The Astra Militarum is the sledgehammer of the Emperor, and its countless armies form the vast majority of the Imperium’s military might. Although often outclassed in terms of strength and technological advancement, the warriors and vehicles of the Imperial Guard stand together, relentlessly wearing down their enemies until nothing is left but a cratered wasteland.
Book | Kind | Edition | Version | Last update |
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![]() | Codex | 10 | 1.0 | January 2025 |
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![]() | Expansion | 10 | 2.2 | February 2025 |
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![]() | Rulebook | 10 | February 2025 | February 2025 |
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![]() | Expansion | 10 | December 2024 | |
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![]() | Datasheet | 10 | October 2024 | |
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![]() | Expansion | 10 | 1.0 | October 2024 |
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![]() | Expansion | 10 | 1.9 | October 2024 |
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![]() | Datasheet | 10 | September 2024 | |
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![]() | Datasheet | 10 | September 2024 |
Q: | When using the Creeping Barrage ability, how do you resolve the maximum number of units that can be shaken? |
A: | You roll one D6 for each enemy unit that is more than 12" from every model from your army that is on the battlefield, in an order of your choosing, one at a time. Once the maximum number of enemy units for the battle size have been shaken, stop rolling for any additional units. |
Q: | When an Ogryn Bodyguard joins a Militarum Tempestus Command Squad, can the unit set up using the Deep Strike ability? |
A: | No, as the Ogryn Bodyguard model does not have the Deep Strike ability. |
Raised and trained to instil unwavering obedience, officers of the Imperial Guard command authority and respect, and issue orders with imperious bellows that cut through the clamour of war.
Move! Move! Move! M +3" |
Fix Bayonets! WS +1 |
Take Aim! BS +1 |
First Rank, Fire! Second Rank, Fire! A +1 |
Take Cover! SV +1 |
Duty and Honour! LD +1 OC +1 |
Regiments of numerous origins and tactical roles inculcate their soldiers from an early age with the legendary doctrines of the Tactica Imperium. Infantry train in close-range fire patterns intended to decimate enemy soldiers, whilst tank crews spend countless hours practising to bring down enemy armour and rampaging monstrosities.
Each time a model in a REGIMENT unit from your army makes a ranged attack that targets a visible unit (excluding MONSTERS and VEHICLES), that attack has the [LETHAL HITS] ability.
This mask depicts in obsidian and void-fired bronze the agonised visage of Saint Ollanius. Soldiers in the ancient artefacts presence are gifted the determination and endurance of the famous martyr himself. OFFICER model only. While the bearer’s unit is Battle-shocked, subtract 1 from the Objective Control characteristic of models in that unit, instead of changing it to 0. |
This officer has spent countless hours putting their soldiers through ceaseless firing drills. In the heat of combat, the worth of this training reveals itself. OFFICER model only. While the bearer is leading a unit, each time a model in that unit makes a ranged attack, if that unit Remained Stationary this turn, a Critical Hit is scored on a successful unmodified Hit roll of 5+. |
This commander can precisely anticipate the ebb and flow of war, their seemingly reactive tactics often prepared far in advance. OFFICER model only. In your Command phase, the bearer can issue one additional Order. |
A natural tactician, this officer responds to their opponent’s manoeuvres in swift and decisive fashion, never allowing the foe to dictate the battle. OFFICER model only. Each time an enemy unit is set up within 9" of the bearer’s unit, the bearer can issue one Order. This is not counted towards the number of Orders the bearer can issue in a battle round. |
Artillery barrages lay the ground for the assault to come.
At the start of the battle round, select one of the following types of artillery support.
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This officer relishes serving in the vanguard and seeks to take up a forward position to be closer to the foe when the firing begins. INFANTRY OFFICER model only. While the bearer is leading a REGIMENT unit, that unit has the Scouts 6" ability. |
These grenades emit loud bangs and bright flashes of light, disorienting defenders and allowing the officer and their bodyguard to press home their assault. INFANTRY OFFICER model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. |
Handed down by a mentor, this officer’s pistol is an artificer-crafted example of its type, and is all the deadlier for it. INFANTRY OFFICER model only. Add 2 to the Attacks characteristics of the bearers Pistols. |
Such is this officer’s aura of confidence that the soldiers under their command march into battle heedless of incoming fire, trusting in that old adage of the faithful - the Emperor protects. OFFICER model only. While the bearer is leading a unit, when that unit is issued an Order, it is also affected by the Take Cover! Order. |
Astra Militarum mechanised forces combine heavy armour with elite infantry. Reliant on speed and short-ranged firepower, the armoured spearhead hurtles through the enemy line and deploys its cargo of shock troops to cut the enemy down with volleys of lasgun fire.
Each time an ASTRA MILITARUM model from your army makes a ranged attack in a turn in which it disembarked from a TRANSPORT, add 1 to the Wound roll.
This officer’s aggressive command style sees them lead the advance personally, planting the regiment’s colours on seized objectives and leaving following troops to defend the ground they have gained. INFANTRY OFFICER model only. If you control an objective marker at the end of your Command phase, and the bearer’s unit (or any TRANSPORT it is embarked within) is within range of that objective marker, that objective marker remains under you control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. |
Regimental Tech-Priests bless the vehicles under their charge with holy prayer and sacred oils. ASTRA MILITARUM TECH-PRIEST ENGINSEER model only. At the start of your Shooting phase, select one TRANSPORT from your army (excluding AIRCRAFT and TITANIC units) within 3" of the bearer. Until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll. |
Smokescreens provide cover for the infantry advance and enable troops to disembark safely. INFANTRY OFFICER model only. The bearer’s unit has the Benefit of Cover and the Stealth ability while the bearer’s unit is wholly within 3" of one or more friendly TRANSPORT models. |
Decorated veteran officers know when and where to press home the assault, ensuring their squad disembarks in the optimum position. INFANTRY OFFICER model only. The bearer’s unit can disembark from a TRANSPORT after it has Advanced. If it does, it counts as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. |
The armoured spearhead of an Astra Militarum army group grinds relentlessly forward, ploughing through enemy infantry with arrogant disregard.
Each time a SQUADRON unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and when making that Advance move, that unit can move within Engagement Range of enemy models but cannot end that move within Engagement Range of enemy models.
In clipped tones, this officer issues clear and precise orders to the vehicles under their command - regardless of the bloodshed. VEHICLE OFFICER model only. Once per turn, after the bearer issues an Order to a SQUADRON unit from your army, it can issue the same Order to another SQUADRON unit from your army. |
This officer goes to war in a favoured vehicle that - whether by fortune or apparent divine intervention - has survived dozens of battles despite suffering heavy damage on multiple occasions. VEHICLE OFFICER model only. The bearer has the Feel No Pain 6+ ability. |
A regimental banner flies from this command vehicle, its colours displaying the might of the Astra Militarum for all to see. VEHICLE OFFICER model only. Add 3 to the bearer’s Objective Control characteristic. |
Drilled endlessly by the officer in command, the crew of this tank are crack shots who know how to make every shell count. VEHICLE OFFICER model only. Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. |
Reconnaissance infantry use face paint, camo-pattern fatigues, ghillie suits and more to conceal themselves from the foe. Vehicles are camouflaged using netting and disruptive camo patterns, enabling them to blend into surrounding terrain. Suitably outfitted, recon forces need only rely upon stealth and concealment rather than heavy armour for protection.
ASTRA MILITARUM WALKER and REGIMENT models from your army have the Benefit of Cover. While such a model has the Benefit of Cover for any other reason (e.g. because it is wholly within a RUIN), improve the Save characteristic of that model by 1 (to a maximum of 3+).
This officer is a specialist in covert warfare, their experience ensuring they know exactly when to redeploy their forces and close the jaws of their pre-prepared trap. INFANTRY OFFICER model only. After both players have deployed their armies, if the bearer is on the battlefield, select up to three other ASTRA MILITARUM INFANTRY units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. |
Filled with powerful hallucinogens, these grenades overwhelm the senses of those who breathe their fumes, causing them to panic and flee their positions. ASTRA MILITARUM INFANTRY model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, select one enemy unit within 8" of the bearer’s unit (excluding MONSTER and VEHICLE units); that unit must take a Battle-shock test. |
Whether equipped with climbing gear, machetes or snow shoes, this unit moves swiftly across inhospitable terrain to engage the enemy. ASTRA MILITARUM INFANTRY model only. The bearer has the Scouts 6" ability. |
Carefully placed tripwires detonate booby traps as the enemy advance, the resulting explosions causing the foe to halt in their tracks. ASTRA MILITARUM INFANTRY model only. Each time an enemy INFANTRY or MOUNTED unit ends a Normal, Advance, Charge or Fall Back move within 9" of the bearer’s unit, roll one D6: on a 4+, until the start of your next turn, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. |
When the Astra Militarum launch rapid offensives, their attack routes are typically planned well in advance. Should a crucial bridge, mountain pass, supply depot or other essential landmark lie along their path, an elite force may be tasked to secure it ahead of the main push. The elite warriors of the Militarum Tempestus or equivalent specialist companies like the Cadian Kasrkin most often undertake such missions. Deploying via aircraft, grav-chutes or columns of fast armoured transports, the force hits their target zone hard, relying upon firepower and surprise to dislodge enemy defenders. With the site secured, the strike forces must hold their prize against whatever the foe hurls at them until the main strength of the Imperial host reaches their position and relieves them.
The soldiers who make up such targeted strike forces are hand-picked for their excellence and – where possible – provided with rigorous additional training to prepare them for conditions and foes on the ground.
Each time an ASTRA MILITARUM INFANTRY model from your army makes a ranged attack, re‐roll a Hit roll of 1.Key to this force’s mission is the swift purgation of local enemy forces through sudden deployment and focused firefights. As such, whether they hit the ground from a low-altitude drop or deploy from armoured transports, the soldiers of this formation are trained to find targets and start shooting the instant the foe is in sight.
Each time a MILITARUM TEMPESTUS model from your army makes a ranged attack in a turn in which it was set up on the battlefield from Reserves or it disembarked from a TRANSPORT, add 1 to the Wound roll.
This device is a precious example of an omni-frequency master vox-array manufactured on the long-lost forge world of Urvax. It facilitates the rapid dissemination of orders throughout the entire strike force. MILITARUM TEMPESTUS OFFICER model only. Each time the bearer issues an Order, if the bearer’s unit contains one or more models equipped with a master vox, it can issue that Order to up to three different REGIMENT units, instead of only one. |
Locked to the designator runes of this officer’s dropship and heavily warded against interference, this predeployed beacon ensures they land swiftly and on target. MILITARUM TEMPESTUS OFFICER model only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. |
Believed to be the roost of protective machine spirits, this small tech-ossuary is worn on a chain around the neck and obfuscates the bearer and their comrades when moving. MILITARUM TEMPESTUS OFFICER model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. |
This tactically astute officer insists on orbital sensor sweeps and psy-scrying ahead of the operation’s commencement, providing vital intelligence. INFANTRY OFFICER model only. After both players have deployed their armies, select up to three REGIMENT units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. |
In this section you’ll find additional rules for playing Crusade battles that are bespoke to ASTRA MILITARUM units.
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These soldiers of the Militarum Tempestus have shown characteristic bravery in the face of overwhelming odds. The awarding of the Sacrificus Tempestus only serves to bolster their determination to fight to the last.
This award honours those who have proven exceptionally attuned to a vehicle’s machine spirit or have kept it operational despite facing terrible hardships.
These honoured soldiers have stealthily trekked through dangerous no man’s land far in advance of the main push, striking behind enemy lines.
Warriors who have excelled in repelling enemy assaults, with bayonets and valour, are awarded this title.
Induction into this order recognises the strong regimental bonds, comradely contacts and inspirational status of the recipients. Their deeds are respected and emulated and are often used as the basis of regimental propaganda.
This honour has been awarded for a wide variety of commendable actions. Shrewd planning; instinctive preparation of battlefield assets; intelligence gained through voluntary infiltration - all are deeds that sap the enemy’s advantages at every turn.
This award is one of the highest honours that can be won by all the ranks in the Astra Militarum. It is issued only to those who demonstrate absolute loyalty in the face of terrible danger.
This award is given to those who have shown the skill and initiative to outmanoeuvre their foes and seize their objectives.
Awarded to those who have unwaveringly carried out their superiors’ orders swiftly and to the letter, this small star is a recognition of their commander’s absolute trust.
As close to admitting error as the Department Munitorum gets, this award offers thanks to those who have averted the repercussions of an administrative mistake. Its mere mention can guarantee special access to assets and materiel.
This award is granted to units who have shown great bravery in defence of a superior.
Wars are decided by logistics. This honour is granted to those who have recovered valuable materiel under heavy fire.
Presented alongside a circlet of silvered laurels, this honour recognises aggressive and forceful piety.
The gratitude of a Lord Commander is earnt through the relentless destruction of the Emperor’s enemies.
With conspicuous valour, these soldiers have held on to vital battlefield locations, forcing back the enemy with firepower and faith.
Only those whose regimental service is sufficiently lengthy are awarded this medal; their service denotes hugely varied campaigns alongside numerous other regiments, often resulting in a flexible approach to battle and the gaining of various additional battlefield skills.
Through keen observation, recognition of old foes or some tactical intuition, those who receive this medal have provided priceless information to senior command.
Recognised for the unlikely number of actions they have served with distinction, these soldiers are scarred and aged by their experiences.
Skilled in coordinating their targeting with forward spotter elements, the artillery crews of this regiment are capable of devastating precision shelling.
This regiment’s unyielding soldiers fight and die facing the enemy. Standing tall in ordered ranks, they unleash a devastating fusillade of las-fire.
The crews of this regiment’s war machines have been instructed in battlefield dominance and are skilled in using their iron steeds to scatter lesser enemies.
The vehicle crews of this regiment are well-practised in high-speed manoeuvres, swiftly encircling enemy positions before breaking through their flanks with a roar of engines.
This regiment has earned accolades from high command due to their resilience, aptitude for armoured-vehicle tactics and propensity for preserving lives and recovering materiel from the field of battle.
These infantry squads are as well-drilled as mechanised infantry, specialising in manoeuvres where they pile out of hatches swiftly and in good order - even as their transport is still moving. Their footing and aim is sure enough to fire a deadly volley.
Adept infiltrators or swift vanguard skirmishers, this regiment’s infantry range ahead of the front lines alongside swifter elements, tackling the enemy without warning and reporting observations to Imperial command.
This regiment fought for years through dense war zones harbouring foes in every shadow. Their infantry and most nimble vehicles are keen-eyed stalkers, able to spot lurking threats amidst tangled ruins or heavy jungles.
At full pace, and with the correct motivation, the grand armies of the Imperial Guard can overwhelm enemy positions by sheer weight of numbers.
Amid long campaigns, the tireless Imperial propaganda machine demands visible and significant victories. The enemy’s most brutal weapons of war must be ostentatiously humbled in order to give fresh hope to wearied soldiers.
The central nervous system of the Astra Militarum is its command structure - those who efficiently coordinate their platoons with decisive and well-timed orders can clinch a lasting victory.
The battle lines have been drawn and your orders are clear. The enemy must not break through, no matter the cost to your forces in lives and materiel.
Air-dropped caches of arms and fuel are vital to maintaining assaults far from supply lines, but the sealed canisters must be cracked and emptied before the enemy can reach them.
The regiment has been honed by a highly decorated and respected officer, who instils wisdom and discipline in the soldiers under their command.
The Imperial Infantryman’s Uplifting Primer can be requisitioned in bulk. It contains everything a Guardsman needs to effectively defeat the enemies of Mankind, and is a source of great comfort and inspiration to any loyal servant of the Emperor who can read.
The campaigns senior commander has designated the upcoming battle as so vital that they will funnel all of their resources and assets into securing victory, forgoing frugal logistical management in favour of overwhelming force. Victory with these resources will need no explanation, and defeat will allow none.
Skilled armoured crews and elite specialists are worth the resources needed to safely extract them from their current duties and reassign them. Such veterans can bring crucial skills to otherwise green formations.
The standards expected of an Astra Militarum soldier are high, yet there are those units whose achievements go far beyond those of their fellow fighters. On such occasions, the loftiest of commendations may be awarded, often presented to the recipients in person by a general or other high-ranking officer.
These troops have fought for so long that they are inured to death and no longer fear the enemy.
These seasoned veterans are experts at moving amongst dense terrain and remaining unseen. There are few troops with such an uncanny ability to utilise cover, camouflage and positioning.
Expert marksmen who obsessively maintain their weapons, these warriors are capable of hitting distant targets with great accuracy.
These hardened soldiers are born survivors, and so far have endured everything the galaxy has thrown at them and lived to tell the tale.
Guerrilla fighters are seasoned hit-and-run troops, outwitting their foes and disappearing suddenly after a lightning-fast ambush.
These soldiers have fought hard to bloody victory on numerous deadly battlefields, clearing out foes with blades, truncheons and bayonets.
Every order given by this officer is bellowed to their troops with perfect clarity and at ear-splitting volume.
Always on the lookout for aptitude, this officer moulds gifted troopers into elite warriors.
This officer has learnt their nemesis' weakness and will exploit it ruthlessly in a furry of orders to nearby troops, sealing their old enemy's doom with a storm off repower.
Veterans of operating in confined environments, this crew are not fazed by engaging foes at point-blank range.
The numerous kill markings adorning this vehicle are a testament to its crew's talent.
This vehicle’s soldiers are experts in its handling - loaders, gunners and driver working like a well-oiled machine.
Many heroes of the Astra Militarum bear weapons that are synonymous with their achievements. These items may include magnificent plumed caps, gilded bionics, treasured trench clubs or signature swagger sticks such as that once carried to war by General-Boyar Koledin, whose famed fortune was often attributed to it.
Once per turn, you can change either one Hit roll, one Wound roll or one saving throw made for the bearer’s unit to a 6.Fitted with a micro-cogitator, these relic magnoculars enable an officer to maintain an overview of each area of the battlefield, monitor the movement of enemy units and adjust the deployment of their assets accordingly.
OFFICER model only. In your Command phase, instead of issuing any Orders, the bearer can take a Leadership test. If it do, and that test is passed, you gain 1CP.Ulis ancient laud-hailer, once borne by one General Von Rhyne - a veteran of the Sabbat Worlds Crusade - has become synonymous with victory. Orders, when bellowed through this device, seem louder and more forceful, inspiring resolve in those who hear them.
OFFICER model only. The bearer can issue one additional Order in your Command phase and each time the bearer issues an Order to a unit, that Order does not cease to apply if that unit fails a Battle-shock test.Built into the gold-chased skull of Lord Commander Lucellin Tyberius himself, this device houses a web of psycho-circuitry containing Tyberius’ memory engrams and tactical acumen - and with it, his curmudgeonly and overbearing personality. Borne aloft by its own gravitic motors, the device observes and evaluates an officer’s decisions. The moment it considers an order poorly chosen, the skull cuts into the vox-transmission and loudly overrides it.
INFANTRY OFFICER model only. The bearer can issue up to two Orders to REGIMENT units. While the bearer is leading a unit, that unit can be affected by up to two different Orders at the same time (without the most recent Order being replaced).These advanced augmetic implants, crafted by the Tech-Priests of Triplex Phall, include ocular enhancers, spinal stimm injectors and cerebral interfaces that magnify the bearer’s agility, resilience and visual acuity. Borne first by Lord Obscurus Magallian during his legendary campaigns against the awakened Necrons of the Novokh Dynasty, it was harvested from his partially atomised corpse after the battle of Kyloch XII. It has been implanted into many high-ranking commanders since. Those willing to subject themselves to the agonising implantation process believe that its mechanisms contain within their machine spirit lingering traces of the skills, experience and authority of its former bearers.
INFANTRY OFFICER model only. Improve the bearers Save, Wounds, Leadership and Objective Control characteristics by 1, improve the Weapon Skill and Ballistic Skill characteristics of the bearers weapons by 1, and improve the bearer’s invulnerable save (if it has one) by 1 (to a maximum of 4+).The Star of Terra is one of the highest decorations that can be awarded to a serving officer of the Imperial Guard. In addition to proclaiming the recipient’s lofty status, it contains a powerful force field of ancient provenance.
INFANTRY OFFICER model only. Models in the bearer’s unit have a 5+ invulnerable save, and each time an attack targets the bearer’s unit, subtract 1 from the Wound roll.You have not only survived your first fifteen minutes of combat but endured an entire tour of duty. By your gifted command have the forces of the Astra Militarum achieved victories over xenos and heretic, defending the sanctity of the Imperium and earning glory for your regiment.
You have wielded the resources entrusted to you by high command with intelligence and precision. Your loyal troops count amongst their ranks many grizzled veterans and your record of victories continues to grow with each passing campaign.
Your list of commendations is beyond compare. Segmentum Command now counts you as amongst its most valuable assets.
Astra Militarum regiments spend months, even years, travelling aboard voidships between war zones. Many fortify their billets during such long periods of inactivity, whether against the danger of hostile boarders, or to hide illicit activities from prying discipline masters!
Amidst the point-blank mayhem of shipboard battle, officers often find themselves directing scratch formations of hastily rallied soldiery.
Units from your army with the Voice of Command ability retain that ability and gain this one.At a shouted command from their superiors, Imperial Guardsmen throw themselves flat to the decks, allowing the ranks behind to fire over their heads.
Each time an ASTRA MILITARUM unit from your army is selected to shoot, you can select one other friendly ASTRA MILITARUM unit (excluding OGRYN units). Until the end of the phase, models in the attacking unit can ignore models in that friendly unit for the purposes of determining visibility.Rigged Blind Grenades Whether intending to defend some contraband stash or as a precaution to slow down enemy boarding parties, the Imperial Guardsmen have booby trapped this hatch with a bundle of blind grenades. Once per battle, when an enemy unit opens a Hatchway, if the bearer is on the battlefield, it can use this Enhancement. If it does, roll one D6: on a 2+, that enemy unit is Battle-shocked. |
Shipboard Veteran This officer has coordinated more than their fair share of boarding actions and voidship defence actions, and knows precisely which strategic gambits will bring them victory in such conditions. Each time you target an ASTRA MILITARUM unit from your army with a Stratagem, if that unit is visible to the bearer, roll one D6: on a 4+, you gain 1CP. |
The Militarum Tempestus excel in high-intensity, fast-moving raids. Some of their regiments further refine these specialisms towards the boarding of voidships, storming vital locations to seize and scuttle the vessel or extract vital personnel from the foe’s clutches.
Amidst the point-blank mayhem of shipboard battle, officers often find themselves directing scratch formations of hastily rallied soldiery.
Units from your army with the Voice of Command ability retain that ability and gain this one.Tempestus Scions are drilled to progress through voidships chamber by chamber, corridor by corridor, clearing each with blitzing firepower before sweeping on to the next.
Each time a MILITARUM TEMPESTUS unit from your army is selected to shoot, if one or more models in that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from that unit. Until the end of the phase, ranged weapons equipped by models in that unit have the [LETHAL HiTS] ability while targeting that enemy unit.Covert Breach Moving with stealth and urgency, these Scions have already bypassed the enemy’s outer defences before their presence is even detected. At the start of the first battle round, the bearer’s unit can make a Normal move of up to 6". |
Elimination Force Tasked with the destruction of a specific enemy asset, the Tempestus Scions focus their most lethal attentions against it as per their explicit orders. At the start of the first battle round, select one enemy unit. Each time a model in the bearer’s unit makes an attack that targets that enemy unit, if the Strength characteristic of that attack is less than the Toughness characteristic of that enemy unit, add 1 to the Wound roll. |
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.The CHARACTER keyword is used in the following Astra Militarum datasheets:
The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.
The OFFICER keyword is used in the following Astra Militarum datasheets:
The TRANSPORT keyword is used in the following Astra Militarum datasheets:
Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.The REGIMENT keyword is used in the following Astra Militarum datasheets:
Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.The SQUADRON keyword is used in the following Astra Militarum datasheets:
Raised and trained to instil unwavering obedience, officers of the Imperial Guard command authority and respect, and issue orders with imperious bellows that cut through the clamour of war.
Move! Move! Move! M +3" |
Fix Bayonets! WS +1 |
Take Aim! BS +1 |
First Rank, Fire! Second Rank, Fire! A +1 |
Take Cover! SV +1 |
Duty and Honour! LD +1 OC +1 |
The INFANTRY and REGIMENT keywords are used in the following Astra Militarum datasheets:
The OFFICER keywords are used in the following Astra Militarum datasheets:
andThe VEHICLE keywords are used in the following Astra Militarum datasheets:
andShattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.The INFANTRY and OFFICER keywords are used in the following Astra Militarum datasheets:
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The INFANTRY keywords are used in the following Astra Militarum datasheets:
andThe CHARACTER keywords are used in the following Astra Militarum datasheets:
andThe PLATOON keyword is used in the following Astra Militarum datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
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The AIRCRAFT keyword is used in the following Astra Militarum datasheets:
The TITANIC keyword is used in the following Astra Militarum datasheets:
The TRANSPORT keywords are used in the following Astra Militarum datasheets:
andThe VEHICLE and OFFICER keywords are used in the following Astra Militarum datasheets:
Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.The WALKER keyword is used in the following Astra Militarum datasheets:
Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.The MOUNTED keyword is used in the following Astra Militarum datasheets:
The GRENADES keywords are used in the following Astra Militarum datasheets:
andThe MILITARUM TEMPESTUS keyword is used in the following Astra Militarum datasheets:
The BATTLELINE keyword is used in the following Astra Militarum datasheets:
The REGIMENT and INFANTRY keywords are used in the following Astra Militarum datasheets:
The VEHICLE keywords are used in the following Genestealer Cults datasheets:
andThe EPIC HERO keyword is used in the following Astra Militarum datasheets:
Some warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.The OGRYN keyword is used in the following Astra Militarum datasheets:
Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Occasionally, a group of warriors will climb the ranks across a score of battles, forging a legendary reputation that is known by friend and foe. Such veterans possess skills and honours to rival those of the most glorified heroes.
High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).The ARTILLERY keyword is used in the following Astra Militarum datasheets:
Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.
Amid gore-streaked medicae facilities and clamorous forge-shrines, the damage worked by the foe upon warriors and war engines is undone before they are discharged to seek vengeance.
As wars grind on into deadlier phases, vital missions require larger numbers of troops. Embedding warriors into experienced formations is an intensive and costly exercise, but the victories that result speak for themselves.
Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.The INFANTRY keyword is used in the following Astra Militarum datasheets:
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.The VEHICLE keyword is used in the following Astra Militarum datasheets:
The PLATOON and COMMAND SQUAD keywords are used in the following Astra Militarum datasheets:
The LOYAL PROTECTOR keyword is used in the following Astra Militarum datasheets:
The COMMAND SQUAD keyword is used in the following Astra Militarum datasheets: