurels of Command affect an additional unit.

Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
 A
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: Can an Emperor’s Fist unit that Advanced use the Unyielding Advance Stratagem to shoot its turret weapon twice?
 A
Yes.
 Q: Does the Hammer of Sunderance Relic count as a turret weapon for the purposes of Grinding Advance?
 A
Yes.

Keywords

Throughout this section you will come across a keyword that is within angular brackets, specifically <REGIMENT>. This is shorthand for a keyword of your own choosing, as described below.

<REGIMENT>

Most Astra Militarum units are drawn from a regiment. Some datasheets specify which regiment the unit is drawn from (e.g. Sergeant Harker has the CATACHAN keyword, so is drawn from the Catachan Regiment). If an ASTRA MILITARUM datasheet does not specify which regiment it is drawn from, it will have the <REGIMENT> keyword. When you include such a unit in your army, you must nominate which regiment that unit is from. You then simply replace the <REGIMENT> keyword in every instance on that unit’s datasheet with the name of your chosen regiment. Units with the MILITARUM TEMPESTUS keyword treat this as their <REGIMENT> keyword in all respects, but the MILITARUM TEMPESTUS keyword cannot be used to replace the <REGIMENT> keyword on any other datasheet.

For example, if you included a Command Squad in your army and wanted them to be from Vostroya, their <REGIMENT> Faction keyword is changed to VOSTROYAN and their Regimental Standard ability would say: ‘All friendly VOSTROYAN units add 1 to their Leadership whilst they are within 6" of any VOSTROYAN Veteran with a regimental standard.’

Abilities

The following abilities are common to several ASTRA MILITARUM units.

Grinding Advance

The Leman Russ tank’s sturdy frame allows it to keep up a fearsome rate of fire even as it advances on the foe. If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon, vanquisher battle cannon, demolisher cannon, executioner plasma cannon and punisher gatling cannon.

Regimental Orders

Many Astra Militarum regiments maintain specialised training regimes, tactics and even entire battlefield languages to direct their troops. The table below contains additional orders for use with the Voice of Command ability which may be used by officers with the appropriate regiment keyword. For example, CATACHAN officers may issue the Catachan ‘Burn them out!’ order in addition to any of the standard orders. Some of the orders below are noted as being Tank Orders. These may only be issued by a TANK COMMANDER with the appropriate <REGIMENT> keyword, in addition to those listed on their datasheet and using the rules for Tank Orders as described on their datasheet.
REGIMENTADDITIONAL ORDER
Cadian (Tank Order)Pound Them to Dust! After endless drilling, Cadian tank gunners are sure to make every shot count on the battlefield.
For the duration of this phase, you can re-roll the dice when determining the number of attacks the ordered model can make with turret weapons (as described in the Grinding Advance ability) that use a randomly determined number (e.g. Heavy D6). 
CatachanBurn Them Out! Hacking their way through countless tangled death worlds has made the Jungle Fighters experts at flushing out foes with burning promethium.
You can re-roll the dice when determining the number of attacks the ordered unit can make with flamers and heavy flamers until the end of the phase. In addition, units targeted by models from the ordered unit with these weapons do not gain any bonus to their saving throws for being in cover this phase. 
ValhallanFire on My Command! Life is cheap on Valhalla, and the officers of the Ice Warriors regiments will not sacrifice victory to reduce casualties.
The ordered unit can shoot at enemy units that are within 1" of friendly units until the end of the phase, but each time you roll a hit roll of 1 for such an attack, resolve that attack against a friendly unit within 1" of the target unit instead. You may choose which friendly unit is hit. This order may not be issued to a unit which is within 1" of an enemy unit. 
VostroyanRepel the Enemy! The Firstborn regiments are drawn from those who have learned to fight in the cramped ruins and alleys of their home world.
Until the end of the phase, the ordered unit can fire any of its weapons while it is within 1" of the enemy, regardless of the weapon’s type. If they do so, they must target enemy units within 1", even if friendly units are within 1" of these units. 
ArmageddonMount Up! Rapid mechanised redeployments are paramount to success in the choking ash wastes of Armageddon.
Until the end of the phase, the ordered unit can shoot and then immediately embark within a friendly ARMAGEDDON TRANSPORT VEHICLE, as long as all models in the unit are within 3" of the vehicle. This order may not be issued to a unit which disembarked in the preceding Movement phase
Tallarn (Tank Order)Get Around Behind Them! Tallarns use their tanks not as simple hammers, but as rapiers – darting swiftly into combat to deliver the killing blow.
The ordered model can move up to 6" in this phase, either before or after it shoots, as if it were the Movement phase. This does not affect how far the vehicle has moved for the purposes of determining how many times it can fire its turret weapon (as described in the Grinding Advance ability). 
Militarum TempestusElimination Protocol Sanctioned! In the Schola Progenium, the shock troopers of the Militarum Tempestus are trained to eradicate even the most fearsome enemies of the Imperium.
You can re-roll failed wound rolls for models from the ordered unit when attacking any enemy VEHICLES or MONSTERS this phase. 
MordianForm Firing Squad! With but a word from their commanding officer, the Mordian infantry take on the role of executioners.
Until the end of the phase, the ordered unit can target CHARACTERS with their Rapid Fire weapons, even if they are not the closest enemy unit. 

Voice of Command

This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.
Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.
The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.
The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase

Detachment Rules

In this section you will find rules for Battle-forged armies that include ASTRA MILITARUM Detachments – that is, any Detachment which includes only ASTRA MILITARUM units.


Defenders of Humanity

The Astra Militarum is the shield of Mankind. Only by its sacrifice and heroism are the worlds of the Imperium kept safe.

If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Regimental Doctrines

Each Astra Militarum regiment has its own distinct traditions, training regimes, tactics and methods of waging war.

If your army is Battle-forged, all <REGIMENT> units in an ASTRA MILITARUM Detachment (excluding those in Super-heavy Auxiliary Detachments) gain a Regimental Doctrine, so long as every unit in that Detachment (apart from the exceptions: Militarum Tempestus & Advisors and Auxilla rules) is drawn from the same regiment. The Regimental Doctrine gained depends upon the regiment they are drawn from, as shown below. For example, a CADIAN unit with the Regimental Doctrines ability gains the Born Soldiers doctrine.

If your chosen regiment does not have an associated Regimental Doctrine, you may pick the doctrine that you feel best represents your army. For example, as your army of Ventrillian Nobles does not have an associated Regimental Doctrine, you can decide that the Vostroyan Heirloom Weapons doctrine best suits these wealthy and well-equipped fighters.

Militarum Tempestus

MILITARUM TEMPESTUS units can be included in an ASTRA MILITARUM Detachment without preventing other units in that Detachment from gaining a Regimental Doctrine. Note, however, that the MILITARUM TEMPESTUS units do not themselves benefit from any Regimental Doctrine unless every unit in that Detachment is from the Militarum Tempestus (in which case they will gain the Storm Troopers doctrine).

Advisors and Auxilla

The units listed below can be included in an ASTRA MILITARUM Detachment without preventing other units in that Detachment from gaining a Regimental Doctrine. Note, however, that the units listed below can never themselves benefit from a Regimental Doctrine.

Matched Play Rule: Command Squads

If you are playing a matched play game, then in a Battle-forged army, you can include a maximum of one <REGIMENT> Command Squad in a Detachment for each <REGIMENT> OFFICER in that Detachment. Similarly, if you are playing a matched play game, then in a Battle-forged army, you can include a maximum of one Militarum Tempestus Command Squad in a Detachment for each Tempestor Prime in that Detachment.

Specialist Detachments

Emperor’s Blade Assault Company

Though the Astra Militarum are not known for their mobility, there are regiments and battalions that specialise in mechanised warfare. Each rugged transport is packed with warriors ready to spring out the moment the debarkation klaxons sound, lasguns spitting death.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

EMPEROR’S BLADE ASSAULT COMPANY

Specialist Detachment Stratagem

Designed to quickly seize key strategic locations, the core of the Emperor’s Blade Assault Company comprises squads of hardened troopers mounted aboard fastmoving armoured transports.

Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Blade Specialist Detachment. COMPANY COMMANDERS, PLATOON COMMANDERS, COMMAND SQUADS, SPECIAL WEAPON SQUADS, VETERANS, INFANTRY SQUADS, CHIMERAS and TAUROXES in that Detachment gain the EMPEROR’S BLADE keyword.

WARLORD TRAIT
If an EMPEROR’S BLADE CHARACTER is your Warlord, you can give them the following Warlord Trait.

MECHANISED COMMANDER

This officer excels at leading their troops into the fray from within their Chimera transports. Their orders booming over the vehicle’s vox array, they deftly deploy their forces for war.

OFFICER from your army with the Voice of Command ability only. Your Warlord can issue orders whilst embarked within an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX (measuring ranges from any point on the vehicle) and is treated as being within 3" of a vox-caster. When doing so, these orders can only be issued to friendly EMPEROR’S BLADE units.

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Blade Specialist Detachments, you can give the following relic to an EMPEROR’S BLADE CHARACTER in your army.

THE SHIELD OF MORTWALD

This archeotech from Grand Castellan Deinos’ personal collection is rumoured to date back to the Age of Strife.

The bearer has a 3+ invulnerable save, which cannot be re-rolled for any reason. The first time this invulnerable save is failed, the Shield of Mortwald ceases to function for the rest of the battle.

STRATAGEMS
If your army includes any Emperor’s Blade Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

MECHANISED FIRE SUPPORT

Astra Militarum Stratagem

The transports of an Emperor’s Blade Assault Company lay down supporting fire to protect infantry from close quarters attacks.

Use this Stratagem in the enemy Charge phase after an EMPEROR’S BLADE INFANTRY unit from your army is chosen as the target of an enemy unit’s charge. Pick an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX from your army within 6" of the unit being charged. The vehicle picked can fire Overwatch at the charging unit even if it is not the target of the charge, and when doing so, will hit the enemy on hit rolls of 4+, regardless of modifiers.
1CP

RAPID REDEPLOY

Astra Militarum Stratagem

The soldiers of an Emperor’s Blade Assault Company are expertly drilled in disembarking from their transport at the last moment to secure critical points on the battlefield.

Use this Stratagem at the end of your Movement phase. An EMPEROR’S BLADE unit embarked within an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX can disembark. That unit cannot move further in this phase, but can otherwise act normally for the rest of the turn. That unit counts as having moved for any rules purposes, such as shooting Heavy weapons.

Emperor’s Conclave Infantry Company

The Emperor’s Conclave is no ordinary gathering of Astra Militarum manpower, but a well-honed fighting force united in its aggressive pursuance of victory and its faith in the old Imperial Guard maxim, ‘The Emperor Protects.’ They give no quarter, whether at range or in melee.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

EMPEROR’S CONCLAVE INFANTRY COMPANY

Specialist Detachment Stratagem

Regiments raised from shrine worlds and other centres of the Imperial Creed have an unshakeable faith in the Emperor.

Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Conclave Specialist Detachment. COMPANY COMMANDERS, PLATOON COMMANDERS, COMMAND SQUADS, INFANTRY SQUADS, CONSCRIPTS, MINISTORUM PRIESTS and CRUSADERS units in that Detachment gain the EMPEROR’S CONCLAVE keyword.

WARLORD TRAIT
If an EMPEROR’S CONCLAVE CHARACTER is your Warlord, you can give them the following Warlord Trait.

FIERY DENOUNCER

This leader’s damning rhetoric fills their followers with a bitter hatred for the foe that drives their every action.

Re-roll hit rolls of 1 for your Warlord and friendly EMPEROR’S CONCLAVE units within 6" of your Warlord in the Fight phase.

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Conclave Specialist Detachments, you can give the following relic to an EMPEROR’S CONCLAVE CHARACTER in your army.

LITANIES OF THE HOLY SYNOD

To hear the psalms of this ancient Terran manuscript recanted fills the common soldier with faith and valour.

If a friendly EMPEROR’S CONCLAVE unit within 6" of the bearer takes a Morale test, roll two D6 and use the lowest result to determine the outcome of the Morale test. In addition, if the bearer is slain, before removing the model from the battlefield, pick another friendly EMPEROR’S CONCLAVE unit within 6" of the bearer. For the rest of the battle that unit does not have to take Morale tests and can add 1 to its Attacks characteristic.

STRATAGEMS
If your army includes any Emperor’s Conclave Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

NO QUARTER GIVEN!

Astra Militarum Stratagem

With fervent belief, these warriors fight till their last breath.

Use this Stratagem at the start of the Fight phase. Pick an EMPEROR’S CONCLAVE unit from your army. Until the end of that phase, when a model from that unit is slain, that model is not removed from the battlefield as normal, but can instead immediately pile in and fight, even if it has already been chosen to fight that phase. After its attacks have been resolved, it is then removed from the battlefield.
1CP

SANCTIMONIOUS CHARGE

Astra Militarum Stratagem

Singing a glorious hymn to the Emperor’s divine power, these soldiers fear not the alien or the heretic as they fix bayonets and charge into the fray.

Use this Stratagem after an EMPEROR’S CONCLAVE MINISTORUM PRIEST makes a charge move. Until the end of that phase, add 1 to charge rolls for other friendly EMPEROR’S CONCLAVE units while they are within 12" of that MINISTORUM PRIEST.

Emperor’s Fist Tank Company

One of the most iconic sights on the battlefields of the Imperium is a massed tank charge, the ground trembling beneath the tracks of dozens of armoured juggernauts. Their turret weapons roar together, the sound like a pride of godly lions roused to destructive wrath.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

EMPEROR’S FIST TANK COMPANY

Specialist Detachment Stratagem

Designed to smash the enemy battle lines asunder, the massed might of an Emperor’s Fist Tank Company is a terrifying sight, squadron after squadron of Leman Russ tanks roaring across the battlefield.

Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Fist Specialist Detachment. LEMAN RUSS units in that Detachment gain the EMPEROR’S FIST keyword.

WARLORD TRAIT
If an EMPEROR’S FIST CHARACTER is your Warlord, you can give them the following Warlord Trait.

UNFLINCHING RESOLVE

This warlord’s cool head is legendary. Even as the foe charges directly into their front lines, this warlord and his troops keep their nerve and take aim carefully, their accurate salvoes ripping through the onrushing enemy ranks and decimating their lines.

You can re-roll hit rolls when your Warlord, and friendly EMPEROR’S FIST units within 6" of your Warlord, fire Overwatch.

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Fist Specialist Detachments, you can give the following relic to an EMPEROR’S FIST CHARACTER in your army.

HAMMER OF SUNDERANCE

The Hammer of Sunderance is a battle cannon with glorious reputation. It is said the blows it deals the enemy are the Emperor’s wrath made manifest, and as it punches into enemy tanks and fortifications, it leaves grievous wounds and crippled armour in its wake.

Model with battle cannon only. Hammer of Sunderance replaces the bearer’s battle cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Hammer of Sunderance
72"
Heavy D6
8
-2
3

STRATAGEMS
If your army includes any Emperor’s Fist Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

UNYIELDING ADVANCE

Astra Militarum Stratagem

The tank crew of this Leman Russ are experts in maintaining a steady rate of fire, even when escorting convoys or racing down highly mobile foes.

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S FIST unit from your army. That unit can shoot its turret weapon twice as described in the Grinding Advance ability no matter how far it moved in the preceding Movement phase.
1CP

STEEL PHALANX

Astra Militarum Stratagem

The impetus of this phalanx’s charge is such that the combined Leman Russ Battle Tanks are able to smash aside all impediments, routing infantry and overturning enemy armour with their sheer belligerence and bulk.

Use this Stratagem at the start of your Charge phase. Pick an enemy unit. Each time an EMPEROR’S FIST unit from your army finishes a charge move within 1" of that enemy unit, roll a D6; on a 4+ that enemy unit suffers D3 mortal wounds.

Emperor’s Wrath Artillery Company

The pounding impacts of an artillery company’s devastating bombardment have been likened to the Emperor’s own fury descending from the heavens. Rightly so, for their commanders are experts in turning the brute force of their charges into a true weapon of terror.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

EMPEROR’S WRATH ARTILLERY COMPANY

Specialist Detachment Stratagem

The world fills with fire and thunder as the shells of the Emperor’s Wrath Artillery Company strike home.

Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Wrath Specialist Detachment. COMPANY COMMANDERS, MASTERS OF ORDNANCE, BASILISKS, HYDRAS, and WYVERNS in that Detachment gain the EMPEROR’S WRATH keyword.

WARLORD TRAIT
If an EMPEROR’S WRATH CHARACTER is your Warlord, you can give them the following Warlord Trait.

LORD OF ORDNANCE

As this officer surveys the land, they shrewdly identify strategic enemy locations an artillery strike would best disrupt, succinctly directing the crews under their command on where to fire.

Each time you roll a wound roll of 6+ for an attack made by a friendly EMPEROR’S WRATH unit while they are within 6" of your Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is improved by 1 (i.e. AP0 becomes AP-1, AP-1 becomes AP-2).

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Wrath Specialist Detachments, you can give the following relic to an EMPEROR’S WRATH CHARACTER in your army.

AGRIPINAA-CLASS ORBITAL TRACKER

After crushing a Chaos incursion in the Agripinaa System, the surviving Astra Militarum regiments were gifted with a dozen of these sophisticated pieces of archeotech. From low orbit, these devices scan the planet’s surface and relay detailed data to the troops on the ground.

In your Shooting phase, pick an EMPEROR’S WRATH unit from your army within 6" of the bearer. Until the end of that phase, enemy units do not receive the benefit of cover when targeted by shooting attacks made by that unit.

STRATAGEMS
If your army includes any Emperor’s Wrath Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

SUPPRESSIVE FIRE

Astra Militarum Stratagem

Artillery rounds rain down from the sky. The shells are inaccurate, but serve to disrupt enemy infantry movement.

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S WRATH VEHICLE unit from your army. That unit cannot shoot this phase. Instead, it lays down suppressive fire; pick an enemy INFANTRY unit that is within range of at least one of its weapons. Until the start of your next turn, that enemy unit cannot fire Overwatch and halves its Move characteristic.
2CP

POUNDING BARRAGE

Astra Militarum Stratagem

Focusing on coordinates voxed in from forward spotters, the crews of each artillery piece continue to load and fire, load and fire, filling the air with a steady rain of high explosives.

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S WRATH VEHICLE unit from your army. Pick one of that unit’s ranged weapons. That unit can shoot twice with that weapon this phase.

Tempestus Drop Force

The Militarum Tempestus specialise in the rapid delivery of exceptionally well-trained warriors. When such a force disembarks from a low-hovering Valkyrie it becomes all the more lethal, for their pinpoint attacks can tear out the heart of an enemy battle line in seconds.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

TEMPESTUS DROP FORCE

Specialist Detachment Stratagem

Deployed on Vigilus to adapt to the ever-changing theatres of war, Drop Forces are highly mobile kill teams, experts in rapid redeployment from Valkyrie and neutralisation of key enemy threats in the thick of battle.

Use this Stratagem when choosing your army. Pick a MILITARUM TEMPESTUS Detachment from your army to be a Tempestus Drop Force Specialist Detachment. TEMPESTOR PRIMES, TEMPESTUS SCIONS, TEMPESTUS COMMAND SQUADS and VALKYRIES in that Detachment gain the TEMPESTUS DROP FORCE keyword.

WARLORD TRAIT
If an TEMPESTUS DROP FORCE CHARACTER is your Warlord, you can give them the following Warlord Trait.

GRAVE-CHUTE COMMANDO

An veteran of planning and leading airborne assaults by grav-chute, this warlord and his company are highly sought after when aerial deployment is the order of the day.

Add 1 to hit rolls for attacks made by friendly TEMPESTUS DROP FORCE INFANTRY units that disembarked from a friendly TEMPESTUS DROP FORCE VALKYRIE this turn while they are within 6" of your Warlord.

RELICS OF THE PROGENIUM
If your army includes any Tempestus Drop Force Specialist Detachments, you can give the following relic to a TEMPESTUS DROP FORCE CHARACTER in your army.

CYPRA MUNDI NULL-EMITTER

Forged on Cypra Mundi, this small device is granted to officers of the Schola Progenium serving as escort upon the Black Ships of the Astra Telepathica. Emitting a minor null-field, it protects the wearer from psychic attack.

If the bearer is targeted or affected by a psychic power, roll a D6; on a 2+ the psychic power has no effect on the bearer.

STRATAGEMS
If your army includes any Tempestus Drop Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

PRECISION DROP

Astra Militarum Stratagem

These elite troops have deployed via low altitude grav-chutes into dozens of war zones.

Use this Stratagem at the start of your Movement phase. Pick a TEMPESTUS DROP FORCE VALKYRIE from your army. Until the end of that phase, if models embarked within that VALKYRIE use the Grav-chute Insertion ability to disembark, do not roll a D6 for each model to determine if any are slain. Instead, no models from that unit are slain by that ability.
1CP

AERIAL FIRE SUPPORT

Astra Militarum Stratagem

After deploying the soldiers within, Drop Force Valkyries quickly identify and eliminate enemy threats on the ground.

Use this Stratagem in the enemy Charge phase after a TEMPESTUS DROP FORCE INFANTRY unit from your army is chosen as the target of an enemy unit’s charge. Pick a TEMPESTUS DROP FORCE VALKYRIE from your army within 6" of the unit being charged. That VALKYRIE can fire Overwatch at the charging unit even if it is not the target of the charge, and when doing so, will hit the enemy on hit rolls of 4+, regardless of modifiers.

Regimental Doctrines

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.

INFANTRY units with this doctrine may double the number of attacks they make with Rapid Fire weapons at a range of up to 18", rather than half the weapon’s range as normal. VEHICLES with this doctrine treat attacks against them with an AP of -1 as having AP 0.

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 hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit 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.

INFANTRY units with this doctrine add 1 to their Strength characteristic. In addition, they can add 1 to their Leadership characteristic if they are within 6" of a friendly CATACHAN OFFICER. Each time a VEHICLE with this doctrine fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.) you can re-roll one of the dice used to determine the number of attacks made.

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 with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.

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 every model in an INFANTRY unit with this doctrine is touching the base of at least one other model from the same unit, the unit has +1 Leadership and you can add 1 to hit rolls made for models in that unit when firing Overwatch. You can add 1 to hit rolls made for VEHICLES with this doctrine when firing Overwatch if they are within 3" of one or more other friendly MORDIAN VEHICLES. These modifiers to hit rolls are an exception to the normal rules which do not allow modifiers when making Overwatch shots – in such cases a result of 7 is also a successful hit.

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.

INFANTRY units with this doctrine can Advance and still shoot any weapon type (except Heavy weapons). When they do so, they do not suffer the usual penalties to hit rolls for Assault weapons. VEHICLES with this doctrine do not suffer the penalty to their hit rolls for moving and firing Heavy weapons. If a TITANIC VEHICLE with this doctrine Advances, it treats all Heavy weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Heavy D6 weapon is treated as an Assault D6 weapon).

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.

INFANTRY units with this doctrine halve the number of models that flee, rounding up, if they fail a Morale test. VEHICLES with this doctrine that have a damage table double the number of Wounds they have remaining for the purposes of determining what their characteristics are.

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.

Units with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire which would normally have a range of 24" or more.

Stratagems

If your army is Battle-forged and includes any ASTRA MILITARUM Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Imperial Guard on the battlefield.

3CP

VORTEX MISSILE

Astra Militarum Stratagem

Vortex Missiles are amongst the most lethal and horrific warheads available to the Astra Militarum. Upon impact, these weapons tear a hole in the very fabric of reality, draining everything within a wide blast radius into the warp.

Use this Stratagem before you fire a Deathstrike missile. You can re-roll failed hit rolls for this shot. In addition, add 1 to the roll made to determine whether other units within 6" are hit. If a model is wounded but not slain by the attack, roll another dice; on a 6, the model suffers a further D6 mortal wounds.
3CP

FIRE ON MY POSITION

Astra Militarum Stratagem

Even as they are overwhelmed, brave soldiers of the Astra Militarum may carry out one last act of vengeful defiance, calling in a creeping bombardment on their own position.

Use this Stratagem when the last model is slain from an ASTRA MILITARUM unit from your army equipped with a vox-caster. Before removing the model, roll a D6 for each unit within 3" of it. On a 4+ that unit suffers D3 mortal wounds.
1CP

CRUSH THEM!

Astra Militarum Stratagem

Should the enemy be too close to engage with heavy cannons, Imperial armour will simply rumble forward to crush them beneath their grinding treads.

Use this Stratagem at the start of your Charge phase. Select an ASTRA MILITARUM VEHICLE unit from your army. This unit can charge even if it Advanced this turn. In the following Fight phase, attacks made by this unit hit on a 2+.
2CP

AERIAL SPOTTER

Astra Militarum Stratagem

Aeronautica Imperialis recon planes send back pinpoint coordinates to artillery positions, allowing them to unleash a punishingly accurate salvo.

Use this Stratagem at the start of the Shooting phase. Select a BASILISK or WYVERN model from your army. You can re-roll failed hit rolls for this unit in this phase.
1CP

JURY RIGGING

Astra Militarum Stratagem

Imperial tank jockeys and Enginseers have devised a number of improvised mechanical techniques to get their damaged steeds back into the fight.

Use this Stratagem at the start of your turn. Select an ASTRA MILITARUM VEHICLE from your army. It cannot move, charge or pile in this turn, but immediately heals 1 wound. You can only use this Stratagem once per turn.
1CP

CONSOLIDATE SQUADS

Astra Militarum Stratagem

Astra Militarum officers must quickly learn to adapt in the thick of battle, forming ad hoc fire teams from the fragments of depleted infantry squads.

Use this Stratagem at the end of your Movement phase. Choose an Infantry Squad from your army that is within 2" of another of your Infantry Squads from the same <REGIMENT>. You can merge these squads into a single unit and they are treated as such for the rest of the battle.
1CP/3CP

IMPERIAL COMMANDER’S ARMOURY

Astra Militarum Stratagem

By leveraging their considerable influence upon the Departmento Munitorum, high-ranking Imperial commanders can secure vital resources for their military campaigns.

Use this Stratagem before the battle. Your army can have one extra relic from the Heirlooms of Conquest for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different ASTRA MILITARUM CHARACTERS. You can only use this Stratagem once per battle.
2CP

OFFICIO PREFECTUS COMMAND TANK

Astra Militarum Stratagem

Many regimental Commissars prefer to bellow threats and orders from the cupola of a Leman Russ battle tank.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select a LEMAN RUSS from your army. All friendly ASTRA MILITARUM units have a Leadership characteristic of 9 (unless it would otherwise be higher) whilst they are within 6" of this vehicle.
1CP

MOBILE COMMAND VEHICLE

Astra Militarum Stratagem

Command vehicles allow intrepid officers to lead from the front of the battle, racing across the lines, raising the spirits of their warriors and reacting with speed to any emerging threats.

Use this Stratagem at the start of any turn. Choose a Chimera from your army. Until the end of the turn, an OFFICER from your army with the Voice of Command ability may still issue orders whilst embarked within that Chimera (measuring ranges from any point on the vehicle), and is treated as being within 3" of a vox-caster.
2CP

PRELIMINARY BOMBARDMENT

Astra Militarum Stratagem

An Astra Militarum assault often begins with an initial bombardment of the enemy line, softening up the foe before the mass advance of infantry and armour.

Use this Stratagem after both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. You can only use this Stratagem once per battle.
1CP

INSPIRED TACTICS

Astra Militarum Stratagem

A skilled officer can turn a battle on its head, throwing the enemy into confusion and inspiring their own soldiers to acts of remarkable heroism.

Use this Stratagem after an OFFICER from your army has issued an order or tank order. That officer may immediately issue an additional order.
1CP

DEFENSIVE GUNNERS

Astra Militarum Stratagem

As enemy anti-armour troops advance upon their vehicles, sponson and turret gunners unleash a devastating hail of fire.

Use this Stratagem when a charge is declared against one of your ASTRA MILITARUM VEHICLE units. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6.
1CP

TAKE COVER!

Astra Militarum Stratagem

Sometimes the only possible response to overwhelming enemy fire is to hit the dirt and wait for the storm to pass, before springing up to unleash an answering volley.

Use this Stratagem in your opponent’s Shooting phase when your opponent selects one of your ASTRA MILITARUM INFANTRY units as a target. You can add 1 to armour saving throws you make for this unit until the end of the phase.
1CP

GRENADIERS

Astra Militarum Stratagem

Against packed formations of enemy infantry, a favoured tactic of Astra Militarum assault troops is to hurl an opening salvo of grenades en masse.

Use this Stratagem before an ASTRA MILITARUM INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so.
1CP

FIGHT TO THE DEATH

Astra Militarum Stratagem

They may be mere mortals in a galaxy of gods and monsters, but the soldiers of the Astra Militarum stand tall in the face of obliteration, lasguns blazing.

Use this Stratagem at the start of the Morale phase. Pick an ASTRA MILITARUM INFANTRY unit from your army that is required to take a Morale test. You can roll a D3 for the unit, rather than a D6, when taking this test.
1CP

GO! RECON!

Astra Militarum Stratagem

Scout Sentinels can sacrifice firepower for speed, darting across the battlefield in search of new threats.

Use this Stratagem at the start of your Shooting phase. Select a unit of Scout Sentinels from your army. This unit can immediately move 2D6" but cannot shoot or charge this turn.
1CP

VENGEANCE FOR CADIA!

Astra Militarum Stratagem

Soldiers of the Astra Militarum yearn to visit destruction upon those responsible for the fall of mighty Cadia.

Use this Stratagem when you select one of your ASTRA MILITARUM units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit that target CHAOS units until the end of the phase.
1CP

VOLLEY FIRE

Mordian Stratagem

Mordian troops are trained to hold their fire until the perfect moment, before unleashing a single, devastatingly accurate volley that cuts the foe to pieces.

Use this Stratagem before a MORDIAN INFANTRY unit from your army shoots in the Shooting phase. Each time you roll a hit roll of 6+ for an attack made by
a model in that unit, immediately make one additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls.
2CP

OVERLAPPING FIELDS OF FIRE

Cadian Stratagem

Cadian combat doctrine utilises the intense concentration of firepower, focused upon the most dangerous enemy targets.

Use this Stratagem after a CADIAN unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other CADIAN units from your army that target the same enemy unit this phase.
2CP

SEND IN THE NEXT WAVE!

Valhallan Stratagem

Valhallan regiments drown the enemy under sheer weight of numbers, wearing them down with endless infantry assaults.

Use this Stratagem at the end of your Movement phase. Select a VALHALLAN INFANTRY unit from your army (excluding CHARACTERS and Infantry Squads that have used the Combined Squads Stratagem) that was destroyed earlier in the battle. Set up this unit wholly within your deployment zone, within 6" of the edge of the battlefield and more than 9" from any enemy models. This unit costs reinforcement points in a matched play game.
1CP

FIRSTBORN PRIDE

Vostroyan Stratagem

Driven to repay their home world’s ancient debt, the Vostroyan Firstborn fight with prideful defiance, seeing each battle as a chance to reclaim their honour.

Use this Stratagem at the start of your Shooting phase. Select a VOSTROYAN unit from your army. You can add 1 to hit rolls made for this unit until the end of the phase.
1CP

SUPERIOR INTELLIGENCE

Militarum Tempestus Stratagem

Storm troopers of the Militarum Tempestus have access to the latest operational intelligence, and are ready to greet enemy reinforcements with a hail of hot-shot rounds.

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your MILITARUM TEMPESTUS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
3CP

AMBUSH

Tallarn Stratagem

The Tallarns launch their assault from multiple directions, fixing the enemy in a lethal crossfire and throwing them into terrified confusion.

Use this Stratagem during deployment. Choose up to three TALLARN units to be set up in ambush instead of placing them on the battlefield (only one of these units can have the VEHICLE keyword). At the end of any of your Movement phases these units can strike from hiding – set each of them up wholly within 7" of any battlefield edge and more than 9" from any enemy models. The units are considered to have moved their maximum distance.
1CP

ARMOURED FIST

Armageddon Stratagem

The Armageddon Steel Legions have perfected the art of the mechanised assault. Gas-masked troopers leap from their transports into the heart of the foe, lasguns blasting.

Use this Stratagem at the start of your Shooting phase. Select an ARMAGEDDON INFANTRY unit from your army that disembarked from an ARMAGEDDON TRANSPORT VEHICLE this turn. You can re-roll hit rolls of 1 for that unit until the end of the phase.
1CP

VICIOUS TRAPS

Catachan Stratagem

Catachan Jungle Fighters lace the ground ahead of their defences with all manner of lethal devices, including snare mines, razor-shard tripwires and incendiary charges.

Use this Stratagem when an enemy unit finishes a charge move within 1" of a CATACHAN unit from your army that is wholly on or within a terrain feature. Roll a dice; on a 4+ that enemy unit suffers D3 mortal wounds.

Psykana Discipline

The psykers who accompany the soldiery of the Astra Militarum perform a variety of battlefield roles, but each one is a deadly tool of war. Whether channelling the energies of the warp to protect and embolden their allies, or to confound and destroy the foe, each commands powers capable of turning the tide of battle.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Psykana discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
D6PSYCHIC POWER
1

TERRIFYING VISIONS

The psyker fills his enemies’ minds with nightmarish images and visions of torment, seeking to send them fleeing in terror.

Terrifying Visions has a warp charge value of 7. If manifested, choose an enemy unit within 18" of the psyker. That unit subtracts 2 from its Leadership until the start of your next turn.

2

GAZE OF THE EMPEROR

The psyker cages the immense power of the immaterium within his physical form, and his eyes blaze with the Emperor’s vengeful fury.

Gaze of the Emperor has a warp charge value of 6. If manifested, draw a straight line 2D6" long directly away from the psyker. Roll a dice for each model the centre of the line passes over. On a 4+ that model’s unit suffers a mortal wound.

3

PSYCHIC BARRIER

The psyker weaves an aegis of pure psychic energy around his allies, against which enemy fire sparks and spatters harmlessly.

Psychic Barrier has a warp charge value of 6. If manifested, select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit’s saving throws.

4

NIGHTSHROUD

Calling upon the power of the empyrean, the psyker cloaks his allies in a flowing curtain of shadow, concealing them from the enemy.

Nightshroud has a warp charge value of 6. If manifested, choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls.

5

MENTAL FORTITUDE

Drawing on boundless reserves of inner strength, the psyker shields his allies’ minds from mortal fears and the threat of sorcerous assault.

Mental Fortitude has a warp charge value of 4. If manifested, select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, that unit automatically passes Morale tests.

6

PSYCHIC MAELSTROM

The psyker unleashes the full might of his mind, summoning a roiling psychic tempest that envelops his enemy, lifting them from the ground and wrenching them about like a rag doll.

Psychic Maelstrom has a warp charge value of 7. If manifested, select an enemy unit within 18" of the psyker. Roll a D6. On a 2+, that unit suffers a mortal wound. Unless this mortal wound is negated, you can then roll another dice. On a 3+ that enemy unit suffers another mortal wound. Continue this process, adding 1 to the dice roll required each time (so the next roll would need 4+, then 5+, etc.) until you fail to cause a mortal wound, or the enemy unit is destroyed.


Warlord Traits

The generals of the Astra Militarum come from a variety of backgrounds, either born into their rank, schooled in an academy, or from climbing the ranks through personal achievement. Some are great strategists whilst others are inspirational fighters.

If a <REGIMENT>, MILITARUM TEMPESTUS or OFFICIO PREFECTUS CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general’s temperament and preferred style of waging war.

D6WARLORD TRAIT
1

GRAND STRATEGIST

This Warlord is capable of precisely anticipating the ebb and flow of war.

Whilst your Warlord is alive, you can re-roll a single hit roll, wound roll or saving throw per battle. In addition, if your army is Battle-forged and this Warlord is on the battlefield, roll a D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is immediately refunded.

2

OLD GRUDGES

The Warlord has learned his nemesis’ weakness, and will exploit it ruthlessly.

After deployment, but before the first battle round begins, choose a unit in your opponent’s army. You can re-roll failed wound rolls for ASTRA MILITARUM units from your army that target the unit you chose whilst they are within 6" of your Warlord.

3

IMPLACABLE DETERMINATION

The Warlord is known for leading swift and inexorable advances.

When your Warlord and a single friendly unit within 3" of them Advances, they may both add 6" to their Move characteristic for that Movement phase instead of rolling a dice.

4

DRACONIAN DISCIPLINARIAN

The Warlord believes that to spare the lash is to spoil the soldier, and is never hesitant in dealing out despotic punishments. His men fear his wrath more than any mortal foe.

You can re-roll failed Morale tests for friendly ASTRA MILITARUM INFANTRY units within 6" of your Warlord in the Morale phase. If a COMMISSAR has this Warlord Trait, then their Summary Execution ability takes precedence, but if the re-rolled Morale test is also failed then D3 additional models are slain and the test is then considered to have passed.

5

BELLOWING VOICE

Every order given by this Warlord is bellowed to his men with perfect clarity and at ear-splitting volume, ensuring those under his command know his will and act on it without hesitation.

Add 3" to the range of any abilities on your Warlord’s datasheet (such as Aura of Discipline or Voice of Command).

6

MASTER OF COMMAND

This Warlord commands his forces with a masterful knowledge of their abilities and even individual personalities, ensuring he gets the best from the men around him.

Your Warlord gains the Voice of Command ability. If your Warlord already has the Voice of Command or Tank Orders ability, they may instead issue one additional order per turn. If your Warlord is a COMMISSAR, it can issue an order to any <REGIMENT> INFANTRY unit (irrespective of what regiment that unit is from – e.g. MILITARUM TEMPESTUS, CADIAN, etc.)


Regimental Warlord Traits

If you wish, you can pick a Regimental Warlord Trait from the list below instead of from the Astra Militarum Warlord Traits, but only if your Warlord is from the appropriate regiment.
REGIMENTTRAIT
CadianSuperior Tactical Training: Cadian officers are known for their strategic excellence, as are those they command. Their long training and curt, well-established battle cant allows them to issue the right order at the right time with consummate speed and efficiency.
Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an additional CADIAN unit of the same type as the original target (INFANTRY or LEMAN RUSS) within 6" of the Warlord. 
CatachanLead From the Front: Catachan officers dive into the thick of the fray without hesitation, their blades and their teeth bared – mortal enemies hold little fear for those who have fought the mega-fauna of a death world jungle and survived.
This Warlord can perform a Heroic Intervention if, after the enemy has completed all their charge moves, they are within 6" of any enemy units. This Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them. 
ValhallanTenacious: Valhallan officers are famously merciless, and freely sacrifice the lives of their men in order to carry the day – yet they are not afraid of danger, and will fight on even when sustaining deep wounds, the better to inspire obedience in their men.
Roll a dice each time your Warlord suffers a wound or mortal wound. On a 5+, the wound is ignored. If your Warlord has the VEHICLE keyword, the wound is ignored on a roll of a 6+ instead. 
VostroyanHonoured Duellist: The sword-forms of the Vostroyan aristocracy are steeped in tradition, yet at their heart is a deadly efficacy of movement – those trained in such honour duels make formidable opponents at close quarters.
Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord. 
ArmageddonEx-gang Leader: It is common amongst the regiments of Armageddon to recruit from the underhive gangs of the planet’s towering metropoli – those who once led gangs in urban warfare fight dirty even on the field of open war.
Add 1 to this Warlord’s Attacks characteristic. In addition, add 1 to any wound rolls made for your Warlord in the Fight phase
TallarnSwift Attacker: The Tallarn way of war is to ebb and flow, to fall back and to sprint forward at a single barked command from their leaders. To fight them is to fight a hurricane of blades, bolts and las blasts that can change direction in a heartbeat.
Your Warlord and all friendly TALLARN units within 6" of them can charge even if they Fell Back that turn. 
Militarum TempestusFaithful Servant of the Throne: The Scions of the Militarum Tempestus, raised by the punitively strict Schola Progenia, are possessed of an iron mental fortitude. The strongest amongst them have a faith that can turn aside hostile psychic emanations.
Your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker
MordianIron Discipline: The steel in the soul of Mordian’s officers is further hardened by a lifetime of oppression and conflict – those who fight under their stern gaze are inspired to battle on even against impossible odds.
Roll a dice for each model that flees from any friendly MORDIAN units within 6" of your Warlord in the Morale phase. On a 4+, that model does not flee. 

Named Characters and Warlord Traits

If a named character with a specific regiment keyword is your Warlord, they must be given the associated Warlord Trait. For example, Colonel ‘Iron Hand’ Straken must take the Catachan ‘Lead From the Front’ Warlord Trait as he has the CATACHAN keyword.

If Commissar Yarrick is your Warlord, he must have the Master of Command Warlord Trait.

Tactical Objectives

D66Result
11Overkill 
12Regimental Pride 
13Chain of Command 
14Troops on the Ground 
15Hammer of the Emperor 
16Death from Afar 

The Astra Militarum is made up of a wide array of regiments, able to turn its hand to the completion of almost any objective with the correct application of the vast resources it has available.

If your army is led by an ASTRA MILITARUM Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when an Astra Militarum player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Astra Militarum Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
OVERKILL
Astra Militarum

The tanks of the Imperial Guard are thunderous in their wrath. Their every kill is a statement of superior firepower.

Score 1 victory point if an ASTRA MILITARUM VEHICLE unit from your army destroyed an enemy unit during this turn. If an ASTRA MILITARUM TITANIC VEHICLE unit from your army destroyed an enemy unit during this turn, score D3 victory points instead.

12
REGIMENTAL PRIDE
Astra Militarum

Each regiment has a long and storied history of battle lore – those added to the annals of fame due to exceptional acts of valour are counted amongst the finest of heroes.

Score 1 victory point if an enemy CHARACTER was slain as a result of an attack made by one of your <REGIMENT> CHARACTERS during this turn.

13
CHAIN OF COMMAND
Astra Militarum

The central nervous system of the Astra Militarum is its command structure – those who efficiently coordinate their platoons through decisive and well-timed commands can clinch a lasting victory.

Score 1 victory point if you issued 3-5 different orders or tank orders this turn. If you issued 6 or more different orders or tank orders this turn, score D3 victory points instead.

14
TROOPS ON THE GROUND
Astra Militarum

The endless ranks of the Astra Militarum come into their own when deployed en masse – when several platoons march forth to claim the field as one, there are few foes that can wrest it from their grip.

Score D3 victory points if you control 3-5 objective markers with INFANTRY units. If you control all 6 objective markers with INFANTRY units, score D3+3 victory points instead.

15
HAMMER OF THE EMPEROR
Astra Militarum

The sledgehammer force of an Imperial Guard assault can blast an enemy from a defended position in the matter of a few heartbeats. Those that witness such brute force cannot help but be in awe.

Score 1 victory point if you destroyed an enemy unit that was controlling an objective marker at the start of the turn.

16
DEATH FROM AFAR
Astra Militarum

Many a battle has been won from extreme range; those foes that lurk out of the reach of the rank-and-file are brought to a violent end by heavy weapons, turret guns and mobile artillery.

Score 1 victory point if an enemy unit that was wholly within their deployment zone at the start of the turn was destroyed by a unit wholly within your deployment zone during this turn.


Heirlooms of Conquest

Since the dawn of the Imperium, Humanity’s greatest heroes have wielded weapons and equipment of extraordinary power. Some of these have been lost, whilst others are held in great shrines where pilgrims flock to see them. A few, however, are still in use, borne by those on the front lines of battle against the enemies of the Emperor.

If your army is led by an ASTRA MILITARUM Warlord, then before the battle you may give one of the following Heirlooms of Conquest to an ASTRA MILITARUM CHARACTER. Named characters such as Lord Castellan Creed already have one or more artefacts, and cannot be given any of the following relics.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Heirlooms of Conquest your characters may have on your army roster.

CLAW OF THE DESERT TIGERS

Famously used by Captain Al’rahem of the Tallarn 3rd to take the head of the Aeldari Autarch Kaliell, this power sword was crafted by master artisans and embellished with emblems of the desert.

TALLARN model with power sword only. Claw of the Desert Tigers replaces the model’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Claw of the Desert Tigers
Melee
Melee
User
-3
2
Abilities: Each time the bearer fights, it can make 2 additional attacks with this weapon.

KUROV’S AQUILA

General Kurov was one of the most gifted officers in Imperial history. Upon retirement, he recorded dozens of tactical treatises that were translated into vox-ghosts and uploaded into a two-headed avian servitor referred to as ‘Kurov’s Aquila’. An officer who possesses this prestigious tool can turn to it for tactical guidance. In response, the servitor’s blindfolded head will vocalise the most relevant vox-ghost in Kurov’s stentorian tones. The other head’s eyes glow above its bound-shut beak as they project a hololithic display of Kurov himself, his image flickering as it reveals the secrets of the foe.

OFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point.

MAMORPH TUSKBLADE

This viciously sharp blade was quenched in the blood of a Shambling Mamorph. It is said by the Jungle Fighters that the strength of that great beast – a mass of muscle and hair that can eviscerate an Ogryn with a single sweep of its oversized tusks – lives in the sword’s edge.

CATACHAN model with power sword only. The Mamorph Tuskblade replaces the model’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mamorph Tuskblade
Melee
Melee
+2
-3
2

ORDER OF THE IRON STAR OF MORDIAN

The Mordians are resolute and tenacious, and none more so than one who has earned the Order of the Iron Star. This impressive medallion is said to carry a fraction of the Emperor’s protective grace.

MORDIAN INFANTRY model only. Each time the bearer suffers a wound or mortal wound, roll a dice; on a 4+ the wound is negated and has no effect.

PIETROV’S MK 45

Commander Wladislaw Pietrov was well-known for the bulky Valhallan Mk 45 bolt pistol with which he dispensed rough justice – he who wields it is both inspiring and daunting to all Valhallans.

VALHALLAN model with bolt pistol only. Pietrov’s Mk 45 replaces the model’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Pietrov’s Mk 45
12"
Pistol 2
4
-1
2
Abilities: Friendly VALHALLAN units within 6" of the bearer can never lose more than one model as the result of any single failed Morale test.

RELIC OF LOST CADIA

Though Cadia was destroyed by the Thirteenth Black Crusade, its most sacred artefacts live on. The most meaningful amongst the medals and skulls of fallen heroes resonates with energies of defiance and inspires those around them to acts of retribution.

CADIAN model only. Once per battle, the bearer can unveil this relic at the start of any turn. Until the end of that turn, you can re-roll hit and wound rolls of 1 for all CADIAN units within 12" of the bearer. You can instead re-roll all failed hit and wound rolls for these units until the end of the turn if they are targeting a CHAOS unit.

SKULL MASK OF ACHERON

Possessing an almost totemic quality, the Skull Mask has been worn by a succession of Steel Legion commanders – he who dons it puts aside his identity, but carries a fell reputation as a killer of xenos.

ARMAGEDDON CHARACTER only. Enemy units within 3" of the bearer suffer a -1 penalty to their Leadership. ORK units suffer a -2 penalty instead.

THE ARMOUR OF GRAF TOSCHENKO

Toschenko, famous throughout the Firstborn for his indomitability against the T’au during the Nimbosa crusade, wore ornate augmetic armour that has since been passed to a dozen spiritual descendants.

VOSTROYAN INFANTRY model only. Increase the model’s Toughness characteristic to 4 and Save characteristic to 2+.

THE BLADE OF CONQUEST

The greatest Imperial Guard commander ever to bestride the stars, Warmaster Solar Macharius reclaimed a thousand worlds for the Emperor. Upon his death he was enshrined as a saint; the six ornate blades of his subordinate generals laid upon the altar to his glory. Only one of these weapons has been reclaimed to active service. Any man who wields this sword can light a righteous fire in the hearts of his men, for they fight in the shadow of Saint Solar himself.

Model with power sword only. The Blade of Conquest replaces the model’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Conquest
Melee
Melee
+2
-4
D3

THE DAGGER OF TU’SAKH

Tu’Sakh Khan of the 2nd Attilan Rough Riders was known as a particularly cunning and bold commander, with an almost preternatural ability to find the perfect time and place to strike. On his death bed, he dictated that his ornate dagger be gifted to an ally as a gesture of respect. Over the decades since, this gifting has become tradition, each owner presenting the dagger to a fellow commander upon arrival at a new war zone. Many an owner has found themselves inspired by the rash spirit of Tu’Sakh, leading their men in daring raids deep in the heart of the enemy’s territory.

INFANTRY OFFICER model only. During deployment, you can set up the bearer and one ASTRA MILITARUM INFANTRY unit from your army behind enemy lines instead of placing them on the battlefield. The infantry unit must have the same <REGIMENT> keyword as the bearer if the bearer has one. At the end of any of your Movement phases these units can launch their daring attack – set them up within 3" of each other, anywhere on the battlefield that is wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

THE DEATHMASK OF OLLANIUS

Ollanius the Pious is the epitome of Imperial sainthood, believed martyred at the hands of Horus himself. In the millennia since his passing, Ollanius’ deathmask has been revered as a holy relic; whosoever wears this ancient artefact is granted the determination and endurance of the famous martyr himself. The mask is a terrifying piece of craftsmanship, depicting in obsidian and void- fired bronze the agonised visage of a tortured angel. It is said that, in the presence of traitors, the Deathmask will weep tears of blood.

INFANTRY model only. The bearer of this item has a 4+ invulnerable save. In addition, once per game, at the start of any of your turns, the bearer may immediately heal D3 wounds.

THE EMPEROR’S BENEDICTION

Wielded by a succession of brutal, uncompromising Commissars, this masterwork bolt pistol is feared by all. Its elementary but bloodthirsty machine spirit has been blamed for a series of unfortunate ‘accidents’ on the field of battle. In spite of this, the Officio Prefectus view the Emperor’s Benediction as an artefact of some distinction – some say that it can taste cowardice even before the reprehensible act has been committed.

COMMISSAR or LORD COMMISSAR with a bolt pistol only. The Emperor’s Benediction replaces the model’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Emperor’s Benediction
12"
Pistol 3
4
-1
2
Abilities: This weapon can target a CHARACTER even if it is not the closest enemy unit, unless the bearer is within 1" of an enemy unit.

THE LAURELS OF COMMAND

The Laurels of Command are a callous and controversial means to ensure obedience. Concealed within their peerless artistry is a band of empathic-impulsion circuitry which allows the wearer limited control over the minds of indoctrinated individuals via subliminal suggestion. Under their effects even cowards fight to the last, while orders are executed in perfect synchronisation.

OFFICER with Voice of Command ability only. Roll a dice each time the bearer issues an order to a friendly <REGIMENT> unit within 6" of them. On a 4+ the bearer can immediately issue another order to the same unit. This does not count towards the maximum number of orders this model may issue each turn.

THE TACTICAL AUTO-RELIQUARY OF TYBERIUS

Built into the gold-chased skull of Lord Commander Lucellin Tyberius himself, this device contains a web of psycho-circuitry containing Tyberius’ memory engrams and tactical acumen – and with it, his curmudgeonly and overbearing personality. Borne aloft by its own gravitic motors, the device observes and evaluates an officer’s decisions. The moment it considers an order poorly chosen, the skull cuts into the vox and loudly overrides its exasperated owner.

MILITARUM TEMPESTUS model only. When using the Voice of Command ability, this model can issue one additional order per turn. Roll a dice before issuing this additional order. On a roll of 1, the Reliquary issues contradictory nonsense and nothing happens.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Ranged Weapons). When this is the case, the unit may take any item from the appropriate list below.

RANGED WEAPONS

 • Bolt pistol

 • Boltgun

 • Plasma pistol

SPECIAL WEAPONS

 • Sniper rifle

 • Flamer

 • Grenade launcher

 • Meltagun

 • Plasma gun

HEAVY WEAPONS

 • Mortar

 • Autocannon

 • Heavy bolter

 • Missile launcher

 • Lascannon

MELEE WEAPONS

 • Power axe1

 • Power maul1

 • Power sword

 • Power fist

1 Not included in Codex: Astra Militarum

VEHICLE EQUIPMENT

 • Augur array

 • Dozer blade

 • Heavy stubber1

 • Hunter-killer missile

 • Storm bolter1

 • Track guards

1 A vehicle cannot have both a heavy stubber and a storm bolter.


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
20
Artemia inferno cannon
16"
Heavy D6
6
-1
2
This weapon automatically hits its target. Roll two dice for the number of attacks when firing this weapon and discard the lowest result.
0
Artillery barrage
100"
Heavy D6
8
-2
D3
This weapon can only be fired once per battle, and cannot be used if the bearer moves. This weapon can target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army.
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Avenger bolt cannon
36"
Heavy 8
6
-2
1
-
Bale Eye
6"
Pistol 1
3
-2
1
-
0
Baneblade cannon
72"
Heavy 3D6
9
-3
3
-
22
Battle cannon
72"
Heavy D6
8
-2
D3
-
1
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Boltgun
24"
Rapid Fire 1
4
0
1
-
7
Chem cannon
8"
Heavy D6
*
-3
1
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
4
Co-axial heavy stubber
36"
Heavy 3
4
0
1
-
0
Co-axial multi-laser
36"
Heavy 3
6
0
1
-
0
Co-axial storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Colossus siege mortar
240"
Heavy 2D6
6
-2
D3
This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
25
Conqueror battle cannon
48"
Heavy D6
8
-2
D3
-
0
Cyclops demolition charge
*
Heavy 2D6
9
-2
D3
This weapon automatically hits its target. This weapon may only be used once per battle.
0
Deathstrike missile
200"
Heavy 3D6
*
*
*
This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. Each time you hit the target with this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a D6 for every other unit within 6" of the target unit – on a 4+ that unit also suffers D3 mortal wounds.
0
Defensive heavy stubber
8"
Heavy 3
4
0
1
Add 1 to all hit rolls made for this weapon against targets that can FLY.
20
Demolisher cannon
24"
Heavy D3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
5
Demolition charge
6"
Grenade D6
8
-3
D3
Each demolition charge can only be used once per battle.
0
Dominus triple bombard
When attacking with this weapon, choose one of the profiles below:
 - Mobile
36"
Heavy 2D6
10
-2
D3
This weapon can target units that are not visible to the bearer.
 - Stationary
60"
Heavy 3D6
10
-3
D6
This profile may only be chosen if this model did not move in the preceding Movement phase. This weapon can target units that are not visible to the bearer.
0
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
15
Executioner plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
7
-3
1
-
 - Supercharge
36"
Heavy D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
6
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
-
0
Gorgon mortar
48"
Heavy 2D6
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
3
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
-
5
Grenadier gauntlet
12"
Assault D6
4
0
1
-
0
Griffon heavy mortar
48"
Heavy D6
6
-1
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Heavy laser destroyer array
60"
Heavy D3
9
-3
D6
-
0
Heavy mortar
48"
Heavy D6
6
-1
D3
This weapon can target units that are not visible to the bearer.
0
Heavy quad launcher
48"
Heavy 4D6
5
0
1
This weapon can target units that are not visible to the bearer.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
15
Hellfury missile
72"
Heavy 2D6
4
0
1
-
0
Hellhammer cannon
36"
Heavy 3D6
10
-4
3
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
12
Hellstrike missiles
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
7
Hot-shot volley gun
24"
Heavy 4
4
-2
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
0
Hydra quad autocannon
72"
Heavy 8
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
20
Inferno cannon
16"
Heavy 2D6
6
-1
1
This weapon automatically hits its target.
0
Inferno gun
When attacking with this weapon, use the profile that matches the fuel that the model has:
 - Chemical fuel
16"
Heavy 2D6
*
-3
1
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
 - Flammable fuel
16"
Heavy 2D6
7
-2
2
This weapon automatically hits its target.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
20
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
0
Laspistol
12"
Pistol 1
3
0
1
-
20
Long-barrelled autocannon
72"
Heavy 2
7
-1
D3
-
0
Macharius battle cannon
72"
Heavy 2D6
8
-2
D6
-
0
Macharius vanquisher cannon
When attacking with this weapon, choose one of the profiles below:
 - Blast shells
72"
Heavy 2D6
8
-2
D3
-
 - Armour piercing shells
72"
Heavy 2
9
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Macharius vulcan mega-bolter
60"
Heavy 15
6
-2
2
If this model does not move during its Movement phase, in your next Shooting phase, change this weapon’s Type to Heavy 30 until the end of the turn.
0
Magma cannon
60"
Heavy 2D6
10
-5
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
Manticore missile
300"
Heavy D6
9
-3
D6
Each Manticore missile can only be fired once per battle.
0
Medusa siege cannon
36"
Heavy D6
10
-3
D3
This weapon can target units that are not visible to the bearer.
0
Medusa siege gun
When attacking with this weapon, choose one of the profiles below:
 - Standard shells
36"
Heavy D6
10
-3
D3
This weapon can target units that are not visible to the bearer.
 - Breacher shells
48"
Heavy D6
10
-3
D3
When attacking a BUILDING, increase this weapon’s Damage characteristic to D6.
20
Melta cannon
24"
Assault D3
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.
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.
15
Missile launcher
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
-
5
Mortar
48"
Heavy D6
4
0
1
This weapon can target units that are not visible to the bearer.
5
Multi-laser
36"
Heavy 3
6
0
1
-
15
Multi-melta
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.
8
Multiple rocket pod
36"
Assault D6
5
-1
1
-
0
Neutron laser projector
72"
Heavy 2D3
14
-4
D6
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its Shooting hit roll until the end of its controlling player’s next turn.
0
Omega pattern plasma blastgun
When attacking with this weapon, choose one of the profiles below.
 - Pulsed bolts
60"
Heavy 2D6
8
-3
2
-
 - Maximal bolts
60"
Heavy 2D6
9
-3
3
On a hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Payback
36"
Assault 3
5
-2
1
-
Penance
12"
Pistol 1
4
-1
1
-
0
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
72"
Heavy 2D6
8
-3
2
-
 - Supercharged
96"
Heavy 2D6
9
-3
3
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
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 a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
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 a hit roll of 1, the bearer is slain.
0
Praetor launcher
When attacking with this weapon, choose one of the profiles below:
 - Foehammer
12"-120"
Heavy 2D6
8
-2
D6
-
 - Firestorm
12"-120"
Heavy 2D6
6
-2
2
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
 - Pilum
72"
Heavy D6
8
-2
D6
This model may add 1 to all hit rolls when attacking a model with the FLY keyword.
20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
0
Quake cannon
140"
Heavy 2D6
14
-4
D6
When rolling for this weapon’s damage, treat any rolls of 1 or 2 as 3 instead.
0
Ripper gun (shooting)
12"
Assault 3
5
0
1
-
Ripper pistol
12"
Pistol 3
5
0
1
This weapon wounds INFANTRY units on a roll of 2+.
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
10
Sky eagle rocket
120"
Heavy 1
9
-3
D6
Each sky eagle missile can only be fired once per battle. Add 1 to all hit rolls made for this weapon against targets that can FLY. When attacking a model that can FLY this model can re-roll failed hit rolls with this weapon.
15
Skystrike missile
60"
Heavy 1
7
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
2
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper weapon can target an enemy CHARACTER even if they are 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.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Storm eagle rockets
120"
Heavy 2D6
10
-2
D3
This weapon can target units that are not visible to the bearer. A model can only fire a single storm eagle rocket per turn. Each storm eagle rocket can only be fired once per battle.
0
Stormhammer cannon
60"
Heavy D6
9
-3
D6
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. Re-roll damage rolls of a 1 for this weapon.
0
Stormsword siege cannon
36"
Heavy 2D6
10
-4
D6
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Re-roll damage rolls of 1 for this weapon.
Stub pistol
9"
Pistol 1
4
0
1
-
0
Stygies Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
If this model did not move this turn, add 1 to all hit rolls with this weapon during the Shooting phase. Roll two dice when inflicting damage with this weapon and discard the lowest result.
20
Tauros grenade launcher
When attacking with this weapon, choose one of the profiles below:
 - Frag grenade
36"
Assault 2D6
3
0
1
-
 - Krak grenade
36"
Assault 2
6
-1
D3
-
18
Taurox battle cannon
48"
Heavy D6
7
-1
D3
-
20
Taurox gatling cannon
24"
Heavy 20
4
0
1
-
30
Taurox missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
0
Tremor cannon
60"
Heavy 3D6
8
-2
3
If a unit is hit by this weapon, in their following Movement phase they must halve their Move characteristic and cannot Advance.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin battle cannon
72"
Heavy 2D6
8
-2
D3
-
0
Twin earthshaker cannon
240"
Heavy 2D6
9
-3
D3
Roll four dice for the number of attacks when firing this weapon and discard the two lowest results. This weapon can target units that are not visible to the bearer.
14
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
7
Twin heavy stubber
36"
Heavy 6
4
0
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
18
Twin multi-laser
36"
Heavy 6
6
0
1
-
40
Twin punisher gatling cannon
24"
Heavy 40
5
0
1
-
15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Volcano cannon
120"
Heavy 3D3
16
-5
2D6
You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
0
Vulcan mega-bolter
60"
Heavy 20
6
-2
2
-
0
Wyvern quad stormshard mortar
48"
Heavy 4D6
4
0
1
This weapon can target units that are not visible to the bearer. You can re-roll failed wound rolls for this weapon.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Adamantium tracks
Melee
Melee
User
-2
D3
-
Bionic arm with devil’s claw
Melee
Melee
User
-1
2
-
7
Bullgryn maul
Melee
Melee
+2
-1
2
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Envenomed blade
Melee
Melee
+1
0
1
This weapon wounds INFANTRY units on a roll of 2+.
Evanfall
Melee
Melee
User
-1
1
-
8
Force stave
Melee
Melee
+2
-1
D3
-
0
Huge knife
Melee
Melee
User
-1
2
-
2
Hunting lance
Melee
Melee
+2
-2
D3
A model may only attack with this weapon on a turn in which it has charged.
0
Melta-cutter drill
Melee
Melee
x2
-4
D3
When making attacks against a VEHICLE, roll D6 for the Damage instead of D3.
0
Omnissian axe
Melee
Melee
+1
-2
2
-
5
Power axe
Melee
Melee
+1
-2
1
-
8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power lance
Melee
Melee
+2
-1
1
-
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Powerlifter
Melee
Melee
x2
-2
D3
-
0
Ripper gun (melee)
Melee
Melee
User
-1
1
-
2
Sentinel chainsaw
Melee
Melee
User
-1
1
-
0
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
Stomping feet
Melee
Melee
5
0
1
After a model riding a mukaali makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.
6
Telepathica stave
Melee
Melee
+1
0
D3
-
Thunderous headbutt
Melee
Melee
+3
-2
D3
Nork can only make a single thunderous headbutt attack each time he fights.
0
Trampling hooves
Melee
Melee
User
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
0
Wyrdvane stave
Melee
Melee
+1
0
1
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
0
Brute shield
Models equipped with a brute shield have a 4+ invulnerable save.
5
Bullgryn Plate
A model in Bullgryn plate has a Save characteristic of 4+.
20
Defence Searchlight
If this model has a defence searchlight, at the start of your Shooting phase it may select a single enemy unit within 48" and line of sight. One friendly <REGIMENT> INFANTRY or <REGIMENT> SABRE WEAPONS BATTERY unit adds 1 to any hit rolls that target the chosen unit until the end of the Shooting phase. A single unit cannot benefit from multiple Defence Searchlights.
5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
30
Heavy Bombs
Once per battle, a Marauder Destroyer equipped with heavy bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Marauder Destroyer has moved, pick an enemy unit that it flew over, then roll 3D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 12D6. For every roll of a 4+, the unit suffers a mortal wound.
5
Medi-pack
At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.
5
Platoon Standard
All MILITARUM TEMPESTUS units within 6" of any friendly units with a platoon standard may add 1 to their Leadership when taking Morale tests.
5
Regimental Standard
All friendly <REGIMENT> units add 1 to their Leadership whilst they are within 6" of any <REGIMENT> Veteran with a regimental standard.
0
Slabshield
Add 2 to armour saving throws for a model equipped with a slabshield (invulnerable saving throws are not affected).
0
Storm Shield
Models in this unit have a 3+ invulnerable save.
20
Tactical Bombs
Once per battle, an Avenger Strike Fighter equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Avenger Strike Fighter has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
5
Tempestus Command Rod
A model with a Tempestus command rod may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
10
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
5
Vox-caster
If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.

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

Elites
• Ogryns

The BASILISKS keyword is used in following Astra Militarum datasheets:

Heavy Support

The WYVERNS keyword is used in following Astra Militarum datasheets:

Heavy Support
• Wyverns

The MANTICORE keyword is used in following Astra Militarum datasheets:

Heavy Support

The DEATHSTRIKE keyword is used in following Astra Militarum datasheets:

Heavy Support
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.
Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.
The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.
The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
Number of Attacks (shooting)
Each time a model shoots a ranged weapon, it will make a number of attacks. You roll one dice for each attack being made. The number of attacks a model can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
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 its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Grinding Advance
The Leman Russ tank’s sturdy frame allows it to keep up a fearsome rate of fire even as it advances on the foe. If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon, vanquisher battle cannon, demolisher cannon, executioner plasma cannon and punisher gatling cannon.

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

HQ
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

The ARMAGEDDON, TRANSPORT and VEHICLE keywords are used in following Astra Militarum datasheets:

Dedicated Transport
• Chimera
• Taurox
Lords of War

The LEMAN RUSS keyword is used in following Astra Militarum datasheets:

HQ
Heavy Support

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

HQ
Troops
Dedicated Transport
Elites

The AERONAUTICA IMPERIALIS keyword is used in following Astra Militarum datasheets:

Elites
Flyers
Lords of War

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

HQ
Elites

The SCHOLASTICA PSYKANA keyword is used in following Astra Militarum datasheets:

HQ
Elites

The <REGIMENT> and OFFICER keywords are used in following Astra Militarum datasheets:

HQ
Elites

The OFFICER keyword is used in following Astra Militarum datasheets:

HQ
Elites

The CHIMERA keyword is used in following Astra Militarum datasheets:

Dedicated Transport
• Chimera

The TAUROX keyword is used in following Astra Militarum datasheets:

Dedicated Transport
• Taurox
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

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

HQ

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

Elites

The COMMAND SQUAD keyword is used in following Astra Militarum datasheets:

Elites

The SPECIAL WEAPONS SQUAD keyword is used in following Astra Militarum datasheets:

Elites

The VETERANS keyword is used in following Astra Militarum datasheets:

Elites

The INFANTRY SQUAD keyword is used in following Astra Militarum datasheets:

Troops
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The CONSCRIPTS keyword is used in following Astra Militarum datasheets:

Troops

The MINISTORUM PRIEST keyword is used in following Astra Militarum datasheets:

Elites

The CRUSADERS keyword is used in following Astra Militarum datasheets:

Elites
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The MASTER OF ORDNANCE keyword is used in following Astra Militarum datasheets:

Elites

The HYDRAS keyword is used in following Astra Militarum datasheets:

Heavy Support
• Hydras

The VALKYRIES keyword is used in following Astra Militarum datasheets:

Flyers

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

HQ

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

Troops

The TEMPESTUS COMMAND SQUAD keyword is used in following Astra Militarum datasheets:

Elites

The CATACHAN and OFFICER keywords are used in following Astra Militarum datasheets:

HQ
Elites

The BASILISK keyword is used in following Astra Militarum datasheets:

Heavy Support
GRENADE

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.

The MILITARUM TEMPESTUS and INFANTRY keywords are used in following Astra Militarum datasheets:

HQ
Troops
Elites
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The MILITARUM TEMPESTUS and CHARACTER keywords are used in following Astra Militarum datasheets:

HQ

The OFFICIO PREFECTUS and CHARACTER keywords are used in following Astra Militarum datasheets:

HQ
Elites

The COMMISSAR keyword is used in following Astra Militarum datasheets:

HQ
Elites
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.

The ARMAGEDDON and CHARACTER keywords are used in following Astra Militarum datasheets:

HQ
Elites

The INFANTRY and OFFICER keywords are used in following Astra Militarum datasheets:

HQ
Elites

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

HQ
model with a Ballistic Skill of 4+/other models

The <REGIMENT> and SABRE WEAPONS BATTERY keywords are used in following Astra Militarum datasheets:

Heavy Support
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019