RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
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 | |
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 | 145 |
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 VEHICLE keywords are used in the following Astra Militarum datasheets:
andSome 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.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 SMOKE keyword is used in the following Astra Militarum datasheets:
The SQUADRON keyword is used in the following Astra Militarum datasheets:
The REGIMENT keyword is used in the following Astra Militarum datasheets:
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.Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.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.