RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Laspistol [pistol] | |||||||
Laspistol [pistol] | 12" | 1 | 3+ | 3 | 0 | 1 | |
Psychic Maelstrom – witchfire [blast, devastating wounds, psychic] | |||||||
Psychic Maelstrom – witchfire [blast, devastating wounds, psychic] | 18" | D6 | 3+ | 6 | -2 | 1 | |
Psychic Maelstrom – focused witchfire [blast, devastating wounds, hazardous, psychic] | |||||||
Psychic Maelstrom – focused witchfire [blast, devastating wounds, hazardous, psychic] | 18" | D6+3 | 3+ | 6 | -2 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Force weapon [psychic] | |||||||
Force weapon [psychic] | Melee | 3 | 4+ | 6 | -1 | D3 |
1 model | 60 |
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.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).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.The CHARACTER 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.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.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.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.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The INFANTRY 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 OGRYN keyword is used in the following Astra Militarum datasheets:
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 unit from your army is selected to shoot, you can select one other friendly 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.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.
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 unit is visible to the bearer, roll one D6: on a 4+, you gain 1CP.
unit from your army with a Stratagem, if thatThe PSYKER keyword is used in the following Astra Militarum datasheets:
The MILITARUM TEMPESTUS keyword is used in the following Astra Militarum datasheets:
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".
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.