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

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team Annual 2019
  Kill Team Annual 2019Expansion81.0December 2019
  Kill Team: Commanders
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: Elites
  Kill Team: ElitesExpansion81.0August 2019
  Kill Team: Inquisitor Eisenhorn
  Kill Team: Inquisitor EisenhornWhite Dwarf81.0July 2019
  Kill Team: Severina Raine
  Kill Team: Severina RaineWhite Dwarf81.0February 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

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

Astra Militarum Kill Teams

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


Voice of Command

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

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

Tactics

DEFENSIVE STAND
Astra Militarum Tactic
Use this Tactic when a charge is declared against a model from your kill team. When that model fires Overwatch this phase, they successfully hit on a roll of 5 or 6.
2 COMMAND POINTS
GET DOWN!
Astra Militarum Tactic
Use this Tactic in your opponent’s turn in the Shooting phase when they choose a model from your kill team as a target, and your model is obscured. Attacks that target that model in this phase suffer an additional -1 penalty to their hit rolls.
1 COMMAND POINT
CUNNING STRATEGY
Astra Militarum Tactic
Use this Tactic after your Leader or an OFFICER has issued an order. That model may immediately issue an additional order.
2 COMMAND POINTS
RESERVES OF COURAGE
Astra Militarum Tactic
Use this Tactic at the start of your turn in the Morale phase. Pick a model from your kill team that is required to take a Nerve test. Roll a D3 for that model rather than a D6 when taking the test.
1 COMMAND POINT
AERIAL DROP
Astra Militarum Tactic
Use this Tactic at the end of the Movement phase. Choose up to three models that are any combination of MILITARUM TEMPESTUS SCION and/or TEMPESTOR PRIME models from your kill team that were set up in Reserve, and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
ADRENAL SHOT
Astra Militarum Tactic
Use this Tactic when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound, and any other mortal wound suffered by that model for the rest of the phase; on a 5+ the mortal wound is ignored and has no effect.
1 COMMAND POINT
SIR, YES SIR!
Astra Militarum Tactic
Use this Tactic after picking a model from your kill team to be affected by an order. All models from your kill team (other than your kill team’s Leader) within 3" of that model are also affected by the same order. You cannot use this Tactic in the same battle round as the Cunning Strategy Tactic.
2 COMMAND POINTS
BELLOWING VOICE
Astra Militarum Tactic
Use this Tactic at the start of the battle round if your kill team includes a COMMANDER. Until the end of the battle round, increase the range of that model’s aura abilities by 3".
1 COMMAND POINT
MISSION CRITICAL SUPPLIES
Astra Militarum Tactic
Sector Munitorum Tactic
Use this Tactic at the beginning of the first battle round. Choose a Munitorum Armoured Container. Subtract 1 from Nerve tests you take for models from your kill team that are within 1" of this container for the rest of the battle.
1 COMMAND POINT
FIGHT TO THE DEATH!
Astra Militarum Tactic
Use this Tactic before an Injury roll is made for a model from your kill team. Apply a -1 modifier to the Injury roll.
1 COMMAND POINT
RECONNAISSANCE PROTOCOLS
Astra Militarum Tactic
Use this Tactic at the start of the first battle round. Choose a MILITARUM TEMPESTUS model from your kill team that is on the battlefield; that model can immediately make a normal move as if it were the Movement phase, but instead of moving up to their Move characteristic, they move up to 2D6" instead.
1 COMMAND POINT
GRENADIERS
Astra Militarum Tactic
Use this Tactic when you choose a model from your kill team to shoot in the Shooting phase. You can use a Grenade weapon that model is equipped with, even if another model from your kill team has already used a Grenade weapon this phase. You can use this Tactic multiple times in the same phase.
1 COMMAND POINT
COOKED GRENADE
Astra Militarum Tactic
Use this Tactic when you choose a model from your kill team to make a shooting attack with a frag grenade. Instead of determining the number of attacks for that shooting attack, roll a D6; on a roll of 1 that model suffers a mortal wound and the attack sequence ends. On a roll of 2+, until the end of the phase, change the weapon’s Type to Grenade 6.
1 COMMAND POINT
VENGEANCE FOR CADIA!
Astra Militarum Tactic
Use this Tactic when you choose a model from your kill team to shoot or fire Overwatch and the target is a HERETIC ASTARTES model. You can re-roll failed hit and wound rolls for your model against that HERETIC ASTARTES model.
2 COMMAND POINTS

Aura Tactics

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

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

As long as this model is not shaken, when friendly models within 6" of this model fire Overwatch, they successfully hit on a roll of 5 or 6.
1 COMMAND POINT
KNIFE IN THE DARK
Astra Militarum Tactic
Sly Marbo Tactic
Use this Tactic in the Fight phase when SLY MARBO makes an attack, but before making the hit roll. If the attack hits, the target suffers D3 mortal wounds and the attack sequence ends.
2 COMMAND POINTS
I AM YOUR WORST FEAR!
Astra Militarum Tactic
Commissar/Lord Commissar Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a COMMISSAR or LORD COMMISSAR. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, all friendly models within 6" of this model ignore the penalty to their hit rolls from one flesh wound they have suffered.
1 COMMAND POINT

Regimental Doctrines

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

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

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

CADIAN: BORN SOLDIERS

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

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

CATACHAN: BRUTAL STRENGTH

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

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

VALHALLAN: GRIM DEMEANOUR

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

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

VOSTROYAN: HEIRLOOM WEAPONS

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

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

ARMAGEDDON: INDUSTRIAL EFFICIENCY

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

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

TALLARN: SWIFT AS THE WIND

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

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

MILITARUM TEMPESTUS: STORM TROOPERS

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

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

MORDIAN: PARADE DRILL

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

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


Datasheets


Infantry Squad Guardsman

NAME  M WS BS S T W A Ld Sv Max  
Guardsman
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ -  
Guardsman Gunner
Guardsman Gunner 6" 4+ 4+ 3 3 1 1 6 5+ 1  
Sergeant
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ 1  
This model is armed with a lasgun and frag grenades.
One Guardsman in your kill team can be a Guardsman Gunner, and one Guardsman in your kill team can be a Sergeant. A Sergeant is instead armed with a laspistol, chainsword and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Lasgun
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
3
Flamer
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
3
Meltagun
3
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
1
Sniper rifle
1
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
1
Power sword
1
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Guardsman in your kill team may take a vox-caster.
 • A Guardsman Gunner may replace their lasgun with a flamer, grenade launcher, meltagun, plasma gun or sniper rifle.
 • A Sergeant may replace their laspistol with a bolt pistol or plasma pistol. They may also replace their chainsword with a power sword.
ABILITIES
ABILITIES
Voice of Command
Vox-caster:
5
You can re-roll failed Nerve tests for ASTRA MILITARUM models while a friendly model with a vox-caster is on the battlefield and not shaken.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Comms (Guardsman with vox-caster only), Demolitions, Medic, Scout, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, INFANTRY SQUAD GUARDSMAN


Militarum Tempestus Scion

NAME  M WS BS S T W A Ld Sv Max  
Scion
Scion 6" 4+ 3+ 3 3 1 1 6 4+ -  
Scion Gunner
Scion Gunner 6" 4+ 3+ 3 3 1 1 6 4+ 4  
Tempestor
Tempestor 6" 3+ 3+ 3 3 1 2 7 4+ 1  
This model is armed with a hot-shot lasgun, frag grenades and krak grenades.
Up to four Scions in your kill team can be Scion Gunners, and one Scion in your kill team can be a Tempestor. A Tempestor is instead armed with a hot-shot laspistol, chainsword and frag and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Hot-shot laspistol
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
0
Hot-shot lasgun
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
3
Flamer
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
3
Meltagun
3
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Hot-shot volley gun
3
Hot-shot volley gun
24"
Heavy 4
4
-2
1
-
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
2
Power fist
2
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Power sword
1
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Scion in your kill team may either replace its hotshot lasgun with a hot-shot laspistol and a vox-caster, or take a hot-shot laspistol and a vox-caster in addition to their hot-shot lasgun.
 • A Scion Gunner may replace their hot-shot lasgun with a flamer, grenade launcher, meltagun, plasma gun or hot-shot volley gun.
 • A Tempestor may replace their hot-shot laspistol with a bolt pistol or plasma pistol.
 • A Tempestor may replace their chainsword with a power sword or power fist.
ABILITIES
ABILITIES
Voice of Command
Vox-caster:
5
You can re-roll failed Nerve tests for ASTRA MILITARUM models while a friendly model with a vox-caster is on the battlefield and not shaken.
SPECIALISTS
SPECIALISTS
Leader (Tempestor only), Demolitions (Gunner only), Heavy (Gunner only), Comms (Scion with vox-caster only), Medic, Scout, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, MILITARUM TEMPESTUS, INFANTRY, MILITARUM TEMPESTUS SCION


Special Weapons Squad Guardsman

NAME  M WS BS S T W A Ld Sv Max  
Special Weapons Guardsman
Special Weapons Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ -  
Special Weapons Gunner
Special Weapons Gunner 6" 4+ 4+ 3 3 1 1 6 5+ 3  
This model is armed with a lasgun and frag grenades.
Up to three Special Weapons Guardsmen in your kill team can be Special Weapons Gunners.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Lasgun
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
3
Flamer
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
3
Meltagun
3
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
1
Sniper rifle
1
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Special Weapons Gunner may replace their lasgun with a flamer, grenade launcher, meltagun, plasma gun or sniper rifle.
ABILITIES
ABILITIES
Voice of Command
SPECIALISTS
SPECIALISTS
Heavy (Gunner only), Leader, Demolitions, Medic, Scout, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, SPECIAL WEAPONS SQUAD GUARDSMAN


Bullgryn

NAME  M WS BS S T W A Ld Sv Max  
Bullgryn
Bullgryn 6" 3+ 4+ 5 5 3 3 7 4+ -  
Bullgryn Bone ’ead
Bullgryn Bone ’ead 6" 3+ 4+ 5 5 3 4 8 4+ 1  
This model is armed with a grenadier gauntlet, frag bombs and a slabshield.
One Bullgryn in your kill team can be a Bullgryn Bone ’ead.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Grenadier gauntlet
0
Grenadier gauntlet
12"
Assault D6
4
0
1
-
2
Bullgryn maul
2
Bullgryn maul
Melee
Melee
+2
-1
2
-
0
Frag bomb
0
Frag bomb
6"
Grenade D6
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its grenadier gauntlet with a Bullgryn maul.
 • This model may replace its slabshield with a brute shield.
ABILITIES
ABILITIES
Avalanche of Muscle: You can add 1 to the Attacks characteristic of this model in the Fight phase of any battle round in which it charged. This ability may only be used the first time this model fights each battle round.
Brute Shield:
0
A model with a brute shield has a 4+ invulnerable save.
Slabshield:
3
Add 2 to saving throws made against attacks that target a model with a slab shield.
Auxilla: The Voice of Command ability has no effect on this model.
SPECIALISTS
SPECIALISTS
Leader (Bone ’ead only), Combat, Demolitions, Heavy, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, MILITARUM AUXILLA, INFANTRY, OGRYN, BULLGRYN


Ogryn

NAME  M WS BS S T W A Ld Sv Max  
Ogryn
Ogryn 6" 3+ 4+ 5 5 3 3 7 5+ -  
Ogryn Bone ’ead
Ogryn Bone ’ead 6" 3+ 4+ 5 5 3 4 8 5+ 1  
This model is armed with a ripper gun and frag bombs.
One Ogryn in your kill team can be an Ogryn Bone ’ead.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Ripper gun
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
0
Ripper gun
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
 - Ranged
12"
Assault 3
5
0
1
-
 - Melee
 - Melee
Melee
Melee
User
-1
1
-
0
Frag bomb
0
Frag bomb
6"
Grenade D6
4
0
1
-
ABILITIES
ABILITIES
Avalanche of Muscle: You can add 1 to the Attacks characteristic of this model in the Fight phase of any battle round in which it charged. This ability may only be used the first time this model fights each battle round.
Auxilla: The Voice of Command ability has no effect on this model.
SPECIALISTS
SPECIALISTS
Leader (Bone ’ead only), Combat, Demolitions, Heavy, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, MILITARUM AUXILLA, INFANTRY, OGRYN


Gotfret de Montbard

NAME  M WS BS S T W A Ld Sv Max  
Gotfret de Montbard
Gotfret de Montbard 6" 3+ 4+ 3 3 3 4 8 4+ 1  
This model is armed with a power sword and storm shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Power sword
Power sword
Melee
Melee
User
-3
1
-
ABILITIES
ABILITIES
Specialist Retainer: This model is always a Combat specialist, but this does not count towards the maximum number of specialists in your kill team.
Hacking Advance: Each unmodified hit roll of 6 made for Gotfret de Montbard’s attacks in the Fight phase scores 2 hits instead of 1.
Storm Shield: This model has a 3+ invulnerable save.
Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
SPECIALISTS
SPECIALISTS
Combat
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTA SORORITAS, ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, CRUSADER, GOTFRET DE MONTBARD


Pious Vorne

NAME  M WS BS S T W A Ld Sv Max  
Pious Vorne
Pious Vorne 6" 3+ 4+ 3 3 2 3 7 7+ 1  
This model is armed with Vindictor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Vindictor (shooting)
Vindictor (shooting)
8"
Assault D6
5
-1
1
This weapon automatically hits its target. If the target is a CHAOS model, roll two D6 to determine the number of attacks made with this weapon, and discard the lowest result.
This weapon automatically hits its target. If the target is a CHAOS model, roll two D6 to determine the number of attacks made with this weapon, and discard the lowest result.
Vindictor (melee)
Vindictor (melee)
Melee
Melee
+1
-1
1
-
ABILITIES
ABILITIES
Specialist Retainer: This model is always a Zealot specialist, but this does not count towards the maximum number of specialists in your kill team.
Maniacal Fervour: Roll a D6 each time this model loses a wound; on a 5+ that wound is not lost.
Zealot: You can re-roll failed hit rolls for attacks made by this model in a battle round in which it charged or was charged.
Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
SPECIALISTS
SPECIALISTS
Zealot
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTA SORORITAS, ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, PIOUS VORNE


Rein and Raus

NAME  M WS BS S T W A Ld Sv Max  
Rein
Rein 6" 5+ 2+ 2 2 2 1 6 6+ 1  
Raus
Raus 6" 5+ 2+ 2 2 2 1 6 6+ 1  
If one of these models is included in your kill team, you must also include the other. Rein is armed with a sniper rifle and stub pistol. Raus is armed with a stub pistol and demolition charge.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Sniper rifle
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.
Stub pistol
Stub pistol
9"
Pistol 1
4
0
1
-
Demolition charge
Demolition charge
6"
Grenade D6
8
-3
D3
This weapon can only be fired once per battle.
This weapon can only be fired once per battle.
ABILITIES
ABILITIES
Specialist Retainer: Rein is always a Sniper specialist, but this does not count towards the maximum number of specialists in your kill team.
Grappling Hook: Raus can climb any distance vertically (up or down) when he makes a normal move – do not measure the distance moved in this way.
The Ratling Twins: You can re-roll failed hit and wound rolls when shooting with Rein’s sniper rifle, if the target is also visible to Raus.
Naturally Stealthy: When an opponent makes a hit roll for a shooting attack that targets Rein or Raus, and the target model is obscured, that hit roll suffers an additional -1 modifier.
Shoot Sharp and Scarper: Immediately after making a shooting attack with Rein or Raus (other than firing Overwatch), the firing model can move as if it were the Movement phase (though it cannot Advance as part of this move).
SPECIALISTS
SPECIALISTS
Sniper (Rein only)
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS (Rein)
KEYWORDS (Rein)
IMPERIUM, MILITARUM AUXILLA, INFANTRY, RATLING, REIN
KEYWORDS (Raus)
KEYWORDS (Raus)
IMPERIUM, MILITARUM AUXILLA, INFANTRY, RATLING, RAUS


Commanders


Commissar

NAME  M WS BS S T W A Ld Sv Max  
Commissar
Commissar 6" 3+ 3+ 3 3 3 3 8 5+ 1  
This model is armed with a bolt pistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
On an unmodified hit roll of 1, the bearer is taken out of action.
6
Power fist
6
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
2
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its bolt pistol with a plasma pistol.
 • This model may take a power fist and/or a power sword.
SPECIALISTS
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Shooting, Strategist
TACTICS
TACTICS
Aura of Discipline, I Am Your Worst Fear!
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, OFFICIO PREFECTUS, COMMANDER, INFANTRY, COMMISSAR


Company Commander

NAME  M WS BS S T W A Ld Sv Max  
Company Commander
Company Commander 6" 3+ 3+ 3 3 4 3 8 5+ 1  
This model is armed with a laspistol and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
On an unmodified hit roll of 1, the bearer is taken out of action.
2
Boltgun
2
Boltgun
24"
Rapid Fire 1
4
0
1
-
1
Chainsword
1
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
6
Power fist
6
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
2
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a chainsword, power sword or power fist.
 • This model may replace its laspistol with a boltgun, bolt pistol or plasma pistol.
ABILITIES
ABILITIES
Voice of Command
Refractor Field: This model has a 5+ invulnerable save.
Senior Officer: A Company Commander may use the Voice of Command ability twice each battle round. Resolve the effects of the first order before issuing the second order.
SPECIALISTS
SPECIALISTS
Leadership, Logistics, Shooting, Stealth, Strategist
TACTICS
TACTICS
Inspirational Command
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, OFFICER, COMPANY COMMANDER


Lord Commissar

NAME  M WS BS S T W A Ld Sv Max  
Lord Commissar
Lord Commissar 6" 2+ 2+ 3 3 4 3 9 4+ 1  
This model is armed with a bolt pistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
On an unmodified hit roll of 1, the bearer is taken out of action.
6
Power fist
6
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
2
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its bolt pistol with a plasma pistol.
 • This model may take a power fist and/or a power sword.
ABILITIES
ABILITIES
Refractor Field: A Lord Commissar has a 5+ invulnerable save.
SPECIALISTS
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Shooting, Strategist
TACTICS
TACTICS
Aura of Discipline, I Am Your Worst Fear!
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, OFFICIO PREFECTUS, COMMANDER, INFANTRY, LORD COMMISSAR


Platoon Commander

NAME  M WS BS S T W A Ld Sv Max  
Platoon Commander
Platoon Commander 6" 3+ 3+ 3 3 3 3 7 5+ 1  
This model is armed with a laspistol and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
On an unmodified hit roll of 1, the bearer is taken out of action.
2
Boltgun
2
Boltgun
24"
Rapid Fire 1
4
0
1
-
1
Chainsword
1
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
6
Power fist
6
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
2
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a chainsword, power sword or power fist.
 • This model may replace its laspistol with a boltgun, bolt pistol or plasma pistol.
ABILITIES
ABILITIES
Voice of Command
Refractor Field: This model has a 5+ invulnerable save.
SPECIALISTS
SPECIALISTS
Leadership, Logistics, Shooting, Stealth, Strategist
TACTICS
TACTICS
Inspirational Command
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, OFFICER, PLATOON COMMANDER


Tempestor Prime

NAME  M WS BS S T W A Ld Sv Max  
Tempestor Prime
Tempestor Prime 6" 3+ 3+ 3 3 4 3 8 4+ 1  
This model is armed with a hot-shot laspistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Hot-shot laspistol
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
On an unmodified hit roll of 1, the bearer is taken out of action.
1
Chainsword
1
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
8
Power fist
8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
2
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a chainsword, power sword or power fist.
 • This model may replace its hot-shot laspistol with a Tempestus command rod, bolt pistol or plasma pistol.
ABILITIES
ABILITIES
Voice of Command
Tempestus Command Rod:
2
A model with a Tempestus command rod may use the Voice of Command ability twice in each battle round. Resolve the effects of the first order before issuing the second order.
SPECIALISTS
SPECIALISTS
Leadership, Logistics, Shooting, Stealth, Strategist
TACTICS
TACTICS
Covering Fire!
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, MILITARUM TEMPESTUS, COMMANDER, INFANTRY, OFFICER, TEMPESTOR PRIME


Sly Marbo

NAME  M WS BS S T W A Ld Sv Max  
Sly Marbo
Sly Marbo 6" 2+ 2+ 3 3 4 4 7 5+ 1  
This model is armed with a ripper pistol, envenomed blade and frag grenades.
Only one of this model may be included on your command roster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Ripper pistol
0
Ripper pistol
12"
Pistol 3
5
0
1
This weapon wounds on a 2+.
This weapon wounds on a 2+.
0
Envenomed blade
0
Envenomed blade
Melee
Melee
+1
0
1
This weapon wounds on a 2+.
This weapon wounds on a 2+.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
ABILITIES
ABILITIES
Loner: The Voice of Command ability has no effect on Sly Marbo.
Lethal Ambush: When you set up Sly Marbo from Reserve, you may choose one of the following:
  • Stalk with Blade: You can immediately declare that Sly Marbo will attempt to charge, though you may only roll a single D6 (rather than 2D6) for the charge roll. In addition, until the end of the battle round, add 2 to Sly Marbo’s Attacks characteristic.
  • Snipe with Pistol: Sly Marbo can immediately shoot his ripper pistol as if it were the Shooting phase.
  • Detonate Concealed Explosives: Roll a D6 for each of up to 6 enemy models on the battlefield. On a 6 the model being rolled for and all models within 2" of that model suffer a mortal wound.
SPECIALISTS
SPECIALISTS
Legendary Hunter (Level 4)
TACTICS
TACTICS
Knife in the Dark
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, SLY MARBO


Aradia Madellan

NAME  M WS BS S T W A Ld Sv Max  
Aradia Madellan
Aradia Madellan 7" 3+ 3+ 3 3 4 3 8 5+ 1  
This model is armed with a laspistol and force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Force stave
Force stave
Melee
Melee
+2
-1
D3
-
ABILITIES
ABILITIES
Psychic Boost: At the start of each battle round, you can pick one ASTRA MILITARUM model from your kill team that is within 6" of this model. That model can ignore the penalty to hit rolls from any flesh wounds it has suffered until the end of that battle round.
Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
PSYKER
PSYKER
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power.
SPECIALISTS
SPECIALISTS
Psyker
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, ASTRA TELEPATHICA, SCHOLASTICA PSYKANA, COMMANDER, INFANTRY, PSYKER, PRIMARIS PSYKER, ARADIA MADELLAN


Espern Locarno

NAME  M WS BS S T W A Ld Sv Max  
Espern Locarno
Espern Locarno 6" 5+ 5+ 3 3 3 2 7 6+ 1  
This model is armed with a laspistol and force-orb cane.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Force-orb cane
Force-orb cane
Melee
Melee
User
0
D3
-
ABILITIES
ABILITIES
The Third Eye: When this model attempts to manifest the Psybolt psychic power, select an enemy model within 12" of it, and visible to it, before making the Psychic test – if there are none, it cannot attempt to manifest Psybolt this phase. If the power is successfully manifested, the model you chose suffers the mortal wounds, even if another enemy model is closer to this model.
Psychic Barrier: This model has a 4+ invulnerable save.
Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
PSYKER
PSYKER
This model can attempt to manifest one psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power.
SPECIALISTS
SPECIALISTS
Psyker
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, NAVIS NOBILITE, COMMANDER, INFANTRY, PSYKER, NAVIGATOR, ESPERN LOCARNO


Janus Draik

NAME  M WS BS S T W A Ld Sv Max  
Janus Draik
Janus Draik 6" 3+ 3+ 3 3 4 3 9 4+ 1  
This model is armed with an heirloom pistol, a monomolecular rapier, and an archeotech grenade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heirloom pistol
Heirloom pistol
12"
Pistol 1
4
-2
2
-
Monomolecular rapier
Monomolecular rapier
Melee
Melee
User
-4
1
-
Archeotech grenade
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
You can only use this weapon once per battle.
ABILITIES
ABILITIES
Multi-Spectral Auspicator: Re-roll hit rolls of 1 for attacks made by this model.
Concealed Archeotech Weapon: Once per battle, at the start of the Fight phase, pick one enemy model within 1" of this model and roll a dice; on a 4+ the target model suffers D3 mortal wounds.
Disruption Field Generator: This model has a 4+ invulnerable save.
Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword.
SPECIALISTS
SPECIALISTS
Logistics
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTA SORORITAS, ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS
KEYWORDS
KEYWORDS
IMPERIUM, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, JANUS DRAIK


Neyam Shai Murad

NAME  M WS BS S T W A Ld Sv Max  
Neyam Shai Murad
Neyam Shai Murad 6" 3+ 3+ 3 3 4 3 9 4+ 1  
This model is armed with two negotiator pistols.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Negotiator pistol
Negotiator pistol
12"
Pistol 2
4
-2
1
-
ABILITIES
ABILITIES
Quick Draw: This model can shoot each turn as if it was Readied.
Servo-skull Assisted Targeting: This model does not suffer the penalty to hit rolls for the target being obscured.
Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword.
SPECIALISTS
SPECIALISTS
Shooting
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS, ADEPTA SORORITAS
KEYWORDS
KEYWORDS
IMPERIUM, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, NEYAM SHAI MURAD


Taddeus the Purifier

NAME  M WS BS S T W A Ld Sv Max  
Taddeus the Purifier
Taddeus the Purifier 6" 4+ 4+ 3 3 4 3 7 6+ 1  
This model is armed with a laspistol, servo-stubber and power maul.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Servo-stubber
Servo-stubber
12"
Pistol 3
4
0
1
-
Power maul
Power maul
Melee
Melee
+2
-1
1
-
ABILITIES
ABILITIES
Zealot: You can re-roll failed hit rolls for attacks made by this model in a battle round in which it charged or was charged.
Rosarius: This model has a 4+ invulnerable save.
War Hymns: Add 1 to the Attacks characteristic of ASTRA MILITARUM models whilst they are within 6" of any friendly MINISTORUM PRIEST models.
Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
SPECIALISTS
SPECIALISTS
Ferocity
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTA SORORITAS, ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, COMMANDER, INFANTRY, MINISTORUM PRIEST, TADDEUS THE PURIFIER


Inquisitor Eisenhorn

NAME  M WS BS S T W A Ld Sv Max  
Inquisitor Eisenhorn
Inquisitor Eisenhorn 6" 3+ 3+ 3 3 5 4 10 4+ 1  
This model is armed with an artificer bolt pistol, Barbarisater and a runestaff.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Artificer bolt pistol
0
Artificer bolt pistol
12"
Pistol 1
4
-1
2
-
0
Barbarisater
0
Barbarisater
Melee
Melee
User
-3
D3
Add 1 to hit rolls for attacks made with this weapon
Add 1 to hit rolls for attacks made with this weapon
0
Runestaff
0
Runestaff
Melee
Melee
+3
-1
D3
-
ABILITIES
ABILITIES
Quarry: You can re-roll hit rolls and wound rolls for this model for attacks that target enemy models with the AELDARI, NECRON, ORK, T’AU EMPIRE or TYRANIDS keyword or faction keyword.
Unquestionable Wisdom: Friendly ADEPTUS ASTARTES, ASTRA MILITARUM or ADEPTUS MECHANICUS models within 6" of this model can use this model’s Leadership characteristic instead of their own.
No Stranger to Pain: Roll a D6 each time this model loses a wound; on a 6+ that wound is not lost.
PSYKER
PSYKER
This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. He knows the Psybolt and Enforce Will psychic powers.

Enforce Will: Enforce Will has a warp charge value of 8. If manifested, pick an enemy model that is within 12" of this model and visible to him. You can immediately shoot with that model as if it was the Shooting phase and that model was in your kill team, or fight with that model as if it was the Fight phase and that model was in your kill team.
SPECIALISTS
SPECIALISTS
Strategist
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS, DEATHWATCH
KEYWORDS
KEYWORDS
IMPERIUM, ORDO XENOS, COMMANDER, INFANTRY, INQUISITOR, EISENHORN


Severina Raine

NAME  M WS BS S T W A Ld Sv Max  
Severina Raine
Severina Raine 6" 3+ 3+ 3 3 3 3 8 4+ 1  
This model is armed with Evenfall and Penance
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Penance
0
Penance
14"
Pistol 1
4
-1
1
-
0
Evenfall
0
Evenfall
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Leading from the front: Friendly ASTRA MILITARUM models within 6” of this model - whilst it is within 1” of an enemy model and not shaken - automatically pass Nerve tests.
SPECIALISTS
SPECIALISTS
Leadership
FACTION KEYWORDS
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
KEYWORDS
IMPERIUM, OFFICIO PREFECTUS, COMMANDER, INFANTRY, COMMISSAR, SEVERINA RAINE

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Archeotech grenade
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
You can only use this weapon once per battle.
0
Artificer bolt pistol
0
Artificer bolt pistol
12"
Pistol 1
4
-1
2
-
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
2
Boltgun
2
Boltgun
24"
Rapid Fire 1
4
0
1
-
Demolition charge
Demolition charge
6"
Grenade D6
8
-3
D3
This weapon can only be fired once per battle.
This weapon can only be fired once per battle.
3
Flamer
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Frag bomb
0
Frag bomb
6"
Grenade D6
4
0
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Grenadier gauntlet
0
Grenadier gauntlet
12"
Assault D6
4
0
1
-
Heirloom pistol
Heirloom pistol
12"
Pistol 1
4
-2
2
-
0
Hot-shot lasgun
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
0
Hot-shot laspistol
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
3
Hot-shot volley gun
3
Hot-shot volley gun
24"
Heavy 4
4
-2
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Lasgun
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
Laspistol (Espern Locarno)
Laspistol (Espern Locarno)
12"
Pistol 1
3
0
1
-
Laspistol (Taddeus the Purifier)
Laspistol (Taddeus the Purifier)
12"
Pistol 1
3
0
1
-
3
Meltagun
3
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Negotiator pistol
Negotiator pistol
12"
Pistol 2
4
-2
1
-
0
Penance
0
Penance
14"
Pistol 1
4
-1
1
-
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
1..3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
1..3
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Ripper gun
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
0
Ripper gun
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
 - Ranged
12"
Assault 3
5
0
1
-
 - Melee
 - Melee
Melee
Melee
User
-1
1
-
0
Ripper pistol
0
Ripper pistol
12"
Pistol 3
5
0
1
This weapon wounds on a 2+.
This weapon wounds on a 2+.
Servo-stubber
Servo-stubber
12"
Pistol 3
4
0
1
-
Sniper rifle (Rein)
Sniper rifle (Rein)
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.
1
Sniper rifle
1
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
Stub pistol
Stub pistol
9"
Pistol 1
4
0
1
-
Vindictor (shooting)
Vindictor (shooting)
8"
Assault D6
5
-1
1
This weapon automatically hits its target. If the target is a CHAOS model, roll two D6 to determine the number of attacks made with this weapon, and discard the lowest result.
This weapon automatically hits its target. If the target is a CHAOS model, roll two D6 to determine the number of attacks made with this weapon, and discard the lowest result.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Barbarisater
0
Barbarisater
Melee
Melee
User
-3
D3
Add 1 to hit rolls for attacks made with this weapon
Add 1 to hit rolls for attacks made with this weapon
2
Bullgryn maul
2
Bullgryn maul
Melee
Melee
+2
-1
2
-
0..1
Chainsword
0..1
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Envenomed blade
0
Envenomed blade
Melee
Melee
+1
0
1
This weapon wounds on a 2+.
This weapon wounds on a 2+.
0
Evenfall
0
Evenfall
Melee
Melee
User
-1
1
-
Force stave
Force stave
Melee
Melee
+2
-1
D3
-
Force-orb cane
Force-orb cane
Melee
Melee
User
0
D3
-
Monomolecular rapier
Monomolecular rapier
Melee
Melee
User
-4
1
-
2..8
Power fist
2..8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Power maul
Power maul
Melee
Melee
+2
-1
1
-
1..2
Power sword
1..2
Power sword
Melee
Melee
User
-3
1
-
Power sword (Gotfret de Montbard)
Power sword (Gotfret de Montbard)
Melee
Melee
User
-3
1
-
0
Runestaff
0
Runestaff
Melee
Melee
+3
-1
D3
-
Vindictor (melee)
Vindictor (melee)
Melee
Melee
+1
-1
1
-

Other Wargear

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

The OFFICER keyword is used in following Astra Militarum datasheets:

Commander

The COMMANDER keyword is used in following Astra Militarum datasheets:

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

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

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

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

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

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


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

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

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

Datasheet

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

Commander
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

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

Datasheet
Commander
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The COMMISSAR keyword is used in following Astra Militarum datasheets:

Commander

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

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

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

Commander

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

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

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The SLY MARBO keyword is used in following Astra Militarum datasheets:

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

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The COMMISSAR keyword is used in following Astra Militarum datasheets:

Commander

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.

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

Datasheet
Commander

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

Datasheet
• Ogryn

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

Commander

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

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

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
RAPID FIRE

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

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

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

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Does not include wargear
Does not include wargear
Does not include wargear

Bolt pistol used in following datasheets:

Datasheets
Commanders
• Commissar
0
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.

You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

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

Laspistol used in following datasheets:

Datasheets
Commanders

Plasma pistol used in following datasheets:

Datasheets
Commanders
• Commissar
3
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

Lasgun used in following datasheets:

Datasheets
RAPID FIRE

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

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

Flamer used in following datasheets:

Datasheets
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Grenade launcher used in following datasheets:

Datasheets
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Meltagun used in following datasheets:

Datasheets
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Plasma gun used in following datasheets:

Datasheets
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
RAPID FIRE

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

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

Sniper rifle used in following datasheets:

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

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
HEAVY

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

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

Chainsword used in following datasheets:

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

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

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

Power sword used in following datasheets:

Datasheets
Commanders
• Commissar
2

Frag grenade used in following datasheets:

Datasheets
Commanders
• Sly Marbo
0
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Does not include wargear
Does not include wargear
Does not include wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

Hot-shot laspistol used in following datasheets:

Datasheets
Commanders
RAPID FIRE

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

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

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
HEAVY

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

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

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
RAPID FIRE

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

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

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

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

Krak grenade used in following datasheets:

Datasheets
Commanders
GRENADE

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

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

Power fist used in following datasheets:

Datasheets
Commanders
• Commissar
6
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

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

Datasheet
Commander
Does not include wargear
Does not include wargear
RAPID FIRE

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

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

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
HEAVY

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

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

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Does not include wargear
Does not include wargear
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Frag bomb used in following datasheets:

Datasheets
• Bullgryn
0
• Ogryn
0
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

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

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

Datasheet
• Ogryn

The OGRYN keyword is used in following Astra Militarum datasheets:

Datasheet
• Ogryn
Does not include wargear
Does not include wargear
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Includes wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The ADEPTA SORORITAS keyword is used in following Astra Militarum datasheets:

Datasheet
Commander

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

Datasheet
Commander
Includes wargear
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Includes wargear
Includes wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
HEAVY

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

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

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
LevelPoints per model*
110
215
330
450
* Does not include wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The COMMISSAR keyword is used in following Astra Militarum datasheets:

Commander

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
AURA OF DISCIPLINE
Astra Militarum Tactic
Commissar/Lord Commissar Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a COMMISSAR or LORD COMMISSAR. That model gains the following aura ability until the end of the battle round:

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

The COMMISSAR keyword is used in following Astra Militarum datasheets:

Commander

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
I AM YOUR WORST FEAR!
Astra Militarum Tactic
Commissar/Lord Commissar Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a COMMISSAR or LORD COMMISSAR. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, all friendly models within 6" of this model ignore the penalty to their hit rolls from one flesh wound they have suffered.
1 COMMAND POINT

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

Commander

The COMMANDER keyword is used in following Astra Militarum datasheets:

Commander

The COMMISSAR keyword is used in following Astra Militarum datasheets:

Commander
LevelPoints per model*
115
220
335
455
* Does not include wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

Boltgun used in following datasheets:

Commanders
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

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

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

Commander

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
INSPIRATIONAL COMMAND
Astra Militarum Tactic
Platoon Commander/Company Commander Tactic
Use this Tactic at the start of the Shooting phase before issuing an order with a PLATOON COMMANDER or COMPANY COMMANDER from your kill team. When you issue that order, it affects all other friendly models within 6" of that model that are not shaken and have not been issued another order in this battle round. A model may still only be affected by one order per battle round.
2 COMMAND POINTS

The OFFICER keyword is used in following Astra Militarum datasheets:

Commander
LevelPoints per model*
125
230
345
465
* Does not include wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The COMMISSAR keyword is used in following Astra Militarum datasheets:

Commander

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
AURA OF DISCIPLINE
Astra Militarum Tactic
Commissar/Lord Commissar Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a COMMISSAR or LORD COMMISSAR. That model gains the following aura ability until the end of the battle round:

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

The COMMISSAR keyword is used in following Astra Militarum datasheets:

Commander

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
I AM YOUR WORST FEAR!
Astra Militarum Tactic
Commissar/Lord Commissar Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a COMMISSAR or LORD COMMISSAR. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, all friendly models within 6" of this model ignore the penalty to their hit rolls from one flesh wound they have suffered.
1 COMMAND POINT
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

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

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

Commander

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
INSPIRATIONAL COMMAND
Astra Militarum Tactic
Platoon Commander/Company Commander Tactic
Use this Tactic at the start of the Shooting phase before issuing an order with a PLATOON COMMANDER or COMPANY COMMANDER from your kill team. When you issue that order, it affects all other friendly models within 6" of that model that are not shaken and have not been issued another order in this battle round. A model may still only be affected by one order per battle round.
2 COMMAND POINTS
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
GRENADE

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

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

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

ASTRA MILITARUM ORDERS
ORDER
Take Aim!: Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Bring it Down!: Re-roll wound rolls of 1 for the ordered model until the end of the phase.
Forwards, for the Emperor!: The ordered model can shoot even if it Advanced in the previous Movement phase.
Get Back in the Fight!: The ordered model can shoot this phase, even if it Fell Back in the Movement phase.
Move! Move! Move!: Instead of shooting this phase, the ordered model immediately makes an Advance move as if it were the Movement phase.
Fix Bayonets!: This order can only be issued to a model within 1" of an enemy model. The ordered model immediately fights as if it were the Fight phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Voice of Command
Once per battle round, if your Leader or an OFFICER from your kill team is on the battlefield and not shaken, you can pick one of these models to issue an order to other members of your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken or COMMANDER model) within 12" of your Leader or OFFICER and choose which order you wish to issue from the list opposite. A model may only be affected by one order per battle round.

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

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

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

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

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristi