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Astra MilitarumRough Riders
3

Rough Riders

NAME M WS BS S T W A Ld Sv
Rough Rider 10" 4+ 4+ 3 3 2 1 6 5+
Rough Rider Sergeant 10" 4+ 4+ 3 3 2 2 7 5+
This unit contains 1 Rough Rider Sergeant and 4 Rough Riders. It can include up to 5 additional Rough Riders (Power Rating +2). Each model is armed with a laspistol, chainsword, hunting lance and frag grenades, and rides a Purebred Steed which attacks with trampling hooves.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Rough Rider and Rough Rider Sergeant
0
Laspistol
12"
Pistol 1
3
0
1
-
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
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
2
Hunting lance
Melee
Melee
+2
-2
D3
A model may only attack with this weapon on a turn in which it has charged.
5
Power axe
Melee
Melee
+1
-2
1
-
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
Frag grenade
6"
Grenade D6
3
0
1
-
Purebred Steed
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.
WARGEAR OPTIONS
 • The Rough Rider Sergeant may replace their laspistol with a plasma pistol.
 • The Rough Rider Sergeant may replace their chainsword with a power axe, power lance, power maul or power sword.
 • Instead of hunting lances, up to two Rough Riders can be equipped with an item from the Astra Militarum Special Weapons list.
ABILITIES
Flanking Manoeuvres: During deployment, you can set up this unit riding around the flanks instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join the battle – set it up so that all models in the unit are within 7" of a battlefield edge of your choice and more than 9" from any enemy models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
CAVALRY, ROUGH RIDERS

Optional Wargear

SPECIAL WEAPONS

 • Sniper rifle

 • Flamer

 • Grenade launcher

 • Meltagun

 • Plasma gun


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
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
-
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.
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.
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.

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

Does not include wargear
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.
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.
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.

Hunting lance used in following datasheets:

Fast Attack

Power axe used in following datasheets:

HQ
Troops
Elites
Fast Attack

Power lance used in following datasheets:

Fast Attack

Power maul used in following datasheets:

HQ
Troops
Elites
Fast Attack
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.
model with a Ballistic Skill of 4+/other models
Special Weapons
 • Sniper rifle
2
 • Flamer
6
 • Grenade launcher
3
 • Meltagun
 • Plasma gun

The CAVALRY keyword is used in following Astra Militarum datasheets:

Fast Attack
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.
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.

Sniper rifle used in following datasheets:

Troops
Elites
Fast Attack
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.
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.
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.
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.
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019