Astra Militarum

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 MilitarumIndex10June 2024
  Legends Field Manual
  Legends Field ManualExpansion101.7August 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.11June 2024
  Balance Dataslate
  Balance DataslateRulebook10June 2024June 2024
  Imperial Armour: Astra Militarum Part 1
  Imperial Armour: Astra Militarum Part 1Datasheet10January 2024
  Legends: Astra Militarum
  Legends: Astra MilitarumDatasheet10August 2023
  Imperial Armour: Astra Militarum Part 2
  Imperial Armour: Astra Militarum Part 2Datasheet10June 2023

FAQ

Index: Astra Militarum

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). 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.

  • 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.


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.
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.
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).
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.
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.
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.
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). 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.

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
Army List
Datasheets collated

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