RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Demolisher battle cannon [blast] | |||||||
Demolisher battle cannon [blast] | 24" | D6+1 | 4+ | 14 | -3 | D6 | |
Eradicator nova cannon [blast, ignores cover] | |||||||
Eradicator nova cannon [blast, ignores cover] | 36" | D3+6 | 4+ | 7 | -1 | 2 | |
Executioner plasma cannon – standard [blast] | |||||||
Executioner plasma cannon – standard [blast] | 36" | D6+3 | 4+ | 7 | -2 | 2 | |
Executioner plasma cannon – supercharge [blast, hazardous] | |||||||
Executioner plasma cannon – supercharge [blast, hazardous] | 36" | D6+3 | 4+ | 8 | -3 | 3 | |
Exterminator autocannon [rapid fire 4, twin-linked] | |||||||
Exterminator autocannon [rapid fire 4, twin-linked] | 48" | 4 | 4+ | 9 | -1 | 3 | |
Punisher gatling cannon | |||||||
Punisher gatling cannon | 24" | 20 | 4+ | 6 | 0 | 1 | |
Heavy bolter [sustained hits 1] | |||||||
Heavy bolter [sustained hits 1] | 36" | 3 | 4+ | 5 | -1 | 2 | |
Heavy flamer [ignores cover, torrent] | |||||||
Heavy flamer [ignores cover, torrent] | 12" | D6 | N/A | 5 | -1 | 1 | |
Heavy stubber [rapid fire 3] | |||||||
Heavy stubber [rapid fire 3] | 36" | 3 | 4+ | 4 | 0 | 1 | |
Hunter-killer missile [one shot] | |||||||
Hunter-killer missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6 | |
Lascannon | |||||||
Lascannon | 48" | 1 | 4+ | 12 | -3 | D6+1 | |
Leman Russ battle cannon [blast] | |||||||
Leman Russ battle cannon [blast] | 48" | D6+3 | 4+ | 10 | -1 | 3 | |
Multi-melta [melta 2] | |||||||
Multi-melta [melta 2] | 18" | 2 | 4+ | 9 | -4 | D6 | |
Plasma cannon – standard [blast] | |||||||
Plasma cannon – standard [blast] | 36" | D3 | 4+ | 7 | -2 | 1 | |
Plasma cannon – supercharge [blast, hazardous] | |||||||
Plasma cannon – supercharge [blast, hazardous] | 36" | D3 | 4+ | 8 | -3 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 4+ | 4 | 0 | 1 | |
Vanquisher battle cannon [heavy] | |||||||
Vanquisher battle cannon [heavy] | 72" | 1 | 4+ | 18 | -4 | D6+6 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 6 | 4+ | 7 | 0 | 1 |
1 model | 235 |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").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’.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.The
keyword is used in the following Astra Militarum datasheets:The VEHICLE keyword is used in the following Astra Militarum datasheets:
The IMPERIUM keyword is used in the following Astra Militarum datasheets:
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High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).The TITANIC keyword is used in the following Astra Militarum datasheets:
The VEHICLE keywords are used in the following Astra Militarum datasheets:
andShattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Some 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.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.Artillery barrages lay the ground for the assault to come.
At the start of the battle round, select one of the following types of artillery support.
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Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.The TRANSPORT keyword is used in the following Astra Militarum datasheets:
The OFFICER keyword is used in the following Astra Militarum datasheets:
Raised and trained to instil unwavering obedience, officers of the Imperial Guard command authority and respect, and issue orders with imperious bellows that cut through the clamour of war.
Move! Move! Move! M +3" |
Fix Bayonets! WS +1 |
Take Aim! BS +1 |
First Rank, Fire! Second Rank, Fire! A +1 |
Take Cover! SV +1 |
Duty and Honour! LD +1 OC +1 |
The SQUADRON keyword is used in the following Astra Militarum datasheets:
Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Melta weapons are powerful heat rays whose fury is magnified at close range.
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.The CHARACTER keyword is used in the following Astra Militarum datasheets:
The SMOKE keyword is used in the following Astra Militarum datasheets:
The SQUADRON keyword is used in the following Astra Militarum datasheets:
The OFFICER keyword is used in the following Astra Militarum datasheets:
Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.The REGIMENT keyword is used in the following Astra Militarum datasheets:
The OFFICER keywords are used in the following Astra Militarum datasheets:
andSome 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.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.The CHARACTER keywords are used in the following Astra Militarum datasheets:
andRegiments 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.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.This mask depicts in obsidian and void-fired bronze the agonised visage of Saint Ollanius. Soldiers in the ancient artefacts presence are gifted the determination and endurance of the famous martyr himself.
OFFICER model only. While the bearer’s unit is Battle-shocked, subtract 1 from the Objective Control characteristic of models in that unit, instead of changing it to 0.
This commander can precisely anticipate the ebb and flow of war, their seemingly reactive tactics often prepared far in advance.
OFFICER model only. In your Command phase, the bearer can issue one additional Order.
A natural tactician, this officer responds to their opponent’s manoeuvres in swift and decisive fashion, never allowing the foe to dictate the battle.
OFFICER model only. Each time an enemy unit is set up within 9" of the bearer’s unit, the bearer can issue one Order. This is not counted towards the number of Orders the bearer can issue in a battle round.
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+.
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.
The VEHICLE and OFFICER keywords are used in the following Astra Militarum datasheets:
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.
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.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.