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Astra MilitarumVeterans
5

Veterans

NAME M WS BS S T W A Ld Sv
Veteran 6" 4+ 3+ 3 3 1 1 6 5+
Veteran Sergeant 6" 4+ 3+ 3 3 1 2 7 5+
Veteran Weapons Team 6" 4+ 3+ 3 3 2 2 6 5+
This unit contains 1 Veteran Sergeant and 9 Veterans.
 • Each Veteran is armed with a lasgun and frag grenades.
 • The Veteran Sergeant is armed with a laspistol and frag grenades.
 • A Veteran Heavy Weapons Team is armed with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
 • Any Veteran may replace their lasgun with a shotgun or an autogun.
 • One Veteran may take a vox-caster.
 • One other Veteran may replace their lasgun with a heavy flamer.
 • Two other Veterans may form a Veteran Heavy Weapons Team who must take an item from the Heavy Weapons list.
 • Up to three other Veterans may replace their lasgun with an item from the Special Weapons list.
 • The Veteran Sergeant may take a chainsword or an item from the Melee Weapons list.
 • The Veteran Sergeant may replace their laspistol with an item from the Ranged Weapons list.
ABILITIES
Vox-caster:
5
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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
INFANTRY, VETERANS

Optional Wargear

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


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
1
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Boltgun
24"
Rapid Fire 1
4
0
1
-
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
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
20
Lascannon
48"
Heavy 1
9
-3
D6
-
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.
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.
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.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
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.
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
Does not include wargear

Autogun used in following datasheets:

Elites
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.
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.
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.

Shotgun used in following datasheets:

HQ
Elites
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.
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.
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.
Heavy Weapons
 • Mortar
5
 • Autocannon
10
 • Heavy bolter
8
 • Missile launcher
15
 • Lascannon
20
model with a Ballistic Skill of 4+/other models
Special Weapons
 • Sniper rifle
2
 • Flamer
6
 • Grenade launcher
3
 • Meltagun
 • Plasma gun
Melee Weapons
 • Power axe1
5
 • Power maul1
4
 • Power sword
4
 • Power fist
8

1 Not included in Codex: Astra Militarum

Ranged Weapons
 • Bolt pistol
1
 • Boltgun
1
 • Plasma pistol
5

The OFFICER keyword is used in following Astra Militarum datasheets:

HQ
Elites
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.
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.
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.
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 VETERANS keyword is used in following Astra Militarum datasheets:

Elites

Boltgun used in following datasheets:

HQ
Troops
Elites

Missile launcher used in following datasheets:

Troops
Elites
Fast Attack
Flyers
Heavy Support

Mortar used in following datasheets:

Troops
Elites
Heavy Support

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.
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.

Power axe used in following datasheets:

HQ
Troops
Elites
Fast Attack

Power maul used in following datasheets:

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