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 MilitarumIndex10December 2024
  Grotmas Calendar: Astra Militarum - Bridgehead Strike
  Grotmas Calendar: Astra Militarum - Bridgehead StrikeExpansion10December 2024
  Kill Team: Ratlings
  Kill Team: RatlingsDatasheet10December 2024
  Kill Team: Tempestus Aquilons
  Kill Team: Tempestus AquilonsDatasheet10December 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.14December 2024
  Balance Dataslate
  Balance DataslateRulebook10December 2024December 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

Index: Astra Militarum

Q:Can an OFFICER targeted with the Inspired Command Stratagem still issue an Order if it has already issued a number of Orders during that battle round equal to the number listed on its datasheet? For example, if a Cadian Castellan issues one Order during my Command phase, can I use the Inspired Command Stratagem in my opponent’s next Command phase to issue another Order, even if it is the same battle round?
A:
Yes.
Q:If a Tank Commander is destroyed by anything other than an attack, can that model use its Death Befitting An Officer ability?
A:
No.
Q:If a Tank Commander is destroyed as a result of its own weapon’s [HAZARDOUS] ability, can that model use its Death Befitting An Officer ability?
A:
Yes.
Q:When a Tank Commander uses its Death Befitting An Officer ability, can it benefit from Big Guns Never Tire?
A:
Only if it is your Shooting phase.
Q:Does a Scout Sentinel’s Daring Recon ability allow a unit shooting with an Indirect Fire weapon at a unit that is not visibile to it to score a hit on a Hit roll of less than a 4?
A:
No.
Q:Does the Kasrkin Warrior Elite ability stack with Ursula Creed’s Lord Castellan ability to allow them to be affected by three different Orders at once?
A:
No.
Q:Can the ROGAL DORN BATTLE TANK’s Ablative Plating ability be used against attacks that have the [DEVASTATING WOUNDS] ability?
A:
Yes.
Q:Does the ROGAL DORN BATTLE TANK’s Ablative Plating ability have to be used against the first attack allocated to it?
A:
No.
Q:Can any OFFICER in an Attached unit use the Master Vox ability while issuing an Order?
A:
Yes.
Q:Does URSULA CREED’s Tactical Genius ability allow the use of the Reinforcements! Stratagem?
A:
No. A destroyed unit is not on the battlefield and therefore not within range of any Aura abilities.
Q:Does the KASRKIN’s Warrior Elite ability allow the same Order to be selected twice and for them to stack on this unit?
A:
No.
Q:Can the TANK COMMANDER’s Death Befitting an OFFICER ability allow it to shoot out of combat in the Fight phase?
A:
No. Big Guns Never Tire can only be used in the controlling player’s Shooting phase.

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.

Move! Move! Move!

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

Fix Bayonets!

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

Take Aim!

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

First Rank, Fire! Second Rank, Fire!

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

Take Cover!

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!

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

Combined Regiment

Detachment Rule

If your Army Faction is ASTRA MILITARUM, you can use this Combined Regiment 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 and tank crews are drilled in close-range fire patterns in the expectation of being thrust into the front lines.

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.

Stratagems

If you are using the Combined Regiment Detachment rule, you can use these Combined Regiment Stratagems.

REINFORCEMENTS!
2CP
Combined Regiment – Strategic Ploy Stratagem
The Astra Militarum can call upon a nearly inexhaustible supply of warriors.
WHEN: Any phase.

TARGET: One REGIMENT unit from your army that was just destroyed. You can use this Stratagem on that unit 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. You can only use this Stratagem once per battle.
FIELDS OF FIRE
2CP
Combined Regiment – Battle Tactic Stratagem
Astra Militarum combat doctrine utilises the concentration of focused firepower to hammer the foe from multiple angles.
WHEN: Your Shooting phase.

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

EFFECT: After your unit has resolved its attacks, select one enemy unit that was targeted by one or more of those attacks. Until the end of the phase, each time an attack is made against that enemy unit by a REGIMENT or SQUADRON model from your army, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
SUPPRESSION FIRE
1CP
Combined Regiment – Strategic Ploy Stratagem
Ordered to focus a rapid and repeated volley of fire, soldiers are able to rattle even the staunchest foe with a blizzard of shots.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army that has not been selected to shoot this phase, and one enemy unit (excluding MONSTERS and VEHICLES).

EFFECT: If your ASTRA MILITARUM unit scores one or more hits against that enemy unit this phase, until the end of your opponent’s next turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
EXPERT BOMBARDIERS
1CP
Combined Regiment – Strategic Ploy Stratagem
Skilled in coordinating their targeting with forward spotter elements, this regiment’s artillery crews are capable of devastating precision shelling.
WHEN: Start of your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army equipped with a vox-caster, and one enemy unit that is visible to that unit.

EFFECT: Until the end of the phase, each time an ASTRA MILITARUM model from your army makes an attack with an Indirect Fire weapon that targets that enemy unit, unless the attacking model is Battle-shocked, add 1 to the Hit roll.
INSPIRED COMMAND
1CP
Combined Regiment – Epic Deed Stratagem
This officer is known for their strategic excellence, as are those they command. Honed over many years, their curt, well-established battle cant is wielded with consummate efficiency, reinforced by the inspirational example they themselves set.
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.

RESTRICTIONS: Your OFFICER cannot issue that Order to a Battle-shocked unit.
ARMOURED MIGHT
2CP
Combined Regiment – Wargear Stratagem
The tanks of the Imperial Guard are armoured not only in reinforced plas-steel, but with devout faith in the Emperor and utter contempt for their foes.
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.

Enhancements

If you are using the Combined Regiment Detachment rule, you can use these Combined Regiment Enhancements.

  • Death Mask of Ollanius 10 pts

Ollanius the Pious is the epitome of Imperial sainthood, believed martyred at the hands of Horus himself. His death mask is a terrifying piece of craftsmanship, depicting in obsidian and void-fired bronze the agonised visage of a tortured angel. In the millennia since his passing, Ollanius’ death mask has been revered as a holy relic; loyal soldiers in the ancient artefact’s presence are granted the determination 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

Expertly guiding their elite soldiers’ fire, this officer’s stentorian orders reinforce years of indoctrinated drills concerning the relentless application of accurate long-range volleys.

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

Having commanded troops on countless battlefields, this veteran officer has borne witness to the manifold caprices of war. They have perfected just as many strategic responses, and bark out a constant stream of rapidly evolving orders as the situation demands.

OFFICER model only. In your Command phase, the bearer can issue one additional Order in each battle round.

  • Kurov’s Aquila 40 pts

General Kurov was one of the most gifted officers in Imperial history. Upon retirement, he recorded dozens of tactical treatises that were translated into vox-ghosts and uploaded into a two-headed avian servitor referred to as Kurov’s Aquila. An officer who possesses this prestigious tool can turn to it for guidance. In response, the servitor’s blindfolded head will vocalise the most relevant vox-ghost in Kurov’s commanding tones, lecturing its owner on counter-tactics. The other head’s eyes glow above its bound-shut beak as they project a hololithic display of Kurov himself, his image flickering as it reveals the manoeuvres of wars long past.

OFFICER model only. Gain following ability:
Lord of Deceit (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP.

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.

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.

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.
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.

Move! Move! Move!

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

Fix Bayonets!

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

Take Aim!

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

First Rank, Fire! Second Rank, Fire!

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

Take Cover!

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!

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

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.
INSPIRED COMMAND
1CP
Combined Regiment – Epic Deed Stratagem
This officer is known for their strategic excellence, as are those they command. Honed over many years, their curt, well-established battle cant is wielded with consummate efficiency, reinforced by the inspirational example they themselves set.
WHEN: Your opponent’s Command phase.

TARGET: One OFFICER unit from your army.

EFFECT: Your OFFICER can issue one Order as if it were your Command phase.

RESTRICTIONS: Your OFFICER cannot issue that Order to a Battle-shocked unit.
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.
Big Guns Never Tire

Monsters and war engines can dispense death from afar even as they trample the masses before them.

MONSTER and VEHICLE units are eligible to shoot in their controlling player’s Shooting phase even while they are within Engagement Range of one or more enemy units. Ranged weapons equipped by MONSTER and VEHICLE units can target one or more of the enemy units they are within Engagement Range of, even if other friendly units are also within Engagement Range of the same enemy unit. Each time a MONSTER or VEHICLE unit makes a ranged attack, if that unit was within Engagement Range of one or more enemy units when it selected its targets, unless that attack is made with a Pistol, subtract 1 from that attack’s Hit roll.

You can select an enemy MONSTER or VEHICLE unit within Engagement Range of one or more units from your army as a target of ranged weapons. Each time a model from your army makes a ranged attack against such a target, unless that attack is made with a Pistol, subtract 1 from that attack’s Hit roll.

Designer’s Note: A unit that is within Engagement Range of an enemy MONSTER or VEHICLE unit is still not eligible to shoot, and so cannot make ranged attacks against that MONSTER or VEHICLE unit (unless that unit is eligible to shoot even while within Engagement Range of enemy units, e.g. it is itself a MONSTER or VEHICLE unit, or its models are equipped with Pistols). Other units from your army that are eligible to shoot can, however, target and shoot that enemy MONSTER or VEHICLE unit.

  • MONSTERS and VEHICLES can shoot, and be shot at, even while they are within Engagement Range of enemy units. Each time a ranged attack is made by or against such a unit, subtract 1 from that attack’s Hit roll (unless shooting with a Pistol).
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the [TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll an unmodified Hit roll of 1-3 always fails, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.
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.
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.
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).
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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%.
REINFORCEMENTS!
2CP
Combined Regiment – Strategic Ploy Stratagem
The Astra Militarum can call upon a nearly inexhaustible supply of warriors.
WHEN: Any phase.

TARGET: One REGIMENT unit from your army that was just destroyed. You can use this Stratagem on that unit 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. You can only use this Stratagem once per battle.
Aura Abilities
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.
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.

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

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.
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.

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

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.
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.
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.
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.
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.
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.
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.

The LOYAL PROTECTOR keyword is used in the following Astra Militarum datasheets:

The COMMAND SQUAD keyword is used in the following Astra Militarum datasheets:

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

Army List
Datasheets collated

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