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Astra MilitarumKnight Commander Pask
13

Knight Commander Pask

NAME M WS BS S T W A Ld Sv
Knight Commander Pask * 6+ * 7 8 12 * 8 3+
Knight Commander Pask is a single model. He rides to battle in the cupola of his trusty Leman Russ battle tank, Hand of Steel, which is equipped with a battle cannon and a heavy bolter. Only one of this model may be included in your army.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-12+
10"
2+
3
4-6
7"
3+
D3
1-3
4"
4+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
22
Battle cannon
72"
Heavy D6
8
-2
D3
-
20
Demolisher cannon
24"
Heavy D6
10
-3
D6
-
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
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
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.
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.
20
Punisher gatling cannon
24"
Heavy 20
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.
WARGEAR OPTIONS
 • Hand of Steel’s battle cannon may be replaced with an exterminator autocannon, vanquisher battle cannon, eradicator nova cannon, demolisher cannon, punisher gatling cannon or executioner plasma cannon.
 • Hand of Steel’s heavy bolter may be replaced with a heavy flamer or a lascannon.
 • Hand of Steel may take two heavy bolters, two heavy flamers, two multi-meltas or two plasma cannons.
 • Hand of Steel may take items from the Vehicle Equipment list.
ABILITIES
Grinding Advance

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, Knight Commander Pask can launch Hand of Steel’s smoke launchers; if he does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

Knight Commander: Knight Commander Pask may use the Tank Orders ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.

Emergency Plasma Vents: If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Tank Orders: Knight Commander Pask can issue orders to a friendly CADIAN LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of Knight Commander Pask and choose which order you wish to issue from the following table. Each LEMAN RUSS can only be given a single order each turn.
TANK ORDERS
ORDER
Full Throttle!
Instead of shooting this phase the ordered model 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.
Gunners, Kill on Sight!
Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Strike and Shroud!
This order can only be issued to a model that has not yet used its smoke launchers during the battle. The ordered model can shoot its weapons and launch its smoke launchers during this phase.
WARLORD TRAIT
Superior Tactical Training: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, CADIAN
KEYWORDS
CHARACTER, VEHICLE, LEMAN RUSS, OFFICER, TANK COMMANDER, KNIGHT COMMANDER PASK

Optional Wargear

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.


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
2
Storm bolter
24"
Rapid Fire 2
4
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.
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.
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).

This datasheet has HQ Battlefield Role. Full list of Astra Militarum units sharing same Battlefield Role follows:

Does not include wargear

Battle cannon used in following datasheets:

HQ
Heavy Support
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.

Demolisher cannon used in following datasheets:

HQ
Heavy Support
Lords of War

Eradicator nova cannon used in following datasheets:

HQ
Heavy Support
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.

Executioner plasma cannon used in following datasheets:

HQ
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.
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.

Exterminator autocannon used in following datasheets:

HQ
Heavy Support

Punisher gatling cannon used in following datasheets:

HQ
Heavy Support

Vanquisher battle cannon used in following datasheets:

HQ
Heavy Support
Vehicle Equipment
 • Augur array
5
 • Dozer blade
5
 • Heavy stubber1
2
 • Hunter-killer missile
6
 • Storm bolter1
2
 • Track guards
10

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

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 LEMAN RUSS keyword is used in following Astra Militarum datasheets:

HQ
Heavy Support
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.
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

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

HQ
Heavy Support

The OFFICER keyword is used in following Astra Militarum datasheets:

HQ
Elites

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

HQ

Augur array used in following datasheets:

HQ
Dedicated Transport
• Chimera
Fast Attack
Heavy Support
• Hydras
• Wyverns

Dozer blade used in following datasheets:

HQ
Dedicated Transport
• Chimera
Fast Attack
Heavy Support
• Hydras
• Wyverns

Track guards used in following datasheets:

HQ
Dedicated Transport
• Chimera
Fast Attack
Heavy Support
• Hydras
• Wyverns
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019