The soldiers gathered under Major Karsk’s banner are but one small part of the far larger Astra Militarum muster now defending the vaunted Sanctus Wall systems. Gathered to battle the forces of Chaos, they have also faced alien pirates and even heretic insurgents, emerging victorious time and again thanks to a blend of tight regimental discipline and raw, overwhelming firepower. As far as Major Karsk is concerned, they will continue to do so for as long as any of them draw breath.
Book | Kind | Edition | Version | Last update |
Karsk’s Gunners | ||||
Karsk’s Gunners | Index | 10 | June 2023 |
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.
In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue 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.Move! Move! Move! Add 3" to the Move characteristic of models in this unit. |
Take Aim! Improve the Ballistic Skill characteristic of ranged 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+). |
Only by exhibiting exceptional strategic and tactical awareness in multiple engagements can an officer earn this award. Such an august commander can be expected to extend their coordinating influence effortlessly across the battlefield.
In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, each time the bearer issues an Order, it is issued to all friendly ASTRA MILITARUM units on the battlefield.Having risen through the ranks of an artillery regiment, this officer is an expert in siting, concealing then commanding the fire of heavy field pieces. The resulting devastation amongst the foe is never less than spectacular.
In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly ARTILLERY unit is within 6" of the bearer’s unit:Once the Astra Militarum have drawn up their fighting lines it is their sworn duty to dig in and prevent the enemy from overrunning their positions no matter the cost in lives.
At the end of your opponent’s turn, you score 3VP if there are no enemy units wholly within your deployment zone (excluding Battle-shocked units). If there are no enemy units wholly within 6" of your deployment zone (excluding Battle-shocked units), you score 5VP instead.The Tactica Imperialis emphasises the importance of focusing the firepower of your warriors upon a single enemy target unto its absolute destruction, before switching to the elimination of the next.
At the start of the battle round, select one enemy unit that is not destroyed to be your army’s target for that battle round. At the end of that battle round, you score 4VP if your army’s target for that battle round is destroyed.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt pistol [Pistol] | |||||||
Bolt pistol [Pistol] | 12" | 1 | 4+ | 4 | 0 | 1 | |
Lasgun [rapid fire 1] | |||||||
Lasgun [rapid fire 1] | 24" | 1 | 4+ | 3 | 0 | 1 | |
Plasma pistol – standard [Pistol] | |||||||
Plasma pistol – standard [Pistol] | 12" | 1 | 4+ | 7 | -2 | 1 | |
Plasma pistol – supercharge [Pistol, hazardous] | |||||||
Plasma pistol – supercharge [Pistol, hazardous] | 12" | 1 | 4+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 4+ | 3 | 0 | 1 | |
Power fist | |||||||
Power fist | Melee | 3 | 4+ | 6 | -2 | 2 | |
Power weapon | |||||||
Power weapon | Melee | 3 | 4+ | 4 | -2 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bombast field gun [blast, heavy, indirect fire] | |||||||
Bombast field gun [blast, heavy, indirect fire] | 48" | D6 | 5+ | 7 | -1 | 2 | |
Lasgun [rapid fire 1] | |||||||
Lasgun [rapid fire 1] | 24" | 1 | 4+ | 3 | 0 | 1 | |
Laspistol [pistol] | |||||||
Laspistol [pistol] | 12" | 1 | 4+ | 3 | 0 | 1 | |
Malleus rocket launcher [blast, heavy] | |||||||
Malleus rocket launcher [blast, heavy] | 48" | D6+6 | 5+ | 6 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Battery close combat weapons | |||||||
Battery close combat weapons | Melee | 3 | 4+ | 3 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Drum-fed autogun | |||||||
Drum-fed autogun | 24" | 2 | 4+ | 3 | 0 | 1 | |
Flamer [ignores cover, torrent] | |||||||
Flamer [ignores cover, torrent] | 12" | D6 | N/A | 4 | 0 | 1 | |
Grenade launcher – frag [blast] | |||||||
Grenade launcher – frag [blast] | 24" | D3 | 4+ | 4 | 0 | 1 | |
Grenade launcher – krak | |||||||
Grenade launcher – krak | 24" | 1 | 4+ | 9 | -2 | D3 | |
Lasgun [rapid fire 1] | |||||||
Lasgun [rapid fire 1] | 24" | 1 | 4+ | 3 | 0 | 1 | |
Laspistol [pistol] | |||||||
Laspistol [pistol] | 12" | 1 | 4+ | 3 | 0 | 1 | |
Meltagun [melta 2] | |||||||
Meltagun [melta 2] | 12" | 1 | 4+ | 9 | -4 | D6 | |
Plasma gun – standard [rapid fire 1] | |||||||
Plasma gun – standard [rapid fire 1] | 24" | 1 | 4+ | 7 | -2 | 1 | |
Plasma gun – supercharge [hazardous, rapid fire 1] | |||||||
Plasma gun – supercharge [hazardous, rapid fire 1] | 24" | 1 | 4+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Chainsword | |||||||
Chainsword | Melee | 3 | 4+ | 3 | 0 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Hunter-killer missile [one shot] | |||||||
Hunter-killer missile [one shot] | 48" | 1 | 4+ | 14 | -3 | 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 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 4+ | 6 | 0 | 1 |
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.
In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue 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.Move! Move! Move! Add 3" to the Move characteristic of models in this unit. |
Take Aim! Improve the Ballistic Skill characteristic of ranged 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+). |
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.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".The ASTRA MILITARUM keyword is used in the following Karsk’s Gunners datasheets:
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.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.The REGIMENT keyword is used in the following Karsk’s Gunners datasheets:
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.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 ASTRA MILITARUM keyword is used in the following Karsk’s Gunners datasheets:
The INFANTRY keyword is used in the following Karsk’s Gunners datasheets:
The IMPERIUM keyword is used in the following Karsk’s Gunners datasheets:
The CADIAN keyword is used in the following Karsk’s Gunners datasheets:
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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.Whether 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.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.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.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.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.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’.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).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.The REGIMENT keyword is used in the following Karsk’s Gunners 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’.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 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.