Astra Militarum
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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.

Books

BookKindEditionVersionLast update
  Astra Militarum
  Astra MilitarumCodex101.0January 2025
  Black Library: Hell’s Last
  Black Library: Hell’s LastDatasheet10February 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion102.2February 2025
  Balance Dataslate
  Balance DataslateRulebook10February 2025February 2025
  Grotmas Calendar: Astra Militarum - Bridgehead Strike
  Grotmas Calendar: Astra Militarum - Bridgehead StrikeExpansion10December 2024
  Imperial Armour: Astra Militarum
  Imperial Armour: Astra MilitarumDatasheet10October 2024
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024
  Legends Field Manual
  Legends Field ManualExpansion101.9October 2024
  Legends: Astra Militarum
  Legends: Astra MilitarumDatasheet10September 2024
  Imperial Armour: Astra Militarum Part 2
  Imperial Armour: Astra Militarum Part 2Datasheet10September 2024

FAQ

Codex: Astra Militarum

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.

Introduction

Below you will find several ASTRA MILITARUM Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Astra Militarum - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Voice of Command

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.

If your Army Faction is ASTRA MILITARUM, OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Move! Move! Move!

M
+3"
Add 3" to the Move characteristic of models in this unit.

Fix Bayonets!

WS
+1
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

Take Aim!

BS
+1
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

First Rank, Fire! Second Rank, Fire!

A
+1
Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

Take Cover!

SV
+1
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

Duty and Honour!

LD
+1
OC
+1
Improve the Leadership and Objective Control characteristics of models in this unit by 1.

Combined Arms

Detachment Rule

Born Soldiers

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.

Each time a model in a SQUADRON unit from your army makes a ranged attack that targets a visible MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.

Enhancements

  • Death Mask of Ollanius 10 pts

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.

  • Drill Commander 20 pts

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+.

  • Grand Strategist 15 pts

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.

  • Reactive Command 15 pts

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.


Stratagems

COORDINATED ACTION
1CP
Combined Arms – Battle Tactic Stratagem
The potency of armour and infantry is greatly enhanced when both work in close concert.
WHEN: Start of any phase.

TARGET: One REGIMENT unit from your army and one SQUADRON unit from your army within 6" of and visible to that REGIMENT unit.

EFFECT: Until the end of the phase, Orders affecting one of your units affect the other, and vice versa.
REINFORCEMENTS!
2CP
Combined Arms – Strategic Ploy Stratagem
So numerous are the infantry of the Astra Militarum that fresh reserves can be called up at a moment’s notice.
WHEN: Any phase.

TARGET: One INFANTRY REGIMENT unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed CHARACTER units to Attached units.
FLEXIBLE COMMAND
2CP
Combined Arms – Strategic Ploy Stratagem
Some Astra Militarum officers have served with infantry and armour, and are equally adept at commanding either.
WHEN: Your Command phase.

TARGET: Any number of ASTRA MILITARUM OFFICER units from your army.

EFFECT: Until the end of the phase, your Officers can issue Orders to REGIMENT units and SQUADRON units.
FIELDS OF FIRE
1CP
Combined Arms – Battle Tactic Stratagem
Armour and infantry work in concert, forming overlapping fields of fire against which neither cover nor heavy armour can protect.
WHEN: Your Shooting phase.

TARGET: One REGIMENT unit and one SQUADRON unit from your army that have not been selected to shoot this phase.

EFFECT: Select one enemy unit. Until the end of the phase, each time your selected REGIMENT and SQUADRON units make an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
INSPIRED COMMAND
1CP
Combined Arms – Epic Deed Stratagem
The greatest officers make their voices heard at the critical moment, their orders swift and decisive.
WHEN: Your opponent’s Command phase.

TARGET: One ASTRA MILITARUM OFFICER unit from your army.

EFFECT: Your OFFICER can issue one Order as if it were your Command phase.
STALWART PROTECTOR
1CP
Combined Arms – Battle Tactic Stratagem
The indefatigable tanks of the Astra Militarum serve as mobile cover for the troops marching in their shadow.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM VEHICLE unit from your army.

EFFECT: Until the end of the phase, each time a ranged attack is allocated to an INFANTRY model from your army, if that model is not fully visible to every model in the attacking unit because of your VEHICLE, that model has the Benefit of Cover against that attack.

Siege Regiment

Detachment Rule

Artillery Support

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.
  • Creeping Barrage: Roll one D6 for each enemy unit that is more than 12" from every model from your army that is on the battlefield: On a 5+, until the end of the battle round, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. The maximum number of units that can be shaken by this rule in each battle round depends on the battle size, as shown below.
  • Incendiary Bombardment: Select a number of enemy units more than 12" from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are scattered. While a unit is scattered, it cannot have the Benefit of Cover. The maximum number of units you can select in this way depends on the battle size, as shown below.
  • Smoke Shells: Select a number of units from your army. Until the end of the battle round, those units have the Stealth ability.

    BATTLE SIZEMAXIMUM NUMBER OF UNITS
    Incursion2
    Strike Force3
    Onslaught4

Enhancements

  • Eager Advance 20 pts

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.

  • Flash Grenades 20 pts

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.

  • Legacy Sidearm 10 pts

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.

  • Stalwart’s Honours 15 pts

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.


Stratagems

TRENCH FIGHTERS
1CP
Siege Regiment – Battle Tactic Stratagem
Inured to the savage horrors of trench warfare, these warriors will fight until their last breath.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if it is a REGIMENT model. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
OVER THE TOP
2CP
Siege Regiment – Strategic Ploy Stratagem
The whistle blows to signal the attack. Waves of infantry emerge from cover to advance upon the foe.
WHEN: Start of your Command phase.

TARGET: One INFANTRY OFFICER model from your army.

EFFECT: Until the end of the phase, when your model issues the Move! Move! Move! Order, it can issue that Order to any number of eligible friendly INFANTRY REGIMENT units, regardless of range to your model.
FLARE BURST
1CP
Siege Regiment – Wargear Stratagem
As the infantry assault proceeds, flares are fired into the skies, illuminating opponents below.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM CHARACTER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.
CALLOUS SACRIFICE
1CP
Siege Regiment – Battle Tactic Stratagem
All victory requires sacrifice. The destruction of the enemy must always take priority over the preservation of lives.
WHEN: Your Shooting phase.

TARGET: One PLATOON unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks.
FURIOUS FUSILLADE
1CP
Siege Regiment – Strategic Ploy Stratagem
Whilst accuracy has its benefits, sheer weight of fire is no less effective at bringing down the foe.
WHEN: Your Shooting phase.

TARGET: One PLATOON unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in your unit while targeting an enemy unit within half range.
MINEFIELD
1CP
Siege Regiment – Wargear Stratagem
Sappers have laid down a network of mines across the battlefield. Should the enemy attempt an ill-advised assault, they will surely suffer for it.
WHEN: Start of your opponent’s Charge phase.

TARGET: One PLATOON unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit ends a Charge move within Engagement Range of your unit, roll one D6 for each model in that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Mechanised Assault

Detachment Rule

Armoured Fist

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.

Enhancements

  • Bold Leadership 25 pts

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.

  • Sacred Unguents 10 pts

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.

  • Smoke Grenades 10 pts

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.

  • Vanguard Honours 15 pts

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.


Stratagems

VOX-RELAY
1CP
Mechanised Assault – Wargear Stratagem
This armoured transport has been modified to house a tactical command suite and vox-relay, enabling embarked officers to give orders from relative safety.
WHEN: Your Command phase.

TARGET: One INFANTRY OFFICER unit from your army embarked within a TRANSPORT. You can use this Stratagem on that unit even though it is embarked within a TRANSPORT.

EFFECT: Until the end of the phase, your unit can issue Orders even though it is not on the battlefield, and it can issue Orders to ASTRA MILITARUM TRANSPORT units from your army [excluding TITANIC units) regardless of the distance to and from your unit’s TRANSPORT.
RAPID DISPERSAL
1CP
Mechanised Assault – Strategic Ploy Stratagem
Troops trained in mechanised combat disembark swiftly from their transport’s hatches, avoiding incoming fire and advancing on their objectives.
WHEN: Your Movement phase.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army that disembarked from a TRANSPORT this phase.

EFFECT: Your INFANTRY unit can make a Normal move of up to D6".
CLEAR AND SECURE
1CP
Mechanised Assault – Battle Tactic Stratagem
Mechanised charges rely upon shock, awe and speed to secure ground. Any enemies that block the path must be obliterated swiftly.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
SWIFT INTERCEPTION
1CP
Mechanised Assault – Battle Tactic Stratagem
Fast-moving armoured transports allow a commander to react quickly to enemy movements and intercept outflanking opponents.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One TRANSPORT unit from your army (excluding TITANIC units) that is not within Engagement Range of one or more enemy units, and is within 9" of the enemy unit that just ended that move.

EFFECT: Your TRANSPORT can make a Normal move of up to 6".
HASTY EXTRACTION
1CP
Mechanised Assault – Battle Tactic Stratagem
Should the tide turn against them, mechanised forces swiftly re-embark their transports in order to reposition.
WHEN: Your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army that was selected as a target of that charge.

EFFECT: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.
MOVE OUT
1CP
Mechanised Assault – Strategic Ploy Stratagem
High command’s priorities have shifted. Swift embarkation and redeployment is required.
WHEN: End of your opponent’s turn.

TARGET: One ASTRA MILITARUM unit from your army.

EFFECT: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.

Hammer of the Emperor

Detachment Rule

Iron Tread

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.

Enhancements

  • Calm Under Fire 15 pts

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.

  • Indomitable Steed 15 pts

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.

  • Regimental Banner 20 pts

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.

  • Veteran Crew 20 pts

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.


Stratagems

FINAL HOUR
1CP
Hammer of the Emperor – Epic Deed Stratagem
Even with flames licking through the interior of their vehicle, this crew refuse to abandon their positions, regardless of the risk to their lives.
WHEN: Your Command phase.

TARGET: One SQUADRON unit from your army that is Below Half-strength (excluding OFFICER units).

EFFECT: Until the end of the battle round, ranged weapons equipped by models in your unit (excluding [ONE SHOT] weapons) have the [HAZARDOUS] ability, and each time a model in your unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll.
BLAZING ADVANCE
1CP
Hammer of the Emperor – Battle Tactic Stratagem
By petitioning the machine spirits of their vehicles, tank crews push their armoured steeds beyond conventional limits.
WHEN: Your Movement phase, just after a SQUADRON unit from your army Advances.

TARGET: That SQUADRON unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced.
TACTICAL WITHDRAWAL
1CP
Hammer of the Emperor – Strategic Ploy Stratagem
Even in retreat, the armoured fist of the Astra Militarum keep their cannons firing.
WHEN: Your Movement phase, just after a SQUADRON unit from your army Falls Back.

TARGET: That SQUADRON unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
CRASH THROUGH
1CP
Hammer of the Emperor – Strategic Ploy Stratagem
Ruins, barricades, bunkers; few such structures can impede the grinding advance of an Astra Militarum armoured corps.
WHEN: Your Movement phase or your Charge phase.

TARGET: One ASTRA MILITARUM VEHICLE unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features as if they were not there.
FURIOUS CANNONADE
1CP
Hammer of the Emperor – Battle Tactic Stratagem
At close range, armoured vehicles open up with their full complement of weapons, dispensing the Emperor’s righteous wrath.
WHEN: Your Shooting phase.

TARGET: One SQUADRON unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within 12", improve the Armour Penetration characteristic of that attack by 1.
ABLATIVE PLATING
2CP
Hammer of the Emperor – Wargear Stratagem
Crews routinely reinforce their vehicle's armour, adding ablative plating, track links, sandbags and other means to protect the hull.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.

Recon Element

Detachment Rule

Masters of Camouflage

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+).

Enhancements

  • Guerrilla Honours 25 pts

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.

  • Scare Gas Grenades 5 pts

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.

  • Survival Gear 5 pts

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.

  • Tripwires 20 pts

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.


Stratagems

CRACK SHOTS
1CP
Recon Element – Battle Tactic Stratagem
Reconnaissance units are often comprised of experienced survivalists and hunters, many of whom are expert marksmen.
WHEN: Your Shooting phase.

TARGET: One PLATOON unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PRECISION] ability.
DRAW THEM OUT
1CP
Recon Element – Strategic Ploy Stratagem
Light infantry utilise harassing fire to draw their enemies into position for an ambush.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One PLATOON unit from your army that is within 9" of that enemy unit, and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".
SCRAMBLE FIELD
1CP
Recon Element – Wargear Stratagem
This unit is equipped with a scramble field generator, a device capable of disrupting teleportation beacons and other homing technology.
WHEN: Start of your opponent’s Reinforcements step.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army.

EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit.
COURAGEOUS DIVERSION
1CP
Recon Element – Strategic Ploy Stratagem
These soldiers scream blood-curdling battle cries as they rush forwards, emboldening their squadmates and causing the enemy to waver.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One ASTRA MILITARUM INFANTRY or ASTRA MILITARUM MOUNTED unit from your army.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 6+ ability, and each time an enemy model makes an attack, if your unit is the closest eligible target, subtract 1 from the Hit roll.
TANGLEFOOT GRENADES
1CP
Recon Element – Wargear Stratagem
Employed by skirmishers and recon troops, tanglefoot grenades ensnare advancing infantry, slowing their advance.
WHEN: Start of your opponent’s Charge phase.

TARGET: One ASTRA MILITARUM GRENADES unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
SCOUTING OUTRIDERS
1CP
Hammer of the Emperor – Battle Tactic Stratagem
Sentinels and cavalry units use their speed and mobility to outflank the foe, ready to strike at the most opportune moment.
WHEN: End of your opponent’s turn.

TARGET: One ASTRA MILITARUM MOUNTED or ASTRA MILITARUM WALKER unit from your army that is wholly within 10" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Bridgehead Strike

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.

Detachment Rule


Only the Best

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.

Fire Zone Purge

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.

KEYWORDS

If a MILITARUM TEMPESTUS OFFICER model from your army is your WARLORD, TEMPESTUS SCIONS units from your army gain the BATTLELINE keyword, and while such a unit is not Battle-shocked, add 1 to the Objective Control characteristic of TEMPESTUS SCIONS models in that unit.

Enhancements

  • Bombast-class Vox-array 25 pts

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.

  • Priority-drop Beacon 30 pts

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.

  • Shroud Projector 15 pts

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.

  • Advance Augury 15 pts

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.


Stratagems

BELLICOSA DROP
1CP
Bridgehead Strike – Battle Tactic Stratagem
Bellicosa drop protocols require intensive additional training but enable elite Imperial soldiery to land virtually on top of the enemy’s positions.
WHEN: The Reinforcements step of your Movement phase.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army that is in Reserves and has the Deep Strike ability.

EFFECT: Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
FIRING HOT
1CP
Bridgehead Strike – Battle Tactic Stratagem
At the risk of permanently burning out power packs, hot-shot weaponry can be temporarily overcharged to provide additional punch at the crucial moment.
WHEN: Your Shooting phase.

TARGET: One MILITARUM TEMPESTUS or KASRKIN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of hot-shot lascarbines, hot-shot lasguns, hot-shot laspistols, hot-shot marksman rifles, hot-shot volley guns and sentry hot-shot volley guns equipped by models in your unit by 1.
FIRE AND RELOCATE
1CP
Bridgehead Strike – Strategic Ploy Stratagem
Once deployed, it is vital that the soldiers stay on the move and keep firing, avoiding becoming bogged down and maintaining the pressure on their reeling foes.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit (excluding TITANIC units) from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.
SERVO‑DESIGNATORS
1CP
Bridgehead Strike – Strategic Ploy Stratagem
Released in a swarm from a modified Valkyrie gunship, high-altitude servo-skulls analyse targeting data from the ongoing fight and then provide updated firing solutions to the troops on the ground.
WHEN: Your Shooting phase, just after an ASTRA MILITARUM INFANTRY unit from your army has shot.

TARGET: That ASTRA MILITARUM INFANTRY unit.

EFFECT: Select one enemy unit hit by one or more of those attacks that is visible to your unit. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
AERIAL EXTRACTION
1CP
Bridgehead Strike – Epic Deed Stratagem
Such swift manoeuvres are vital to retaining command of the developing tactical situation, whether gunships are peeling off to strike at the enemy from a fresh angle or infantry being extracted by dropcraft for rapid redeployment.
WHEN: End of your opponent’s Fight phase.

TARGET: One VALKYRIE unit from your army that is not within Engagement Range of one or more enemy units, or one ASTRA MILITARUM unit from your army that has the Deep Strike ability and is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
ON MY POSITION
1CP
Bridgehead Strike – Epic Deed Stratagem
Circling Aeronautica Imperialis strike fighters wait above to launch strafing runs should the attack falter. In extremis, these assets can be called down upon Imperial positions in danger of being overrun, affording soldiers the desperate dignity of taking their enemies with them into death.
WHEN: End of your opponent’s Fight phase.

TARGET: One REGIMENT INFANTRY unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Roll one D6 for each enemy unit within Engagement Range of your unit: on a 2+, that enemy unit suffers D6 mortal wounds. Then, your unit suffers 3D3 mortal wounds.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ASTRA MILITARUM units.

This section contains the following additional rules:

TOURS OF DUTY
During the many battles it takes to bring victory to the Imperium, decisive officers and heroic regiments will make a name for themselves, earning prestigious commendations in the process.

AGENDAS
ASTRA MILITARUM armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

REQUISITIONS
ASTRA MILITARUM armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ASTRA MILITARUM units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, ASTRA MILITARUM CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Tours of Duty

If your Crusade force includes any ASTRA MILITARUM units, it can go on a Tour of Duty to crush the enemy forces and reinforce the Imperiums defences. Each time your Crusade force starts a Tour of Duty, you must first determine how many battles it will need to fight and how many victories are required to claim overall triumph.
  • The number of battles your Crusade force will need to fight is D6+4.
  • The number of victories your Crusade force will require is D3+2.

Once these goals have been determined, make a note of them on your Order of Battle. After each battle, reduce the number of battles that remain to be fought by 1 (to a minimum of 0), and if you won that battle, reduce the number of remaining victories required by 1 (to a minimum of 0).

Once both of these numbers reach 0, your Crusade force has completed that Tour of Duty, and you can spend Commendation points on your Crusade force. Once this stage is complete, your Crusade force can then begin a new Tour of Duty.

Logistics Points

Each time your Crusade force starts a new Tour of Duty, after determining how many battles you need to fight and how many victories you require, you must assign your Crusade forces Logistics points for that Tour of Duty.

Logistics points represent the resources and assets that the Departmento Munitorum can bring to bear in support of your army, and they can be assigned to various categories, each granting potential surplus or deficiency effects, depending on what aspects of your Crusade forces Tour of Duty you wish to focus on.

LOGISTICS POINTS
Logistics points are presented as shown above.

Commendation Points

At the end of each battle your Crusade force fights, it earns 1 Commendation point. If you won that battle, your Crusade force earns D3 Commendation points instead. Commendation points are used to award Personal Commendations to your units or Regimental Commendations to affect all ASTRA MILITARUM units in your Crusade force.

Additional Commendation points can be earned through the Agendas.

COMMENDATION POINTS
Commendation points are presented as shown above.

Assigning Logistics Points

Each time you begin a Tour of Duty, you have 4 Logistics points to assign. There are four Logistics categories to which these can be assigned:

Lexmechanicus: This category encompasses the communications infrastructure and planning resources that your Crusade force will have access to.

Materiel: This category represents how much ammunition and fuel you can call upon to replenish your army with.

Tithe Pool: This category covers how many fresh recruits you have access to - a crucial resource for replacing those lost in the meat grinder of the toughest battles.

Morale: This category relates to everything from access to inspiring propaganda to how many rations each soldier receives.

Your Logistics points can be assigned to each of these four categories in any combination you wish, but no category can have more than 2 Logistics points assigned to it.

Once you have finished assigning your Crusade forces Logistics points, you must determine in which categories your Crusade force has a surplus and in which it has a deficiency. This is based on how many Logistics points are assigned to that category, as shown below:

DEFICIENCY
LOGISTICS POINTS

NO EFFECT
LOGISTICS POINTS

SURPLUS
LOGISTICS POINTS

Categories in which your Crusade force has a surplus will reward your army with powerful bonuses in the battles ahead, while those where you have a deficiency will penalise your efforts. The effects of a surplus or deficiency in each category are shown on the right; these apply for as long as your Crusade force has that surplus or deficiency.

Make a note on your Order of Battle of which categories your Crusade force has a surplus or deficiency in (if any).

CATEGORY:
LEXMECHANICUS:
SURPLUS
When selecting Agendas for a battle, you can select one additional Astra Militarum Agenda to be active for that battle in addition to any others selected for that battle.
DEFICIENCY
Each time an OFFICER from your army issues an Order, roll one D6: on a 1, that Order is not issued.

CATEGORY:
MATERIEL:
SURPLUS
Each time an ASTRA MILITARUM unit from your army is selected to shoot, you can re-roll one Hit roll when resolving that units attacks.
DEFICIENCY
Subtract 2" from the Move characteristic of ASTRA MILITARUM VEHICLE models from your Crusade force.

CATEGORY:
TITHE POOL:
SURPLUS
In your Command phase, 1 destroyed model (excluding CHARACTERS) is returned to each REGIMENT INFANTRY unit from your army that is on the battlefield and not at its Starting Strength.
DEFICIENCY
In your Command phase, if your WARLORD is not on the battlefield, you do not gain a Command point.

CATEGORY:
MORALE:
SURPLUS
Improve the Leadership characteristic of ASTRA MILITARUM models in your Crusade force by 1.
DEFICIENCY
You cannot use the Insane Bravery Stratagem.

Commendations

Each time your Crusade force completes a Tour of Duty, you can spend your Commendation points to upgrade your force with Commendations (any Commendation points not spent after this stage are lost). There are two types of Commendations: Personal Commendations, which are new Battle Honours bestowed upon individual ASTRA MILITARUM units in your Order of Battle and grant them new abilities, and Regimental Commendations, which can grant abilities to all ASTRA MILITARUM units in your Order of Battle. EPIC HEROES cannot be given Personal Commendations (but Regimental Commendations will apply to them while they are part of your Crusade force).

Each time a unit gains a Personal Commendation, that unit is treated as gaining a new Battle Honour. If that unit already has its maximum number of Battle Honours, you can choose to replace one with a Personal Commendation. An OFFICER unit cannot have more than 2 Personal Commendations and cannot have the same Personal Commendation more than once; other ASTRA MILITARUM units cannot have more than 1 Personal Commendation. At the end of a Tour of Duty, you cannot award the same Commendation more than once (but you can award those Commendations again at the end of another Tour of Duty).

If your Order of Battle has one or more Regimental Commendations, and you muster a Crusade army from it that includes one or more ASTRA MILITARUM units, the total Crusade points value of that Crusade army is increased by 3 for each Regimental Commendation you have. Your Order of Battle cannot have more than 2 Regimental Commendations, and it cannot have the same one more than once.

You can remove Commendations from your Order of Battle and/or from units in your Order of Battle at any time (in order to purchase new, different Commendations, for example).

Personal Commendations

SACRIFICUS TEMPESTUS
1

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.

TEMPESTUS SCIONS unit only. If this unit is destroyed while within range of an objective marker that you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
STEEL ARMORIAL
1

This award honours those who have proven exceptionally attuned to a vehicle’s machine spirit or have kept it operational despite facing terrible hardships.

ASTRA MILITARUM VEHICLE or ASTRA MILITARUM TECH-PRIEST ENGINSEER unit only. At the end of the battle, if this unit is part of your Crusade army and was not destroyed during the battle, you can re-roll one failed Out of Action test taken for a friendly ASTRA MILITARUM VEHICLE unit.
DIAMANTINE STAR
1

These honoured soldiers have stealthily trekked through dangerous no man’s land far in advance of the main push, striking behind enemy lines.

REGIMENT unit only. When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply).
BASTION HONOUR
1

Warriors who have excelled in repelling enemy assaults, with bayonets and valour, are awarded this title.

REGIMENT unit only. Once per battle, at the start of your opponent’s Fight phase, this unit can use this ability. If it does, until the end of the phase, this unit has the Fights First ability.
ORDER OF THE ADAMANTINE CHAIN
2

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.

Each time this unit is Marked for Greatness, it gains an additional 2XP.
MERIT OF THE STRATEGIUM
2

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.

After both players have deployed their armies, you can redeploy this unit. When doing so, this unit can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
HONOURIFICA IMPERIALIS
2

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.

If an Order is issued to this unit, instead of applying until the start of your next Command phase, that Order will apply to it until the end of the battle, until a new Order is issued to it or until that unit becomes Battle-shocked (whichever happens first).
CELERIS HEART
2

This award is given to those who have shown the skill and initiative to outmanoeuvre their foes and seize their objectives.

REGIMENT unit only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".
STAR OF FIDELITY
2

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.

Each time you select this unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.
DECREE OF DISPENSATION
3

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.

OFFICER model only. Once per Tour of Duty, if this unit is your WARLORD, you can select one deficiency effect that currently applies to your Crusade force. Until the end of your next battle, that effect does not apply to your Crusade force.
AUXILA GOLDEN STAR
3

This award is granted to units who have shown great bravery in defence of a superior.

CAVALRY or OGRYN unit only. You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
DEPARTMENTO SALVAGE AWARD
3

Wars are decided by logistics. This honour is granted to those who have recovered valuable materiel under heavy fire.

REGIMENT or RATLINGs unit only. At the end of the battle, if this unit is on the battlefield, roll one D6, adding 1 to the result if this unit is within range of an objective marker that you control. On a 6+, you gain 1 Requisition point.
LAURELS OF PURITY
3

Presented alongside a circlet of silvered laurels, this honour recognises aggressive and forceful piety.

OFFICER or MINISTORUM PRIEST unit only. While the bearer is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
LORD COMMANDER’S SIGILUM
3

The gratitude of a Lord Commander is earnt through the relentless destruction of the Emperor’s enemies.

At the end of the battle, if this unit destroyed one or more enemy units during that battle, you gain 1 Commendation point.
MEDALLION RESOLUTE
3

With conspicuous valour, these soldiers have held on to vital battlefield locations, forcing back the enemy with firepower and faith.

While this unit is within range of an Objective marker that you control, models in this unit have a 5+ invulnerable save.
MEDAL OF LAUDABLE SERVICE
3

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.

At the start of every Tour of Duty, you can select one Battle Honour this unit has (excluding Personal Commendations), and replace it with a new Battle Honour of your choosing (excluding Personal Commendations).
OCULUS LAUREATE
4

Through keen observation, recognition of old foes or some tactical intuition, those who receive this medal have provided priceless information to senior command.

OFFICER unit only. If this unit is your WARLORD, you can use one Crusade Blessing even if you are not the Underdog.
AURAMITE AQUILA
5

Recognised for the unlikely number of actions they have served with distinction, these soldiers are scarred and aged by their experiences.

Unit with the Battle-hardened rank or higher only. This unit gains one Battle Trait of your choice. This must be a Battle Trait it can have, and does not count towards the maximum number of Battle Traits that a unit can have. If the Legendary Veterans Requisition is used on this unit, that Requisition only costs you 1RP.

Regimental Commendations

EXPERT BOMBARDIERS
8

Skilled in coordinating their targeting with forward spotter elements, the artillery crews of this regiment are capable of devastating precision shelling.

While a unit from your Crusade army is under the effects of the Take Aim! Order, each time a model in that unit makes an attack with a Blast weapon, if a Critical Wound is scored, the improve the Armour Penetration characteristic of that attack by 1.

In addition:
PARAGONS OF DRILL DISCIPLINE
8

This regiment’s unyielding soldiers fight and die facing the enemy. Standing tall in ordered ranks, they unleash a devastating fusillade of las-fire.

While a unit in your Crusade army is under the effects of the First Rank, Fire! Second Rank, Fire! Order, if that unit Remains Stationary, its Rapid Fire weapons have the [sustained hits 1] ability.

In addition:
  • While you have a surplus in Materiel, each time an ARTILLERY unit from your Crusade army makes a ranged attack, re-roll a Hit roll of 1.
  • While you have a deficiency in Tithe Pool, the cost to use the following Requisitions is increased by 1RP: Increase Supply Limit; Repair and Recuperate; Fresh Recruits.
VETERAN CREW
8

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.

While a SQUADRON unit from your Crusade army is under the effects of the Duty and Honour! Order, ignore all Damaged effects that currently apply to that unit.

In addition:
VANGUARD HONOURS
8

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.

While a SQUADRON unit from your Crusade army is under the effects of the Move! Move! Move! Order, if that unit Advances, its ranged weapons have the [ASSAULT] ability.

In addition:
PRESERVATION COMMENDATION
8

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.

While an INFANTRY unit in your Crusade army is under the effects of the Take Cover! Order, if that unit is within 3" of one or more friendly TRANSPORT models, each time a ranged attack targets that INFANTRY unit, models in that unit have the Benefit of Cover against that attack.

In addition:
MECHANISED ASSAULT MERIT
8

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.

While a TRANSPORT unit from your Crusade army is under the effects of the First Rank, Fire! Second Rank, Fire! Order, any units that disembark from that TRANSPORT are also considered to have had that Order issued to them that turn.

In addition:
  • While you have a surplus in Morale, REGIMENT units from your Crusade army can disembark from TRANSPORT models even after that model has Advanced. Units that do so count 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.
  • While you have a deficiency in Materiel, while a TRANSPORT model from your Crusade force is Below Half-strength, subtract 4" from its Move characteristic.
CAVALRY AQUILA
8

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.

While a REGIMENT unit in your Crusade army is under the effects of the Move! Move! Move! Order, if that unit Advances, add 2 to the Advance roll.

In addition:
VETERAN GUERRILLAS
8

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.

While a REGIMENT unit in your Crusade army is under the effects of the Fix Bayonets! Order, melee weapons equipped by models in that unit have the [precision] ability.

In addition:

Agendas

If your Crusade army includes any ASTRA MILITARUM units, you can select Agendas from those presented here.

ADVANCE, FOR THE EMPEROR!

At full pace, and with the correct motivation, the grand armies of the Imperial Guard can overwhelm enemy positions by sheer weight of numbers.

At the end of the battle, select up to six ASTRA MILITARUM units from your army that are wholly within your opponent’s deployment zone; each of those units earns 1XP. If your WARLORD is one of these units, your Crusade force also gains 1 Commendation point.
PROPAGANDA TARGETS

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.

At the start of the battle, your opponent must select three different units from their Crusade army to be Extermination Targets (if your opponent’s army has fewer than three units, they select as many as possible). Each time an ASTRA MILITARUM unit from your Crusade army destroys an Extermination Target, that ASTRA MILITARUM unit gains 3XP. At the end of the battle, if all the Extermination Targets have been destroyed, your Crusade force also gains 1 Commendation point.
INSPIRED COMMAND

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.

Each time a unit from your Crusade army destroys an enemy unit while being affected by an Order, the OFFICER that issued that Order gains 1XP (to a maximum of 3 per battle). At the end of the battle, if 5 or More OFFICERS from your Crusade army gained XP as the result of this agenda, your Crusade force also gains 1 Commendation point.
HOLD THE LINE

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.

From the second battle round onwards, at the end of your turn, if there are no enemy units within your deployment zone and your ASTRA MILITARUM WARLORD is on the battlefield, that WARLORD gains 1XP. If, at the end of any of your turns, one or more enemy units are within your deployment zone, you cannot score any XP from this Agenda for the rest of the battle. If your WARLORD earns 4XP as the result of this Agenda in the battle, your Crusade force also gains 1 Commendation point.
ARMING THE ASSAULT

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.

At the start of the battle, all objective markers on the battlefield are Unsecured Munitions objectives and will remain so until secured.

At the start of your Shooting phase, one ASTRA MILITARUM unit from your Crusade army (excluding Battle-shocked units) that is within range of an Unsecured Munitions objective, is not within Engagement Range of any enemy units, and is eligible to shoot, can attempt to secure that Unsecured Munitions objective. If attempted, until the end of your turn, that unit is not eligible to shoot or declare a charge. At the end of your turn, if that unit is still within range of an Unsecured Munitions objective, that Unsecured Munitions objective is secured and that unit gains 2XP.

At the end of the battle, if you control all the objective markers in No Man’s Land, and all of those objective markers have been secured, your Crusade force gains 1 additional Requisition point. At the end of the battle, if you control one or more objective markers in your opponent’s deployment zone, and those objective markers have been secured, your Crusade force gains 1 Commendation point.

Requisitions

If your Crusade army includes any ASTRA MILITARUM units, you can spend Requisition points (RP) on any of the following Requisitions.

DECORATED OFFICER1RP

The regiment has been honed by a highly decorated and respected officer, who instils wisdom and discipline in the soldiers under their command.

Purchase this Requisition when you add an OFFICER unit (excluding EPIC HEROES) to your Order of Battle. That unit gains 6XP.
UPLIFTING PRIMERS1RP

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.

Purchase this Requisition before the battle. Until the end of the battle, once per battle, you can target one REGIMENT unit from your army with the Insane Bravery Stratagem for 0CP (even if the Morale deficiency effect is currently applying to your Tour of Duty). In addition, at the end of the battle, every REGIMENT unit from your army that did not suffer a Devastating Blow gains 1XP.
COMMIT EVERYTHING2RP

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.

Purchase this Requisition at the start of a Tour of Duty. You gain 1 additional Logistics point to use during that Tour of Duty, however, until this Tour of Duty ends, at the end of each battle, if you are not the victor of that battle, you lose 1 Commendation point (to a minimum of 0).
LAST-MINUTE TRANSFER1RP

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.

Purchase this Requisition at any time. Select one REGIMENT unit from your Order of Battle and replace it with a new REGIMENT unit, or select one SQUADRON unit from your Order of Battle and replace it with a new SQUADRON unit. The newly added unit starts with the same Personal Commendations as the unit that it replaced (if any), it starts with the same number of XP as the unit it replaced, and immediately gains the appropriate number of Battle Honours for its rank. You cannot purchase this Requisition if doing so would cause your Crusade forces total points to exceed its Supply Limit.
ABOVE AND BEYOND THE CALL OF DUTY1RP

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.

Purchase this Requisition at the end of a Tour of Duty, when you award a Personal Commendation to an ASTRA MILITARUM unit from your Crusade force. The Personal Commendation just awarded does not count towards the maximum number of Battle Honours that unit can have. You can only purchase this Requisition once per Tour of Duty and you cannot select the same unit for it more than once.

Battle Traits

When an ASTRA MILITARUM unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

INFANTRY AND CAVALRY UNITS
D6

DEAD-EYED KILLERS

These troops have fought for so long that they are inured to death and no longer fear the enemy.

Each time you take a Battle-shock, Leadership or Desperate Escape test for this unit, add 1 to that test.
STEALTHY

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.

Models in this unit have the Stealth ability.
SHARPSHOOTERS

Expert marksmen who obsessively maintain their weapons, these warriors are capable of hitting distant targets with great accuracy.

Ranged weapons equipped by models in this unit have the [heavy] ability.
GRIZZLED

These hardened soldiers are born survivors, and so far have endured everything the galaxy has thrown at them and lived to tell the tale.

Models in this unit have the Feel No Pain 6+ ability and you can re-roll failed Out of Action tests taken for this unit.
GUERRILLAS

Guerrilla fighters are seasoned hit-and-run troops, outwitting their foes and disappearing suddenly after a lightning-fast ambush.

In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge unless it has the CAVALRY keyword.
TRENCH FIGHTERS

These soldiers have fought hard to bloody victory on numerous deadly battlefields, clearing out foes with blades, truncheons and bayonets.

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

OFFICER UNITS
D6

BOOMING VOICE

Every order given by this officer is bellowed to their troops with perfect clarity and at ear-splitting volume.

Each time this OFFICER issuesan Order, you can select one eligible unit within 12" of that OFFICER model to issue it, to instead of within 6".
EYE FOR TALENT

Always on the lookout for aptitude, this officer moulds gifted troopers into elite warriors.

If this OFFICER is part of your Crusade army and was not destroyed during the battle, then at the end of the battle, select one additional unit to be Marked for Greatness (you cannot use this ability to select this OFFICER’s unit to be Marked for Greatness).
OLD GRUDGES

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.

At the start of the battle, select one unit from your opponent’s army. Each time a model in this OFFICER’s unit makes an attack that targets that unit, you can re-roll the Hit roll.

VEHICLE UNITS
D6

URBAN FIGHTERS

Veterans of operating in confined environments, this crew are not fazed by engaging foes at point-blank range.

Each time a model in this unit makes a ranged attack, that model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units.
BIG-GAME HUNTERS

The numerous kill markings adorning this vehicle are a testament to its crew's talent.

Each time a model in this unit makes a ranged attack, if the target of that attack is a MONSTER or VEHICLE unit, you can re-roll Hit rolls of 1 and re-roll Wound rolls of 1.
WELL-DRILLED CREW

This vehicle’s soldiers are experts in its handling - loaders, gunners and driver working like a well-oiled machine.

Ranged weapons equipped by models in this unit have the [assault] ability.

Crusade Relics

When an ASTRA MILITARUM CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.

Artificer Relics

ICONIC ACCOUTREMENTS

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.
AQUILAN EYE

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.
VOICE OF VON RHYNE

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.

Antiquity Relics

TACTICAL AUTO-RELIQUARY OF TYBERIUS

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).
MAGALLIAN’S MANTLE

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+).

Legendary Relics

STAR OF TERRA

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.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Junior Officer

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 completed one Tour of Duty.
  • Three or more ASTRA MILITARUM units in your Crusade force have at least one Personal Commendation each.
  • You have won two or more battles.


Senior Officer

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.



Regimental Commander

Your list of commendations is beyond compare. Segmentum Command now counts you as amongst its most valuable assets.


Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Embarked Regiment

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!

Mustering a Boarding Patrol

You can include up to one of the following units:
CADIAN CASTELLAN
CADIAN COMMAND SQUAD
GAUNT’S GHOSTS
'IRON HAND' STRAKEN
PLATOON COMMAND SQUAD
SLY MARBO
URSULA CREED
You can include up to one of the following units:
COMMISSAR
OGRYN BODYGUARD
NORK DEDDOG
PRIMARIS PSYKER
REGIMENTAL ENGINSEER
REGIMENTAL PREACHER
SERGEANT HARKER
You can include up to three of each of the following units:
CADIAN SHOCKTROOPS (10 models)
CATACHAN JUNGLE FIGHTERS (10 models)
DEATH KORPS OF KRIEG (10 models)
INFANTRY SQUAD (10 models)
You can include up to one of each of the following units:
BULLGRYN SQUAD (3 models)
KASRKIN (5 or 10 models)
RATLING SNIPERS (5 models)
OGRYN SQUAD (3 models)

Forming Boarding Squads


Rules Adaptations

  • The Master Vox wargear ability only allows the unit’s OFFICER to issue Orders to units up to 12" away, instead of up to 24" away, but when doing so Walls and closed Hatchways are ignored.
  • The CADIAN SHOCKTROOPS unit loses the Shock Troops ability.
  • The GAUNT’S GHOSTS unit loses the Covert Stealth Team ability.
  • The NORK DEDDOG model loses the Thunderous Head-butt ability.
  • The RATLING SNIPERS unit loses the Shoot Sharp and Scarper ability.
  • The SLY MARBO model loses the Like Fighting a Shadow ability;
  • The URSULA CREED model loses the Tactical Genius ability.

Army Rule

Direct Orders

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.

Each time an OFFICER model in this unit issues an Order, that Order can be issued to any one friendly ASTRA MILITARUM unit within range, regardless of any keywords that unit is normally required to have.

Detachment Rule

Get Down!

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.

Enhancements

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.

Stratagems

AGAINST THE ODDS
1CP
Embarked Regiment – Battle Tactic Stratagem
Imperial Guardsmen faced by nightmarish foes in the close quarters of a boarding action may be driven to fight as never before to survive.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.
DUCK AND COVER
1CP
Embarked Regiment – Battle Tactic Stratagem
Between training and the Human instinct for self-preservation, these soldiers manage to make the most of the available cover.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM unit from your army (excluding OGRYN units) that was selected as the target of one or more of the attacking unit’s attacks and has one or more models on the opposite side of an open Hatchway from one or more models in the attacking unit.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
IDLE HANDS
1CP
Embarked Regiment – Strategic Ploy Stratagem
Spending a long time stuck in one section of a voidship leads bored soldiers to explore their surroundings and discover useful shortcuts in case of emergency.
WHEN: Your Movement phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1" of your unit. Your unit can operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot operate a Hatchway again.
BRUTAL CHOKE POINT
1CP
Embarked Regiment – Strategic Ploy Stratagem
The Tactica Imperialis teaches well how to exploit choke points to slaughter the foe. Its lessons transfer well to voidship corridors and chambers.
WHEN: Your opponent's Movement or Charge phase.

TARGET: One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

Tempestus Boarding Regiment

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.

Mustering a Boarding Patrol

You can include up to one of the following unit:
MILITARUM TEMPESTUS COMMAND SQUAD
You can include up to one of the following units:
COMMISSAR
OGRYN BODYGUARD
PRIMARIS PSYKER
REGIMENTAL ENGINSEER
REGIMENTAL PREACHER
You can include up to three of the following unit:
TEMPESTUS SCIONS (5 or 10 models)
You can include up to one of the following unit:
BULLGRYN SQUAD (3 models)

Forming Boarding Squads

In the Form Boarding Squads step, you must attach a LOYAL PROTECTOR model to a COMMAND SQUAD unit as specified in its Loyal Protector rule.

Rules Adaptations


Army Rule

Direct Orders

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.

Each time an OFFICER model in this unit issues an Order, that Order can be issued to any one friendly ASTRA MILITARUM unit within range, regardless of any keywords that unit is normally required to have.

Detachment Rule

Purge-Sweep Protocols

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.

Enhancements

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.

Stratagems

AGAINST THE ODDS
1CP
Tempestus Boarding Regiment – Battle Tactic Stratagem
Tempestus Scions are trained in a range of specialist hand-to-hand combat techniques. Coupled with combat stimms, these make them bruising foes.
WHEN: Fight phase.

TARGET: One MILITARUM TEMPESTUS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit.
DUCK AND COVER
1CP
Tempestus Boarding Regiment – Strategic Ploy Stratagem
Employing coordinated helm chronos, the Scions execute a pre-arranged simultaneous tactical manoeuvre.
WHEN: Start of your Command phase.

TARGET: One OFFICER model from your army.

EFFECT: Select one Order your model can issue. Every ASTRA MILITARUM unit from your army is issued that Order (regardless of any keywords those units are normally required to have).

RESTRICTIONS: Until the end of the turn, OFFICER models from your army cannot issue Orders. You can only use this Stratagem once.
IDLE HANDS
1CP
Tempestus Boarding Regiment – Strategic Ploy Stratagem
Voidborne Scions are trained to swiftly goad the machine spirits of bulkheads and hatches, slamming them shut in their wake to trap the foe.
WHEN: Your Movement phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, after your unit ends a move, you can select one open Hatchway it moved through during that move; close that Hatchway.
BRUTAL CHOKE POINT
1CP
Tempestus Boarding Regiment – Battle Tactic Stratagem
Emptying the magazines of their weapons in an indiscriminate hail of fire, the Scions create a zone of lethality that foes will struggle to advance into.
WHEN: Your Shooting phase, just after a MILITARUM TEMPESTUS unit from your army has shot.

TARGET: That MILITARUM TEMPESTUS unit.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, subtract 2 from the Move characteristic of models in that enemy unit, and subtract 2 from Advance and Charge rolls made for it.

DEEP STRIKE

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.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

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.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Rapid Fire

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’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
Lethal Hits

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.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Voice of Command

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.

If your Army Faction is , OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Only models gain the benefit of an Order issued to their unit.

Move! Move! Move!

M
+3"
Add 3" to the Move characteristic of models in this unit.

Fix Bayonets!

WS
+1
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

Take Aim!

BS
+1
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

First Rank, Fire! Second Rank, Fire!

A
+1
Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

Take Cover!

SV
+1
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

Duty and Honour!

LD
+1
OC
+1
Improve the Leadership and Objective Control characteristics of models in this unit by 1.

Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).

The and OFFICER keywords are used in the following Astra Militarum datasheets:

Benefit of Cover

Shattered 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.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
STEALTH

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.
SCOUTS

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".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).

Take Cover!

SV
+1
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

Move! Move! Move!

M
+3"
Add 3" to the Move characteristic of models in this unit.

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Hazardous

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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.

The and TRANSPORT keywords are used in the following Astra Militarum datasheets:

The VEHICLE and OFFICER keywords are used in the following Astra Militarum datasheets:

Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.

The WALKER keyword is used in the following Astra Militarum datasheets:

Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.

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

The BATTLELINE keyword is used in the following Astra Militarum datasheets:

INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.

The EPIC HERO keyword is used in the following Astra Militarum datasheets:

FIGHTS FIRST

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:

Charge Bonus

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.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
LEGENDARY VETERANS3RP

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.

Purchase this Requisition when a unit from your Order of Battle (excluding CHARACTER units) reaches 30XP. That unit’s Experience points total is no longer limited to a maximum of 30 and it can now be promoted above the Battle-hardened rank. In addition, the maximum number of Battle Honours that unit can have is increased to 6.

Take Aim!

BS
+1
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).

First Rank, Fire! Second Rank, Fire!

A
+1
Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
INCREASE SUPPLY LIMIT1RP

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.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
REPAIR AND RECUPERATE1-5RP

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.

Purchase this Requisition after a battle. Select one unit from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (for each Battle Scar removed, that unit’s Crusade points total will increase by 1).

This Requisition costs 1RP plus 1 additional RP for each Battle Honour that unit has (to a maximum of 5RP).

Example: If this Requisition was used to remove a Battle Scar from a unit with three Battle Honours, it would cost 4RP.
FRESH RECRUITS1-4RP

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.

Purchase this Requisition at any time. Select one unit from your Order of Battle. You can add additional models to that unit, up to the maximum listed on its datasheet. Recalculate the unit’s points value as a result of any of these changes and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for every 2 Battle Honours the unit has, rounding up (to a maximum of 4RP).

Example: If this Requisition was used to add additional models to a unit with three Battle Honours, it would cost 3RP.

Duty and Honour!

LD
+1
OC
+1
Improve the Leadership and Objective Control characteristics of models in this unit by 1.

Assault

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.

  • Can be shot even if the bearer’s unit Advanced.
INFILTRATORS

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.

Fix Bayonets!

WS
+1
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Heavy

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.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.

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:

Army List
Datasheets collated

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