RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Grenadier gauntlet [blast] | |||||||
Grenadier gauntlet [blast] | 18" | D6 | 4+ | 4 | 0 | 1 | |
Ripper gun [rapid fire 3] | |||||||
Ripper gun [rapid fire 3] | 18" | 3 | 4+ | 5 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Bullgryn maul | |||||||
Bullgryn maul | Melee | 5 | 3+ | 7 | -1 | 2 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 4 | 3+ | 6 | 0 | 1 | |
Huge knife | |||||||
Huge knife | Melee | 6 | 3+ | 8 | -1 | 2 | |
Ripper gun | |||||||
Ripper gun | Melee | 5 | 3+ | 6 | -1 | 1 |
1 model | 40 |
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.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 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:
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 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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The TRANSPORT keyword is used in the following Astra Militarum datasheets:
The OFFICER keyword is used in the following Astra Militarum datasheets:
The CHARACTER keyword is used in the following Astra Militarum datasheets:
The REGIMENT keyword is used in the following Astra Militarum datasheets:
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:
andSome 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.The INFANTRY keyword is used in the following Astra Militarum datasheets:
The GRENADES keyword is used in the following Astra Militarum datasheets:
The INFANTRY keywords are used in the following Astra Militarum datasheets:
andWhether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.The TRANSPORT keywords are used in the following Astra Militarum datasheets:
andThe MOUNTED keyword is used in the following Astra Militarum datasheets:
The GRENADES keywords are used in the following Astra Militarum datasheets:
andThe 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 INFANTRY model from your army makes a ranged attack, re‐roll a Hit roll of 1.Astra Militarum mechanised forces combine heavy armour with elite infantry. Reliant on speed and short-ranged firepower, the armoured spearhead hurtles through the enemy line and deploys its cargo of shock troops to cut the enemy down with volleys of lasgun fire.
Each time an model from your army makes a ranged attack in a turn in which it disembarked from a TRANSPORT, add 1 to the Wound roll.Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".Carefully placed tripwires detonate booby traps as the enemy advance, the resulting explosions causing the foe to halt in their tracks.
INFANTRY model only. Each time an enemy INFANTRY or MOUNTED unit ends a Normal, Advance, Charge or Fall Back move within 9" of the bearer’s unit, roll one D6: on a 4+, until the start of your next turn, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
Filled with powerful hallucinogens, these grenades overwhelm the senses of those who breathe their fumes, causing them to panic and flee their positions.
INFANTRY model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, select one enemy unit within 8" of the bearer’s unit (excluding MONSTER and VEHICLE units); that unit must take a Battle-shock test.
The COMMAND SQUAD keyword is used in the following Astra Militarum datasheets:
The LOYAL PROTECTOR keyword is used in the following Astra Militarum datasheets:
The LOYAL PROTECTOR keyword is used in the following Astra Militarum datasheets:
The OGRYN keyword is used in the following Astra Militarum datasheets: