Astra Militarum
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The Astra Militarum is the sledgehammer of the Emperor, and its countless armies form the vast majority of the Imperium’s military might. Although often outclassed in terms of strength and technological advancement, the warriors and vehicles of the Imperial Guard stand together, relentlessly wearing down their enemies until nothing is left but a cratered wasteland.

Books

BookKindEditionVersionLast update
  Astra Militarum
  Astra MilitarumFaction Pack111.1July 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Death Korps of Krieg
  Death Korps of KriegExpansion10April 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.1

FAQ

Faction Pack: Astra Militarum

Q:If a unit becomes affected by the same Order multiple times, do those Orders affect that unit multiple times?
A:
No.
Q:Can the Reinforcements! Stratagem be used on a unit that is Battle-shocked?
A:
No.
Q:If a unit contains two models equipped with a vox-caster, can I attempt to generate 1CP twice when the bearer’s unit is targeted with a Stratagem?
A:
No.
Q:Can I attempt to generate 1CP from a unit containing a vox-caster, when targeting that unit with the Reinforcements! Stratagem?
A:
No.
Q:When using the Creeping Barrage ability, how do you resolve the maximum number of units that can be shaken?
A:
You roll one D6 for each enemy unit that is more than 12" from every model from your army that is on the battlefield, in an order of your choosing, one at a time. Once the maximum number of enemy units for the battle size have been shaken, stop rolling for any additional units.
Q:When an Ogryn Bodyguard joins a Militarum Tempestus Command Squad, can the unit set up using the Deep Strike ability?
A:
No, as the Ogryn Bodyguard model does not have the Deep Strike ability.

Keywords

AIRCRAFT (4);
ARTILLERY (18);
ASTRA MILITARUM (134);
BATTLELINE (3);
CADIAN (2);
CATACHAN (1);
CHARACTER (28);
COMMAND SQUAD (5);
DEDICATED TRANSPORT (5);
EPIC HERO (14);
FLY (10);
FORTIFICATION (5);
FRAME (70);
GRENADES (42);
IMPERIUM (134);
INFANTRY (47);
KRIEG (1);
LOYAL PROTECTOR (2);
MILITARUM TEMPESTUS (3);
MOUNTED (8);
OFFICER (18);
OGRYN (4);
PLATOON (8);
PSYKER (2);
REGIMENT (31);
SMOKE (61);
SQUADRON (44);
TAUROS (2);
TITANIC (19);
TRANSPORT (17);
VEHICLE (74);
WALKER (4)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

Below you will find several ASTRA MILITARUM Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Astra Militarum - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Voice of Command

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.

If your Army Faction is ASTRA MILITARUM, OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round 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.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Move! Move! Move!

M
+3"
Add 3" to the Move characteristic of models in this unit.

Fix Bayonets!

WS
+1
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

Take Aim!

BS
+1
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

First Rank, Fire! Second Rank, Fire!

A
+1
Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

Take Cover!

SV
+1
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

Duty and Honour!

LD
+1
OC
+1
Improve the Leadership and Objective Control characteristics of models in this unit by 1.

Combined Arms2DP

Detachment Rule

Born Soldiers

Regiments 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.

Each time a model in a SQUADRON unit from your army makes a ranged attack that targets a visible MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.

Enhancements

  • Death Mask of Ollanius 10 pts

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.

  • Drill Commander 20 pts

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+.

  • Grand Strategist 15 pts

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.

  • Reactive Command 15 pts

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 8" 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.


Stratagems

COORDINATED ACTION
1CP
Combined Arms – Battle Tactic Stratagem
The potency of armour and infantry is greatly enhanced when both work in close concert.
WHEN: Start of any phase.

TARGET: One REGIMENT unit from your army and one SQUADRON unit from your army within 6" of and visible to that REGIMENT unit.

EFFECT: Until the end of the phase, Orders affecting one of your units affect the other, and vice versa.
REINFORCEMENTS!
2CP
Combined Arms – Strategic Ploy Stratagem
So numerous are the infantry of the Astra Militarum that fresh reserves can be called up at a moment’s notice.
WHEN: Any phase.

TARGET: One INFANTRY REGIMENT unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.
FLEXIBLE COMMAND
2CP
Combined Arms – Strategic Ploy Stratagem
Some Astra Militarum officers have served with infantry and armour, and are equally adept at commanding either.
WHEN: Your Command phase.

TARGET: Any number of ASTRA MILITARUM OFFICER units from your army.

EFFECT: Until the end of the phase, your Officers can issue Orders to REGIMENT units and SQUADRON units.
FIELDS OF FIRE
1CP
Combined Arms – Battle Tactic Stratagem
Armour and infantry work in concert, forming overlapping fields of fire against which neither cover nor heavy armour can protect.
WHEN: Your Shooting phase.

TARGET: One REGIMENT unit and one SQUADRON unit from your army that have not been selected to shoot this phase.

EFFECT: Select one enemy unit. Until the end of the phase, each time your selected REGIMENT and SQUADRON units make an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
INSPIRED COMMAND
1CP
Combined Arms – Epic Deed Stratagem
The greatest officers make their voices heard at the critical moment, their orders swift and decisive.
WHEN: Your opponent’s Command phase.

TARGET: One ASTRA MILITARUM OFFICER unit from your army.

EFFECT: Your OFFICER can issue one Order as if it were your Command phase.
STALWART PROTECTOR
1CP
Combined Arms – Battle Tactic Stratagem
The indefatigable tanks of the Astra Militarum serve as mobile cover for the troops marching in their shadow.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM VEHICLE unit from your army.

EFFECT: Until the end of the phase, each time a ranged attack is allocated to an INFANTRY model from your army, if that model is not fully visible to every model in the attacking unit because of your VEHICLE, that model has the Benefit of Cover against that attack.

Siege Regiment2DP

Detachment Rule

Artillery Support

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.
  • Creeping Barrage: Roll one D6 for each enemy unit that is more than 12" from every model from your army that is on the battlefield: On a 5+, until the end of the battle round, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. The maximum number of units that can be shaken by this rule in each battle round depends on the battle size, as shown below.
  • Incendiary Bombardment: Select a number of enemy units more than 12" from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are scattered. While a unit is scattered, it cannot have the Benefit of Cover. The maximum number of units you can select in this way depends on the battle size, as shown below.
  • Smoke Shells: Select a number of units from your army. Until the end of the battle round, those units have the Stealth ability.

    BATTLE SIZEMAXIMUM NUMBER OF UNITS
    Incursion2
    Strike Force3
    Onslaught4

Enhancements

  • Eager Advance 20 pts

This officer relishes serving in the vanguard and seeks to take up a forward position to be closer to the foe when the firing begins.

INFANTRY OFFICER model only. While the bearer is leading a REGIMENT unit, that unit has the Scouts 6" ability.

  • Flash Grenades 20 pts

These grenades emit loud bangs and bright flashes of light, disorienting defenders and allowing the officer and their bodyguard to press home their assault.

INFANTRY OFFICER model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

  • Legacy Sidearm 10 pts

Handed down by a mentor, this officer’s pistol is an artificer-crafted example of its type, and is all the deadlier for it.

INFANTRY OFFICER model only. Add 2 to the Attacks characteristics of the bearers Pistols.

  • Stalwart’s Honours 15 pts

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.


Stratagems

TRENCH FIGHTERS
1CP
Siege Regiment – Battle Tactic Stratagem
Inured to the savage horrors of trench warfare, these warriors will fight until their last breath.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if it is a REGIMENT model. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
OVER THE TOP
2CP
Siege Regiment – Strategic Ploy Stratagem
The whistle blows to signal the attack. Waves of infantry emerge from cover to advance upon the foe.
WHEN: Start of your Command phase.

TARGET: One INFANTRY OFFICER model from your army.

EFFECT: Until the end of the phase, when your model issues the Move! Move! Move! Order, it can issue that Order to any number of eligible friendly INFANTRY REGIMENT units, regardless of range to your model.
FLARE BURST
1CP
Siege Regiment – Wargear Stratagem
As the infantry assault proceeds, flares are fired into the skies, illuminating opponents below.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM CHARACTER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.
CALLOUS SACRIFICE
1CP
Siege Regiment – Battle Tactic Stratagem
All victory requires sacrifice. The destruction of the enemy must always take priority over the preservation of lives.
WHEN: Your Shooting phase.

TARGET: One PLATOON unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks.
FURIOUS FUSILLADE
1CP
Siege Regiment – Strategic Ploy Stratagem
Whilst accuracy has its benefits, sheer weight of fire is no less effective at bringing down the foe.
WHEN: Your Shooting phase.

TARGET: One PLATOON unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in your unit while targeting an enemy unit within half range.
MINEFIELD
1CP
Siege Regiment – Wargear Stratagem
Sappers have laid down a network of mines across the battlefield. Should the enemy attempt an ill-advised assault, they will surely suffer for it.
WHEN: Start of your opponent’s Charge phase.

TARGET: One PLATOON unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit ends a Charge move within Engagement Range of your unit, roll one D6 for each model in that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Mechanised Assault2DP

Detachment Rule

Armoured Fist

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 ASTRA MILITARUM model from your army makes a ranged attack in a turn in which it disembarked from a TRANSPORT, add 1 to the Wound roll.

Enhancements

  • Bold Leadership 25 pts

This officer’s aggressive command style sees them lead the advance personally, planting the regiment’s colours on seized objectives and leaving following troops to defend the ground they have gained.

INFANTRY OFFICER model only. If you control an objective marker at the end of your Command phase, and the bearer’s unit (or any TRANSPORT it is embarked within) is within range of that objective marker, that objective marker remains under you control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

  • Sacred Unguents 10 pts

Regimental Tech-Priests bless the vehicles under their charge with holy prayer and sacred oils.

ASTRA MILITARUM TECH-PRIEST ENGINSEER model only. At the start of your Shooting phase, select one TRANSPORT from your army (excluding AIRCRAFT and TITANIC units) within 3" of the bearer. Until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll.

  • Smoke Grenades 10 pts

Smokescreens provide cover for the infantry advance and enable troops to disembark safely.

INFANTRY OFFICER model only. The bearer’s unit has the Benefit of Cover and the Stealth ability while the bearer’s unit is wholly within 3" of one or more friendly TRANSPORT models.

  • Vanguard Honours 15 pts

Decorated veteran officers know when and where to press home the assault, ensuring their squad disembarks in the optimum position.

INFANTRY OFFICER model only. The bearer’s unit can disembark from a TRANSPORT after it has Advanced. If it does, it counts as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.


Stratagems

VOX-RELAY
1CP
Mechanised Assault – Wargear Stratagem
This armoured transport has been modified to house a tactical command suite and vox-relay, enabling embarked officers to give orders from relative safety.
WHEN: Your Command phase.

TARGET: One INFANTRY OFFICER unit from your army embarked within a TRANSPORT. You can use this Stratagem on that unit even though it is embarked within a TRANSPORT.

EFFECT: Until the end of the phase, your unit can issue Orders even though it is not on the battlefield, and it can issue Orders to ASTRA MILITARUM TRANSPORT units from your army [excluding TITANIC units) regardless of the distance to and from your unit’s TRANSPORT.
RAPID DISPERSAL
1CP
Mechanised Assault – Strategic Ploy Stratagem
Troops trained in mechanised combat disembark swiftly from their transport’s hatches, avoiding incoming fire and advancing on their objectives.
WHEN: Your Movement phase.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army that disembarked from a TRANSPORT this phase.

EFFECT: Your INFANTRY unit can make a Normal move of up to D6".
CLEAR AND SECURE
1CP
Mechanised Assault – Battle Tactic Stratagem
Mechanised charges rely upon shock, awe and speed to secure ground. Any enemies that block the path must be obliterated swiftly.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
SWIFT INTERCEPTION
1CP
Mechanised Assault – Battle Tactic Stratagem
Fast-moving armoured transports allow a commander to react quickly to enemy movements and intercept outflanking opponents.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One TRANSPORT unit from your army (excluding AIRCRAFT and TITANIC units) that is not within Engagement Range of one or more enemy units, and is within 8" of the enemy unit that just ended that move.

EFFECT: Your TRANSPORT can make a Normal move of up to 6".
HASTY EXTRACTION
1CP
Mechanised Assault – Battle Tactic Stratagem
Should the tide turn against them, mechanised forces swiftly re-embark their transports in order to reposition.
WHEN: Your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army that was selected as a target of that charge.

EFFECT: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.
MOVE OUT
1CP
Mechanised Assault – Strategic Ploy Stratagem
High command’s priorities have shifted. Swift embarkation and redeployment is required.
WHEN: End of your opponent’s turn.

TARGET: One ASTRA MILITARUM unit from your army.

EFFECT: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.

Hammer of the Emperor2DP

Detachment Rule

Iron Tread

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.

Enhancements

  • Calm Under Fire 15 pts

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.

  • Indomitable Steed 15 pts

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.

  • Regimental Banner 20 pts

A regimental banner flies from this command vehicle, its colours displaying the might of the Astra Militarum for all to see.

VEHICLE OFFICER model only. Add 3 to the bearer’s Objective Control characteristic.

  • Veteran Crew 20 pts

Drilled endlessly by the officer in command, the crew of this tank are crack shots who know how to make every shell count.

VEHICLE OFFICER model only. Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1.


Stratagems

FINAL HOUR
1CP
Hammer of the Emperor – Epic Deed Stratagem
Even with flames licking through the interior of their vehicle, this crew refuse to abandon their positions, regardless of the risk to their lives.
WHEN: Your Command phase.

TARGET: One SQUADRON unit from your army that is Below Half-strength (excluding OFFICER units).

EFFECT: Until the end of the battle round, ranged weapons equipped by models in your unit (excluding [ONE SHOT] weapons) have the [HAZARDOUS] ability, and each time a model in your unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll.
BLAZING ADVANCE
1CP
Hammer of the Emperor – Battle Tactic Stratagem
By petitioning the machine spirits of their vehicles, tank crews push their armoured steeds beyond conventional limits.
WHEN: Your Movement phase, just after a SQUADRON unit from your army Advances.

TARGET: That SQUADRON unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced.
TACTICAL WITHDRAWAL
1CP
Hammer of the Emperor – Strategic Ploy Stratagem
Even in retreat, the armoured fist of the Astra Militarum keep their cannons firing.
WHEN: Your Movement phase, just after a SQUADRON unit from your army Falls Back.

TARGET: That SQUADRON unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
CRASH THROUGH
1CP
Hammer of the Emperor – Strategic Ploy Stratagem
Ruins, barricades, bunkers; few such structures can impede the grinding advance of an Astra Militarum armoured corps.
WHEN: Your Movement phase or your Charge phase.

TARGET: One ASTRA MILITARUM VEHICLE unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features as if they were not there.
FURIOUS CANNONADE
1CP
Hammer of the Emperor – Battle Tactic Stratagem
At close range, armoured vehicles open up with their full complement of weapons, dispensing the Emperor’s righteous wrath.
WHEN: Your Shooting phase.

TARGET: One SQUADRON unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within 12", improve the Armour Penetration characteristic of that attack by 1.
ABLATIVE PLATING
2CP
Hammer of the Emperor – Wargear Stratagem
Crews routinely reinforce their vehicle's armour, adding ablative plating, track links, sandbags and other means to protect the hull.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
UNIQUE: RECON

Recon Element3DP

Detachment Rule

Masters of Camouflage

Reconnaissance infantry use face paint, camo-pattern fatigues, ghillie suits and more to conceal themselves from the foe. Vehicles are camouflaged using netting and disruptive camo patterns, enabling them to blend into surrounding terrain. Suitably outfitted, recon forces need only rely upon stealth and concealment rather than heavy armour for protection.

ASTRA MILITARUM WALKER and REGIMENT units from your army have the Benefit of Cover. While such a unit has the Benefit of Cover for any other reason, improve the Save characteristic of that unit by 1 (to a maximum of 3+).

Enhancements

  • Guerrilla Honours 25 pts

This officer is a specialist in covert warfare, their experience ensuring they know exactly when to redeploy their forces and close the jaws of their pre-prepared trap.

INFANTRY OFFICER model only. After both players have deployed their armies, if the bearer is on the battlefield, select up to three other ASTRA MILITARUM INFANTRY units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

  • Scare Gas Grenades 5 pts

Filled with powerful hallucinogens, these grenades overwhelm the senses of those who breathe their fumes, causing them to panic and flee their positions.

ASTRA MILITARUM 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.

  • Survival Gear 5 pts

Whether equipped with climbing gear, machetes or snow shoes, this unit moves swiftly across inhospitable terrain to engage the enemy.

ASTRA MILITARUM INFANTRY model only. The bearer has the Scouts 6" ability.

  • Tripwires 20 pts

Carefully placed tripwires detonate booby traps as the enemy advance, the resulting explosions causing the foe to halt in their tracks.

ASTRA MILITARUM INFANTRY model only. Each time an enemy INFANTRY or MOUNTED unit ends a Normal, Advance, Charge or Fall Back move within 8" 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.


Stratagems

CRACK SHOTS
1CP
Recon Element – Battle Tactic Stratagem
Reconnaissance units are often comprised of experienced survivalists and hunters, many of whom are expert marksmen.
WHEN: Your Shooting phase.

TARGET: One PLATOON unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PRECISION] ability.
DRAW THEM OUT
1CP
Recon Element – Strategic Ploy Stratagem
Light infantry utilise harassing fire to draw their enemies into position for an ambush.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One PLATOON unit from your army that is within 8" of that enemy unit, and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".
SCRAMBLE FIELD
1CP
Recon Element – Wargear Stratagem
This unit is equipped with a scramble field generator, a device capable of disrupting teleportation beacons and other homing technology.
WHEN: Start of your opponent’s Reinforcements step.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army.

EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit.
COURAGEOUS DIVERSION
1CP
Recon Element – Strategic Ploy Stratagem
These soldiers scream blood-curdling battle cries as they rush forwards, emboldening their squadmates and causing the enemy to waver.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One ASTRA MILITARUM INFANTRY or ASTRA MILITARUM MOUNTED unit from your army.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 6+ ability, and each time an enemy model makes an attack, if your unit is the closest eligible target, subtract 1 from the Hit roll.
TANGLEFOOT GRENADES
1CP
Recon Element – Wargear Stratagem
Employed by skirmishers and recon troops, tanglefoot grenades ensnare advancing infantry, slowing their advance.
WHEN: Start of your opponent’s Charge phase.

TARGET: One ASTRA MILITARUM GRENADES unit from your army.

EFFECT: Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls.
SCOUTING OUTRIDERS
1CP
Recon Element – Battle Tactic Stratagem
Sentinels and cavalry units use their speed and mobility to outflank the foe, ready to strike at the most opportune moment.
WHEN: End of your opponent’s turn.

TARGET: One ASTRA MILITARUM MOUNTED or ASTRA MILITARUM WALKER unit from your army that is wholly within 10" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
UNIQUE: ABHUMAN

Grizzled Company3DP

Hailing from fortress worlds or planets ravaged by incessant war, the soldiers of this company have fought on the front lines for long and bloody months. Where other formations have collapsed under the strain of constant warfare, these iron-willed combat veterans retain their ferocious discipline. They carry out the decisive orders of their ruthless and exacting officers with a determination born of pride and zeal.

Detachment Rule

Ruthless Discipline

The officers of this company are wily, iron-willed veterans both respected and feared by the troops under their command. At their barked orders, even the weariest soldiers redouble their efforts.

Add 1 to the number of Orders each ASTRA MILITARUM OFFICER model from your army can issue, as stated on their datasheet.

While an ASTRA MILITARUM unit from your army is affected by an Order, each time a model in that unit makes an attack, re-roll a Hit roll of 1.

Enhancements

  • Abhuman Detail 20 pts

Ogryns respond well to this Commissar’s stern discipline and are even known to accompany them as a personal bodyguard.

COMMISSAR model only. Add the OGRYN keyword to the list of units this model can issue Orders too (as stated on its datasheet).

In the Declare Battle Formations step, the bearer can be attached to an OGRYN SQUAD or BULLGRYN SQUAD unit.

  • Aquilan Eye 20 pts

This bionic lens contains a miniaturised auspex capable of detecting the slightest flaws in enemy defences.

ASTRA MILITARUM OFFICER model only. Each time you select an Order for the bearer to issue, you can select the Order below:

Target Weak Spot (Order): Each time a model in this unit makes a ranged attack that targets an enemy unit within 12", improve the Armour Penetration characteristic of that attack by 1.

  • Spec Ops Veteran 15 pts

This veteran commando officer imparts their experience in clandestine warfare to the rank and file.

ASTRA MILITARUM INFANTRY OFFICER model only. Each time you select an Order for the bearer to issue, you can select the Order below:

Move to the Shadows (Order): Each time a ranged attack targets this unit, until those attacks are resolved, models in this unit have the Stealth ability.

  • Laud Hailer 10 pts

This device amplifies the bearer’s voice, enabling their orders to cut through the din of battle.

ASTRA MILITARUM OFFICER model only. Each time you select a unit for this OFFICER model to issue an Order to, that unit can be within 12" instead of within 6".


Stratagems

SNAP TO IT
1CP
Grizzled Company Stratagem
Reading the flow of battle and reacting in accordance, this officer expects their barked orders to be followed post-haste.
WHEN: Start of any phase.

TARGET: One ASTRA MILITARUM OFFICER unit from your army.

EFFECT: Your unit’s OFFICER model can issue 1 Order as if it were your Command phase.
NO RETREAT!
1CP
Grizzled Company Stratagem
Battle-hardened and zealous, the company’s grizzled elites will gladly give their lives to honour the Emperor.
WHEN: Your Command phase.

TARGET: One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order.

EFFECT: If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase.
VETERAN SHARPSHOOTERS
1CP
Grizzled Company Stratagem
Marksmanship is a skill that only increases with experience.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
PURGING FIRE
1CP
Grizzled Company Stratagem
Clear the area and defend your objectives. Take no prisoners.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase.

EFFECT: If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
MORDIAN MINUTE
1CP
Grizzled Company Stratagem
Named for the soldiers of Mordian, this rapid-fire drill requires exceptional accuracy and coordination, but renders even the humble lasgun highly lethal.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM INFANTRY unit from your army affected by the First Rank, Fire! Second Rank, Fire! Order.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Strength characteristic of that attack by 1.
ADDITIONAL ARMOUR
1CP
Grizzled Company Stratagem
Veteran soldiers know the value of additional protection, whether welded to vehicles or worn under flak armour.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

Steel Hammer2DP

Whilst infantry forms the backbone of many Astra Militarum forces, heavy armour often serves as the mailed fist. Venerable battle tanks thunder across the battlefield, propelled by promethium-hungry engines, their steel tracks grinding a path across all but the most formidable obstacles. The largest mechanical monstrosities – commanded by veteran tank officers and aces – are true war behemoths: super-heavy vehicles shielded by reinforced armour and bristling with enough weapons to reduce enemy armies to smouldering ruin. With these ironclad giants at the fore, an Astra Militarum armoured spearhead crashes over trench lines under heavy fire, crushing infantry to bloody pulp beneath its tracks and reducing any armoured opposition to fragments of twisted scrap metal with roaring cannonades. Before such a tide of heavy metal fury, enemies are struck dumb with terror, their cover toppled or blasted to atoms, exposing them to the full wrath of the Emperor’s steel hammer.

Detachment Rule

Ceaseless Cannonade

The heaviest Astra Militarum vehicles are adamantine behemoths whose armour is almost impenetrable. The crews of these colossal war engines need have no concern for the integrity of their vehicles, unleashing even the most violently destructive ordnance at point-blank range.

Each time an ASTRA MILITARUM TITANIC or ASTRA MILITARUM SQUADRON unit from your army is selected to shoot, models in that unit can target enemy units within Engagement Range of that unit (including with Blast weapons), provided no other friendly units are also within Engagement Range of that enemy unit. When doing so, such models do not suffer the penalty to their Hit rolls for being within Engagement Range of one or more enemy units (excluding attacks made with Indirect Fire weapons).

KEYWORDS
In the Muster Armies step, you can select one or more ASTRA MILITARUM TITANIC units from your army to gain the CHARACTER keyword.

Designer’s Note: This means that the selected units can be given Enhancements, and one of them can be selected as your WARLORD.

Enhancements

  • Battalion Commander 30 pts

High-ranking officers of armoured regiments may operate super-heavy tanks as command vehicles, their orders blaring from hull-mounted laud hailers or crackling over internal vox-channels.

ASTRA MILITARUM TITANIC CHARACTER model only. The bearer has the Voice of Command ability and the OFFICER keyword, and can issue up to 2 Orders to ASTRA MILITARUM TITANIC and SQUADRON units.

  • Titan Killer 20 pts

Seeking to add another kill marking to their war machine, this glory-hungry tank commander seeks out and engages only the heaviest enemy assets.

ASTRA MILITARUM TITANIC CHARACTER model only. Each time the bearer makes a ranged attack, you can re-roll the Damage roll.

  • Engine Speaker 15 pts

Intimately attuned to the machine spirits of Astra Militarum vehicles, this Tech-Priest administers rites and rituals, seeking to draw additional performance from engines.

ASTRA MILITARUM TECH-PRIEST ENGINSEER model only. Each time the bearer uses its Omnissiah’s Blessing ability, until the start of your next Command phase, add 3" to the Move characteristic of the selected VEHICLE model.

  • Assault Hatches 25 pts

Ramps and hatches slam down on all sides of this titanic vehicle, enabling infantry to surge forth and overwhelm the enemy.

ASTRA MILITARUM TITANIC CHARACTER TRANSPORT model only. Each time a unit disembarks from the bearer after it has made a Normal move, that unit is still eligible to declare a charge this turn.


Stratagems

ENGINE OF WRATH
1CP
Steel Hammer – Epic Deed Stratagem
An unstoppable engine of destruction, this super-heavy tank thunders forward, crushing enemies to bloody pulp beneath its steel treads.
WHEN: Fight phase.

TARGET: One ASTRA MILITARUM TITANIC unit from your army that has not been selected to fight this phase.

EFFECT: Select one enemy unit within Engagement Range of your unit. Until the end of the phase, add 6 to the Attacks characteristic of melee weapons equipped by models in your unit, improve the Armour Penetration characteristic of those weapons by 2, and each time a model in your unit fights, it can only target that enemy unit.
IMPOSING ARRIVAL
1CP
Steel Hammer – Strategic Ploy Stratagem
The arrival of a super-heavy tank on the battlefield can swiftly turn the tide of the fight.
WHEN: Reinforcements step of your Movement phase, from the second battle round onwards.

TARGET: One ASTRA MILITARUM TITANIC unit from your army that is in Reserves.

EFFECT: Set up your unit on the battlefield, wholly within 8" of the battlefield edge and more than 6" horizontally away from all enemy units.
ADAMANTINE BEHEMOTH
1CP
Steel Hammer – Strategic Ploy Stratagem
Barricades, trenches, bunkers and ruins: these obstacles are ground to dust by the obdurate advance of Astra Militarum armour.
WHEN: Your Movement phase or your Charge phase.

TARGET: One ASTRA MILITARUM VEHICLE unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
SHATTERING SALVO
1CP
Steel Hammer – Strategic Ploy Stratagem
Turrets and sponsons unleash a tempest of fury, toppling fortifications and leaving stunned and wounded enemies exposed to incoming fire.
WHEN: Your Shooting phase, just after an ASTRA MILITARUM TITANIC unit from your army has shot.

TARGET: That ASTRA MILITARUM TITANIC unit.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
WITHERING FIREPOWER
1CP
Steel Hammer – Strategic Ploy Stratagem
Subjected to a thunderous volley of explosive shells and bullets, enemies begin to waver.
WHEN: Your Shooting phase, just after an ASTRA MILITARUM VEHICLE unit from your army has shot.

TARGET: That ASTRA MILITARUM VEHICLE unit.

EFFECT: Select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
ACCURACY UNDER PRESSURE
2CP
Steel Hammer – Battle Tactic Stratagem
Only the most disciplined soldiers and vehicle crews can maintain accuracy in the deafening confusion of an armoured clash.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.

Armoured Infantry2DP

The rattle of tracks and the hammering of gunfire heralds the advance of armoured infantry. These forces are ideally suited to aggressively seizing strategic objectives, reinforcing buckling Imperial lines, responding to enemy attacks or capitalising on strategic gains. The combination of well-trained and equipped infantry with armoured transports is tried and tested. Transport vehicles lend their passengers speed and operational range far in excess of infantry operating on foot, provide protection on the way into battle, and offer fire support once the infantry have disembarked. In return, the troops can dig in, hold ground, and protect their transports from the enemy. Most often, the Astra Militarum deploys its armoured infantry elements at company strength. They either work hand in mailed gauntlet with tank formations or as massed assault elements which – when properly supported – can grind even the most elite foes into the dirt and secure the field for the armies of Mankind.

Detachment Rule

Squadron Command

Officers in charge of motorised formations are as well versed in armoured combat as in infantry operations.

Add SQUADRON to the list of units each OFFICER unit from your army can issue Orders to. Add the Order below to those listed in the Voice of Command ability.

ON MY SIGNAL

The most effective commanders know how and when to make use of their armoured fighting vehicles’ speed.

This Order can only be issued to ARMOURED SKIRMISHER units (see below). Each time an enemy unit ends a Normal or Advance move within 8" of this unit, this unit can make a Normal move of up to D6". Each unit can only move in this way once per turn.

KEYWORDS
ASTRA MILITARUM SQUADRON units from your army have the ARMOURED SKIRMISHER keyword (excluding ARTILLERY units and units containing one or more models with a Wounds characteristic of 13 or higher).

Enhancements

  • Exemplary Officer 20 pts

Possessed of great initiative and authority, this officer marshals surrounding assets with great efficiency.

INFANTRY OFFICER model only. Each time the bearer issues an Order to its own unit, you can select up to two other PLATOON units within 3" of the bearer’s unit. That Order is also issued to each of those units.

  • Master Manoeuvrist 15 pts

Academy training and battlefield experience have instilled in this officer a mastery of mobile warfare. At their barked orders, soldiers and armoured vehicles work in well-drilled unison.

INFANTRY OFFICER model only. At the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units and every model in that unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.

  • Omnissian Unguents (Aura) 35 pts

Tech-Priests of the Adeptus Mechanicus bear to battle an array of sanctified oils and tinctures of protection with which to bless the Machine God’s divine works.

ASTRA MILITARUM TECH-PRIEST ENGINSEER model only. While a friendly ARMOURED SKIRMISHER unit is within 3" of the bearer, that unit has the Feel No Pain 5+ ability.

  • Grand Strategist 25 pts

Able to see the broader strategic picture, this experienced officer deploys their assets sparingly and with practised precision.

OFFICER model only. After both players have deployed their armies, if the bearer’s unit (or any TRANSPORT it is embarked within) is on the battlefield, select up to two units with the REGIMENT or SQUADRON keywords from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.


Stratagems

ORDER THE ADVANCE
1CP
Armoured Infantry – Battle Tactic Stratagem
At a barked order, armour and infantry surge forward as one, utilising speed and aggression to close with objectives and the enemy.
WHEN: Start of your Movement phase.

TARGET: One ASTRA MILITARUM OFFICER unit from your army.

EFFECT: Select one or more friendly ASTRA MILITARUM units within 6" of your unit; until the end of the phase, you can re-roll Advance rolls made for those units.
MOBILE FIREBASE
1CP
Armoured Infantry – Strategic Ploy Stratagem
Armoured fighting vehicles and transports keep pace with the infantry, supporting the advance as mobile gun platforms
WHEN: Your Movement phase, just after an ARMOURED SKIRMISHER unit from your army Advances or Falls Back.

TARGET: That ARMOURED SKIRMISHER unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.
BURST OF SPEED
1CP
Armoured Infantry – Strategic Ploy Stratagem
Pushing bodies or engines to the limit, these warriors continue their swift advance.
WHEN: End of your Movement phase.

TARGET: One ASTRA MILITARUM unit from your army that did not Remain Stationary or arrive from Reserves this phase.

EFFECT: Your unit can make a Normal move of up to D6".
SUPPORTING ORDNANCE
1CP
Armoured Infantry – Battle Tactic Stratagem
This vehicle’s heavy weapons support lightly equipped infantry, suppressing enemy armour and bringing down lumbering monsters.
WHEN: Your Shooting phase.

TARGET: One ARMOURED SKIRMISHER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible MONSTER or VEHICLE unit, you can re-roll the Hit roll.
COMBINED FIRE
1CP
Armoured Infantry – Battle Tactic Stratagem
Hammering the enemy, this transport’s crew share targeting solutions with nearby allies, allowing for concentrated combined fire to obliterate the foe’s infantry and even erode armour plating.
WHEN: Your Shooting phase, just after an ARMOURED SKIRMISHER unit from your army has shot.

TARGET: That ARMOURED SKIRMISHER unit.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover, and each time an ARMOURED SKIRMISHER unit from your army makes an attack that targets that unit, improve the Strength characteristic of that attack by 2.
OPENING SALVO
1CP
Armoured Infantry – Battle Tactic Stratagem
Emerging from their armoured transports, heavily armed soldiers open fire before enemies can dive for cover or angle their stoutest armour towards the fusillade.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll.
UNIQUE: ABHUMAN

Abhuman Auxiliaries1DP

THE TALENTS OF OGRYN AND RATLING SOLDIERS ARE SHOCKINGLY EFFECTIVE

Detachment Rules

Absolutist Principles

Commissars with experience overseeing auxiliary platoons display the ferocious strength of will and fearsome levels of scrutiny needed to ensure the most thick-skulled or rebelliously larcenous of soldiers – no matter what their size or shape – do their duty

This detachment has the ABHUMAN tag and cannot be taken with another ABHUMAN detachment.

Enhancements

  • Sharp eyes, Light fingersUPGRADE 10 pts

These Ratlings’ naturally keen vision is supplemented with varied magnoculors, listening devices and other detection gear that mysteriously comes into their possession.

RATLINGS unit only. When this unit is selected to shoot, enemy units have +6" detection range until this unit has shot.

  • Exemplar of DutyUPGRADE 10 pts

The whine of hidden bionics, webs of ugly scars, or the rattle of abraded lungs with every barked order signals a grizzled veteran whose devotion to duty has seen them survive not only the enemy but also proximity to the most overly muscled soldiers.

COMMISSAR model only. This model has Feel No Pain 4+.


Stratagems

THICK-SKULLED OBDURANCE
1CP
Abhuman Auxiliaries Stratagem
With an order to hold the line, Ogryn auxilia will devotedly – and stubbornly – endure the most extreme firepower to see their duty done.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly BULLGRYN SQUAD/OGRYN SQUAD unit that is within range of an objective.

TARGET: That BULLGRYN SQUAD/OGRYN SQUAD unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
LOW PROFILE
1CP
Abhuman Auxiliaries Stratagem
Ratling snipers carefully scout out the most advantageous vantage points from which to unleash their kill shots, positions in which their eerie stillness and diminutive silhouette are hard to spot.
WHEN: Your Shooting phase, when a friendly RATLINGS unit has shot.

TARGET: That RATLINGS unit.

EFFECT: Those ranged attacks do not prevent your unit from being hidden.
STIRRED TO ACTION
1CP
Abhuman Auxiliaries Stratagem
An enemy who manages to pierce the Ogryns’ dense forms often succeeds only in attracting their attention and becoming the objects of a sudden and trampling rush.
WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged BULLGRYN SQUAD/OGRYN SQUAD unit has shot.

TARGET: That BULLGRYN SQUAD/OGRYN SQUAD unit.

EFFECT: Your unit can make a surge move of up to D6".
UNIQUE: RECON

Designation Force1DP

FORWARD RECONNAISSANCE ASSETS IDENTIFY HIDDEN ENEMY HOLDOUTS FOR ERADICATION

Detachment Rules

Designated Targets

A regiment’s resilient and often unconventional scouts are deployed to provide forward intelligence on enemy dispositions. With a combination of regimental issue scopes and guerrilla instincts hard-won through survival at the forefronts of war zones, they can draw massed firepower down on lurking threats.

Friendly SCOUT SENTINEL/ASTRA MILITARUM INFANTRY SMOKE units have the following ability:

Signal Flares: In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is designated:
  • While a unit is designated, that unit has +3" detection range.

This detachment has the RECON tag and cannot be taken with another RECON detachment.

Enhancements

  • Long-Range ScoutUPGRADE 10 pts

Veteran pilots of Scout Sentinels have a reputation as insubordinate mavericks or taciturn loners, but their skill in manoeuvring their often-camouflaged walker unseen into hostile territory is second to none.

SCOUT SENTINEL unit only. This unit has Infiltrators

  • Recon StarUPGRADE 10 pts

Those soldiers who have earned this commendation have earned their skills stealthily trekking through dangerous no man’s land far in advance of the main push, striking behind enemy lines on missions of sabotage, or laying flanking ambushes

ASTRA MILITARUM INFANTRY PLATOON unit only. In your first Movement phase, this unit can make an ingress move.


Stratagems

CLOSE-RANGE DETECTION
1CP
Designation Force Stratagem
With a daring reconnaissance dangerously close to the hiding enemy, soldiers can provide more accurate reports of their location.
WHEN: Start of your Shooting phase.

TARGET: One friendly SCOUT SENTINEL/ASTRA MILITARUM INFANTRY unit.

EFFECT: While a visible enemy unit is within 6" of your unit, that unit has +3" detection range.
TRIGGERED ALERTS
1CP
Designation Force Stratagem
Alerted by proximity snares set up by recon teams, readied soldiers can evade their prowling foes to prepare new firing lines.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ASTRA MILITARUM INFANTRY unit.

TARGET: That ASTRA MILITARUM INFANTRY unit.

EFFECT: Your unit can make a normal move of up to D3+3"
SUMP-SMOG SCREEN
1CP
Designation Force Stratagem
Named for the density and reek of their concealing smoke, varied packs of foul chemicals are carried by elite scouts that can be ignited to foul the enemy’s aim.
WHEN: Start of your opponent’s Shooting phase

TARGET: One friendly ASTRA MILITARUM INFANTRY SMOKE unit.

EFFECT: When an attack targets either your unit, or a unit that is not fully visible to the attacking model because of one or more models in your unit, the target has the benefit of cover against that attack.

Bridgehead Strike1DP

ELITE, WELL-EQUIPPED SOLDIERY LAUNCH RAPID OFFENSIVES TO SECURE KEY TARGETS

Detachment Rule


Fire Zone Purge

Key to this force’s mission is the swift purgation of local enemy forces through sudden deployment and focused firefights. As such, whether they hit the ground from a low-altitude drop or deploy from armoured transports, the soldiers of this formation are trained to find targets and start shooting the instant the foe is in sight.


Enhancements

  • Bombast-class Vox-array 15 pts

Carried by an officer’s comms specialist, this device is a precious example of an omni‑frequency master vox‑array manufactured on the long‑lost forge world of Urvax. It facilitates the rapid dissemination of orders throughout the entire strike force.

MILITARUM TEMPESTUS OFFICER model only. When this model issues an Order, if this unit has the Master Vox wargear ability, this model can issue that Order to up to three different REGIMENT units, instead of only one.

  • Priority drop Beacon 25 pts

Locked to the designator runes of this officer’s dropship and heavily warded against interference, this predeployed beacon ensures they and their elite soldiers land swiftly and on target.

MILITARUM TEMPESTUS OFFICER model only. In your first Movement phase, this unit can make an ingress move.


Stratagems

ON MY POSITION
1CP
Bridgehead Strike Stratagem
Circling Aeronautica Imperialis strike fighters wait above to launch strafing runs should the attack falter. In extremis, these assets can be called down upon Imperial positions in danger of being overrun, affording soldiers the desperate dignity of taking their enemies with them into death.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly engaged REGIMENT unit.

EFFECT: Roll one D6 for each enemy unit engaged with your unit:
  • On a 2+ that enemy unit suffers D6 mortal wounds.
Then, your unit suffers 3D3 mortal wounds.
FIRING HOT
2CP
Bridgehead Strike Stratagem
At the risk of permanently burning out power packs, hot-shot weaponry can be temporarily overcharged to provide additional punch at the crucial moment.
WHEN: Your Shooting phase, when a friendly MILITARUM TEMPESTUS/KASRKIN unit is selected to shoot.

TARGET: That MILITARUM TEMPESTUS/KASRKIN unit.

EFFECT: Your unit’s Hot-shot Lascarbines, Hot-shot Lasguns, Hot-shot Laspistols, Hot-shot Marksman Rifles, Hot-shot Volley Guns and Sentry Hot-shot Volley Guns weapons that targeted an enemy unit within 12" have +1 S and AP.
SERVO‑DESIGNATORS
1CP
Bridgehead Strike Stratagem
Released in a swarm from a modified Valkyrie gunship, high-altitude servo-skulls analyse targeting data from the ongoing fight and then provide updated firing solutions to the troops on the ground.
WHEN: Your Shooting phase, when a friendly MILITARUM TEMPESTUS unit has shot.

TARGET: That MILITARUM TEMPESTUS unit.

EFFECT: Select one enemy unit hit by those ranged attacks. Friendly MILITARUM TEMPESTUS units’ ranged attacks that target that enemy unit have [IGNORES COVER].

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ASTRA MILITARUM units.

This section contains the following additional rules:

TOURS OF DUTY
During the many battles it takes to bring victory to the Imperium, decisive officers and heroic regiments will make a name for themselves, earning prestigious commendations in the process.

AGENDAS
ASTRA MILITARUM armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

REQUISITIONS
ASTRA MILITARUM armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ASTRA MILITARUM units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, ASTRA MILITARUM CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Tours of Duty

If your Crusade force includes any ASTRA MILITARUM units, it can go on a Tour of Duty to crush the enemy forces and reinforce the Imperiums defences. Each time your Crusade force starts a Tour of Duty, you must first determine how many battles it will need to fight and how many victories are required to claim overall triumph.
  • The number of battles your Crusade force will need to fight is D6+4.
  • The number of victories your Crusade force will require is D3+2.

Once these goals have been determined, make a note of them on your Order of Battle. After each battle, reduce the number of battles that remain to be fought by 1 (to a minimum of 0), and if you won that battle, reduce the number of remaining victories required by 1 (to a minimum of 0).

Once both of these numbers reach 0, your Crusade force has completed that Tour of Duty, and you can spend Commendation points on your Crusade force. Once this stage is complete, your Crusade force can then begin a new Tour of Duty.

Logistics Points

Each time your Crusade force starts a new Tour of Duty, after determining how many battles you need to fight and how many victories you require, you must assign your Crusade forces Logistics points for that Tour of Duty.

Logistics points represent the resources and assets that the Departmento Munitorum can bring to bear in support of your army, and they can be assigned to various categories, each granting potential surplus or deficiency effects, depending on what aspects of your Crusade forces Tour of Duty you wish to focus on.

LOGISTICS POINTS
Logistics points are presented as shown above.

Commendation Points

At the end of each battle your Crusade force fights, it earns 1 Commendation point. If you won that battle, your Crusade force earns D3 Commendation points instead. Commendation points are used to award Personal Commendations to your units or Regimental Commendations to affect all ASTRA MILITARUM units in your Crusade force.

Additional Commendation points can be earned through the Agendas.

COMMENDATION POINTS
Commendation points are presented as shown above.

Assigning Logistics Points

Each time you begin a Tour of Duty, you have 4 Logistics points to assign. There are four Logistics categories to which these can be assigned:

Lexmechanicus: This category encompasses the communications infrastructure and planning resources that your Crusade force will have access to.

Materiel: This category represents how much ammunition and fuel you can call upon to replenish your army with.

Tithe Pool: This category covers how many fresh recruits you have access to - a crucial resource for replacing those lost in the meat grinder of the toughest battles.

Morale: This category relates to everything from access to inspiring propaganda to how many rations each soldier receives.

Your Logistics points can be assigned to each of these four categories in any combination you wish, but no category can have more than 2 Logistics points assigned to it.

Once you have finished assigning your Crusade forces Logistics points, you must determine in which categories your Crusade force has a surplus and in which it has a deficiency. This is based on how many Logistics points are assigned to that category, as shown below:

DEFICIENCY
LOGISTICS POINTS

NO EFFECT
LOGISTICS POINTS

SURPLUS
LOGISTICS POINTS

Categories in which your Crusade force has a surplus will reward your army with powerful bonuses in the battles ahead, while those where you have a deficiency will penalise your efforts. The effects of a surplus or deficiency in each category are shown on the right; these apply for as long as your Crusade force has that surplus or deficiency.

Make a note on your Order of Battle of which categories your Crusade force has a surplus or deficiency in (if any).

CATEGORY:
LEXMECHANICUS:
SURPLUS
When selecting Agendas for a battle, you can select one additional Astra Militarum Agenda to be active for that battle in addition to any others selected for that battle.
DEFICIENCY
Each time an OFFICER from your army issues an Order, roll one D6: on a 1, that Order is not issued.

CATEGORY:
MATERIEL:
SURPLUS
Each time an ASTRA MILITARUM unit from your army is selected to shoot, you can re-roll one Hit roll when resolving that units attacks.
DEFICIENCY
Subtract 2" from the Move characteristic of ASTRA MILITARUM VEHICLE models from your Crusade force.

CATEGORY:
TITHE POOL:
SURPLUS
In your Command phase, 1 destroyed model (excluding CHARACTERS) is returned to each REGIMENT INFANTRY unit from your army that is on the battlefield and not at its Starting Strength.
DEFICIENCY
In your Command phase, if your WARLORD is not on the battlefield, you do not gain a Command point.

CATEGORY:
MORALE:
SURPLUS
Improve the Leadership characteristic of ASTRA MILITARUM models in your Crusade force by 1.
DEFICIENCY
You cannot use the Insane Bravery Stratagem.

Commendations

Each time your Crusade force completes a Tour of Duty, you can spend your Commendation points to upgrade your force with Commendations (any Commendation points not spent after this stage are lost). There are two types of Commendations: Personal Commendations, which are new Battle Honours bestowed upon individual ASTRA MILITARUM units in your Order of Battle and grant them new abilities, and Regimental Commendations, which can grant abilities to all ASTRA MILITARUM units in your Order of Battle. EPIC HEROES cannot be given Personal Commendations (but Regimental Commendations will apply to them while they are part of your Crusade force).

Each time a unit gains a Personal Commendation, that unit is treated as gaining a new Battle Honour. If that unit already has its maximum number of Battle Honours, you can choose to replace one with a Personal Commendation. An OFFICER unit cannot have more than 2 Personal Commendations and cannot have the same Personal Commendation more than once; other ASTRA MILITARUM units cannot have more than 1 Personal Commendation. At the end of a Tour of Duty, you cannot award the same Commendation more than once (but you can award those Commendations again at the end of another Tour of Duty).

If your Order of Battle has one or more Regimental Commendations, and you muster a Crusade army from it that includes one or more ASTRA MILITARUM units, the total Crusade points value of that Crusade army is increased by 3 for each Regimental Commendation you have. Your Order of Battle cannot have more than 2 Regimental Commendations, and it cannot have the same one more than once.

You can remove Commendations from your Order of Battle and/or from units in your Order of Battle at any time (in order to purchase new, different Commendations, for example).

Personal Commendations

SACRIFICUS TEMPESTUS
1

These soldiers of the Militarum Tempestus have shown characteristic bravery in the face of overwhelming odds. The awarding of the Sacrificus Tempestus only serves to bolster their determination to fight to the last.

TEMPESTUS SCIONS unit only. If this unit is destroyed while within range of an objective marker that you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
STEEL ARMORIAL
1

This award honours those who have proven exceptionally attuned to a vehicle’s machine spirit or have kept it operational despite facing terrible hardships.

ASTRA MILITARUM VEHICLE or ASTRA MILITARUM TECH-PRIEST ENGINSEER unit only. At the end of the battle, if this unit is part of your Crusade army and was not destroyed during the battle, you can re-roll one failed Out of Action test taken for a friendly ASTRA MILITARUM VEHICLE unit.
DIAMANTINE STAR
1

These honoured soldiers have stealthily trekked through dangerous no man’s land far in advance of the main push, striking behind enemy lines.

REGIMENT unit only. When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply).
BASTION HONOUR
1

Warriors who have excelled in repelling enemy assaults, with bayonets and valour, are awarded this title.

REGIMENT unit only. Once per battle, at the start of your opponent’s Fight phase, this unit can use this ability. If it does, until the end of the phase, this unit has the Fights First ability.
ORDER OF THE ADAMANTINE CHAIN
2

Induction into this order recognises the strong regimental bonds, comradely contacts and inspirational status of the recipients. Their deeds are respected and emulated and are often used as the basis of regimental propaganda.

Each time this unit is Marked for Greatness, it gains an additional 2XP.
MERIT OF THE STRATEGIUM
2

This honour has been awarded for a wide variety of commendable actions. Shrewd planning; instinctive preparation of battlefield assets; intelligence gained through voluntary infiltration - all are deeds that sap the enemy’s advantages at every turn.

After both players have deployed their armies, you can redeploy this unit. When doing so, this unit can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
HONOURIFICA IMPERIALIS
2

This award is one of the highest honours that can be won by all the ranks in the Astra Militarum. It is issued only to those who demonstrate absolute loyalty in the face of terrible danger.

If an Order is issued to this unit, instead of applying until the start of your next Command phase, that Order will apply to it until the end of the battle, until a new Order is issued to it or until that unit becomes Battle-shocked (whichever happens first).
CELERIS HEART
2

This award is given to those who have shown the skill and initiative to outmanoeuvre their foes and seize their objectives.

REGIMENT unit only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".
STAR OF FIDELITY
2

Awarded to those who have unwaveringly carried out their superiors’ orders swiftly and to the letter, this small star is a recognition of their commander’s absolute trust.

Each time you select this unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.
DECREE OF DISPENSATION
3

As close to admitting error as the Department Munitorum gets, this award offers thanks to those who have averted the repercussions of an administrative mistake. Its mere mention can guarantee special access to assets and materiel.

OFFICER model only. Once per Tour of Duty, if this unit is your WARLORD, you can select one deficiency effect that currently applies to your Crusade force. Until the end of your next battle, that effect does not apply to your Crusade force.
AUXILA GOLDEN STAR
3

This award is granted to units who have shown great bravery in defence of a superior.

CAVALRY or OGRYN unit only. You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
DEPARTMENTO SALVAGE AWARD
3

Wars are decided by logistics. This honour is granted to those who have recovered valuable materiel under heavy fire.

REGIMENT or RATLINGs unit only. At the end of the battle, if this unit is on the battlefield, roll one D6, adding 1 to the result if this unit is within range of an objective marker that you control. On a 6+, you gain 1 Requisition point.
LAURELS OF PURITY
3

Presented alongside a circlet of silvered laurels, this honour recognises aggressive and forceful piety.

OFFICER or MINISTORUM PRIEST unit only. While the bearer is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
LORD COMMANDER’S SIGILUM
3

The gratitude of a Lord Commander is earnt through the relentless destruction of the Emperor’s enemies.

At the end of the battle, if this unit destroyed one or more enemy units during that battle, you gain 1 Commendation point.
MEDALLION RESOLUTE
3

With conspicuous valour, these soldiers have held on to vital battlefield locations, forcing back the enemy with firepower and faith.

While this unit is within range of an Objective marker that you control, models in this unit have a 5+ invulnerable save.
MEDAL OF LAUDABLE SERVICE
3

Only those whose regimental service is sufficiently lengthy are awarded this medal; their service denotes hugely varied campaigns alongside numerous other regiments, often resulting in a flexible approach to battle and the gaining of various additional battlefield skills.

At the start of every Tour of Duty, you can select one Battle Honour this unit has (excluding Personal Commendations), and replace it with a new Battle Honour of your choosing (excluding Personal Commendations).
OCULUS LAUREATE
4

Through keen observation, recognition of old foes or some tactical intuition, those who receive this medal have provided priceless information to senior command.

OFFICER unit only. If this unit is your WARLORD, you can use one Crusade Blessing even if you are not the Underdog.
AURAMITE AQUILA
5

Recognised for the unlikely number of actions they have served with distinction, these soldiers are scarred and aged by their experiences.

Unit with the Battle-hardened rank or higher only. This unit gains one Battle Trait of your choice. This must be a Battle Trait it can have, and does not count towards the maximum number of Battle Traits that a unit can have. If the Legendary Veterans Requisition is used on this unit, that Requisition only costs you 1RP.

Regimental Commendations

EXPERT BOMBARDIERS
8

Skilled in coordinating their targeting with forward spotter elements, the artillery crews of this regiment are capable of devastating precision shelling.

While a unit from your Crusade army is under the effects of the Take Aim! Order, each time a model in that unit makes an attack with a Blast weapon, if a Critical Wound is scored, the improve the Armour Penetration characteristic of that attack by 1.

In addition:
PARAGONS OF DRILL DISCIPLINE
8

This regiment’s unyielding soldiers fight and die facing the enemy. Standing tall in ordered ranks, they unleash a devastating fusillade of las-fire.

While a unit in your Crusade army is under the effects of the First Rank, Fire! Second Rank, Fire! Order, if that unit Remains Stationary, its Rapid Fire weapons have the [sustained hits 1] ability.

In addition:
  • While you have a surplus in Materiel, each time an ARTILLERY unit from your Crusade army makes a ranged attack, re-roll a Hit roll of 1.
  • While you have a deficiency in Tithe Pool, the cost to use the following Requisitions is increased by 1RP: Increase Supply Limit; Repair and Recuperate; Fresh Recruits.
VETERAN CREW
8

The crews of this regiment’s war machines have been instructed in battlefield dominance and are skilled in using their iron steeds to scatter lesser enemies.

While a SQUADRON unit from your Crusade army is under the effects of the Duty and Honour! Order, ignore all Damaged effects that currently apply to that unit.

In addition:
VANGUARD HONOURS
8

The vehicle crews of this regiment are well-practised in high-speed manoeuvres, swiftly encircling enemy positions before breaking through their flanks with a roar of engines.

While a SQUADRON unit from your Crusade army is under the effects of the Move! Move! Move! Order, if that unit Advances, its ranged weapons have the [ASSAULT] ability.

In addition:
PRESERVATION COMMENDATION
8

This regiment has earned accolades from high command due to their resilience, aptitude for armoured-vehicle tactics and propensity for preserving lives and recovering materiel from the field of battle.

While an INFANTRY unit in your Crusade army is under the effects of the Take Cover! Order, if that unit is within 3" of one or more friendly TRANSPORT models, each time a ranged attack targets that INFANTRY unit, models in that unit have the Benefit of Cover against that attack.

In addition:
MECHANISED ASSAULT MERIT
8

These infantry squads are as well-drilled as mechanised infantry, specialising in manoeuvres where they pile out of hatches swiftly and in good order - even as their transport is still moving. Their footing and aim is sure enough to fire a deadly volley.

While a TRANSPORT unit from your Crusade army is under the effects of the First Rank, Fire! Second Rank, Fire! Order, any units that disembark from that TRANSPORT are also considered to have had that Order issued to them that turn.

In addition:
  • While you have a surplus in Morale, REGIMENT units from your Crusade army can disembark from TRANSPORT models even after that model has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
  • While you have a deficiency in Materiel, while a TRANSPORT model from your Crusade force is Below Half-strength, subtract 4" from its Move characteristic.
CAVALRY AQUILA
8

Adept infiltrators or swift vanguard skirmishers, this regiment’s infantry range ahead of the front lines alongside swifter elements, tackling the enemy without warning and reporting observations to Imperial command.

While a REGIMENT unit in your Crusade army is under the effects of the Move! Move! Move! Order, if that unit Advances, add 2 to the Advance roll.

In addition:
VETERAN GUERRILLAS
8

This regiment fought for years through dense war zones harbouring foes in every shadow. Their infantry and most nimble vehicles are keen-eyed stalkers, able to spot lurking threats amidst tangled ruins or heavy jungles.

While a REGIMENT unit in your Crusade army is under the effects of the Fix Bayonets! Order, melee weapons equipped by models in that unit have the [precision] ability.

In addition:

Agendas

If your Crusade army includes any ASTRA MILITARUM units, you can select Agendas from those presented here.

ADVANCE, FOR THE EMPEROR!

At full pace, and with the correct motivation, the grand armies of the Imperial Guard can overwhelm enemy positions by sheer weight of numbers.

At the end of the battle, select up to six ASTRA MILITARUM units from your army that are wholly within your opponent’s deployment zone; each of those units earns 1XP. If your WARLORD is one of these units, your Crusade force also gains 1 Commendation point.
PROPAGANDA TARGETS

Amid long campaigns, the tireless Imperial propaganda machine demands visible and significant victories. The enemy’s most brutal weapons of war must be ostentatiously humbled in order to give fresh hope to wearied soldiers.

At the start of the battle, your opponent must select three different units from their Crusade army to be Extermination Targets (if your opponent’s army has fewer than three units, they select as many as possible). Each time an ASTRA MILITARUM unit from your Crusade army destroys an Extermination Target, that ASTRA MILITARUM unit gains 3XP. At the end of the battle, if all the Extermination Targets have been destroyed, your Crusade force also gains 1 Commendation point.
INSPIRED COMMAND

The central nervous system of the Astra Militarum is its command structure - those who efficiently coordinate their platoons with decisive and well-timed orders can clinch a lasting victory.

Each time a unit from your Crusade army destroys an enemy unit while being affected by an Order, the OFFICER that issued that Order gains 1XP (to a maximum of 3 per battle). At the end of the battle, if 5 or More OFFICERS from your Crusade army gained XP as the result of this agenda, your Crusade force also gains 1 Commendation point.
HOLD THE LINE

The battle lines have been drawn and your orders are clear. The enemy must not break through, no matter the cost to your forces in lives and materiel.

From the second battle round onwards, at the end of your turn, if there are no enemy units within your deployment zone and your ASTRA MILITARUM WARLORD is on the battlefield, that WARLORD gains 1XP. If, at the end of any of your turns, one or more enemy units are within your deployment zone, you cannot score any XP from this Agenda for the rest of the battle. If your WARLORD earns 4XP as the result of this Agenda in the battle, your Crusade force also gains 1 Commendation point.
ARMING THE ASSAULT

Air-dropped caches of arms and fuel are vital to maintaining assaults far from supply lines, but the sealed canisters must be cracked and emptied before the enemy can reach them.

At the start of the battle, all objective markers on the battlefield are Unsecured Munitions objectives and will remain so until secured.

At the start of your Shooting phase, one ASTRA MILITARUM unit from your Crusade army (excluding Battle-shocked units) that is within range of an Unsecured Munitions objective, is not within Engagement Range of any enemy units, and is eligible to shoot, can attempt to secure that Unsecured Munitions objective. If attempted, until the end of your turn, that unit is not eligible to shoot or declare a charge. At the end of your turn, if that unit is still within range of an Unsecured Munitions objective, that Unsecured Munitions objective is secured and that unit gains 2XP.

At the end of the battle, if you control all the objective markers in No Man’s Land, and all of those objective markers have been secured, your Crusade force gains 1 additional Requisition point. At the end of the battle, if you control one or more objective markers in your opponent’s deployment zone, and those objective markers have been secured, your Crusade force gains 1 Commendation point.

Requisitions

If your Crusade army includes any ASTRA MILITARUM units, you can spend Requisition points (RP) on any of the following Requisitions.

DECORATED OFFICER1RP

The regiment has been honed by a highly decorated and respected officer, who instils wisdom and discipline in the soldiers under their command.

Purchase this Requisition when you add an OFFICER unit (excluding EPIC HEROES) to your Order of Battle. That unit gains 6XP.
UPLIFTING PRIMERS1RP

The Imperial Infantryman’s Uplifting Primer can be requisitioned in bulk. It contains everything a Guardsman needs to effectively defeat the enemies of Mankind, and is a source of great comfort and inspiration to any loyal servant of the Emperor who can read.

Purchase this Requisition before the battle. Until the end of the battle, once per battle, you can target one REGIMENT unit from your army with the Insane Bravery Stratagem for 0CP (even if the Morale deficiency effect is currently applying to your Tour of Duty). In addition, at the end of the battle, every REGIMENT unit from your army that did not suffer a Devastating Blow gains 1XP.
COMMIT EVERYTHING2RP

The campaigns senior commander has designated the upcoming battle as so vital that they will funnel all of their resources and assets into securing victory, forgoing frugal logistical management in favour of overwhelming force. Victory with these resources will need no explanation, and defeat will allow none.

Purchase this Requisition at the start of a Tour of Duty. You gain 1 additional Logistics point to use during that Tour of Duty, however, until this Tour of Duty ends, at the end of each battle, if you are not the victor of that battle, you lose 1 Commendation point (to a minimum of 0).
LAST-MINUTE TRANSFER1RP

Skilled armoured crews and elite specialists are worth the resources needed to safely extract them from their current duties and reassign them. Such veterans can bring crucial skills to otherwise green formations.

Purchase this Requisition at any time. Select one REGIMENT unit from your Order of Battle and replace it with a new REGIMENT unit, or select one SQUADRON unit from your Order of Battle and replace it with a new SQUADRON unit. The newly added unit starts with the same Personal Commendations as the unit that it replaced (if any), it starts with the same number of XP as the unit it replaced, and immediately gains the appropriate number of Battle Honours for its rank. You cannot purchase this Requisition if doing so would cause your Crusade forces total points to exceed its Supply Limit.
ABOVE AND BEYOND THE CALL OF DUTY1RP

The standards expected of an Astra Militarum soldier are high, yet there are those units whose achievements go far beyond those of their fellow fighters. On such occasions, the loftiest of commendations may be awarded, often presented to the recipients in person by a general or other high-ranking officer.

Purchase this Requisition at the end of a Tour of Duty, when you award a Personal Commendation to an ASTRA MILITARUM unit from your Crusade force. The Personal Commendation just awarded does not count towards the maximum number of Battle Honours that unit can have. You can only purchase this Requisition once per Tour of Duty and you cannot select the same unit for it more than once.

Battle Traits

When an ASTRA MILITARUM unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

INFANTRY AND CAVALRY UNITS
D6
DEAD-EYED KILLERS

These troops have fought for so long that they are inured to death and no longer fear the enemy.

Each time you take a Battle-shock, Leadership or Desperate Escape test for this unit, add 1 to that test.
STEALTHY

These seasoned veterans are experts at moving amongst dense terrain and remaining unseen. There are few troops with such an uncanny ability to utilise cover, camouflage and positioning.

Models in this unit have the Stealth ability.
SHARPSHOOTERS

Expert marksmen who obsessively maintain their weapons, these warriors are capable of hitting distant targets with great accuracy.

Ranged weapons equipped by models in this unit have the [heavy] ability.
GRIZZLED

These hardened soldiers are born survivors, and so far have endured everything the galaxy has thrown at them and lived to tell the tale.

Models in this unit have the Feel No Pain 6+ ability and you can re-roll failed Out of Action tests taken for this unit.
GUERRILLAS

Guerrilla fighters are seasoned hit-and-run troops, outwitting their foes and disappearing suddenly after a lightning-fast ambush.

In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge unless it has the CAVALRY keyword.
TRENCH FIGHTERS

These soldiers have fought hard to bloody victory on numerous deadly battlefields, clearing out foes with blades, truncheons and bayonets.

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

OFFICER UNITS
D6
BOOMING VOICE

Every order given by this officer is bellowed to their troops with perfect clarity and at ear-splitting volume.

Each time this OFFICER issues an Order, you can select one eligible unit within 12" of that OFFICER model to issue it, to instead of within 6".
EYE FOR TALENT

Always on the lookout for aptitude, this officer moulds gifted troopers into elite warriors.

If this OFFICER is part of your Crusade army and was not destroyed during the battle, then at the end of the battle, select one additional unit to be Marked for Greatness (you cannot use this ability to select this OFFICER’s unit to be Marked for Greatness).
OLD GRUDGES

This officer has learnt their nemesis' weakness and will exploit it ruthlessly in a furry of orders to nearby troops, sealing their old enemy's doom with a storm off repower.

At the start of the battle, select one unit from your opponent’s army. Each time a model in this OFFICER’s unit makes an attack that targets that unit, you can re-roll the Hit roll.

VEHICLE UNITS
D6
URBAN FIGHTERS

Veterans of operating in confined environments, this crew are not fazed by engaging foes at point-blank range.

Each time a model in this unit makes a ranged attack, that model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units.
BIG-GAME HUNTERS

The numerous kill markings adorning this vehicle are a testament to its crew's talent.

Each time a model in this unit makes a ranged attack, if the target of that attack is a MONSTER or VEHICLE unit, you can re-roll Hit rolls of 1 and re-roll Wound rolls of 1.
WELL-DRILLED CREW

This vehicle’s soldiers are experts in its handling - loaders, gunners and driver working like a well-oiled machine.

Ranged weapons equipped by models in this unit have the [assault] ability.

Crusade Relics

When an ASTRA MILITARUM CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.

Artificer Relics

ICONIC ACCOUTREMENTS

Many heroes of the Astra Militarum bear weapons that are synonymous with their achievements. These items may include magnificent plumed caps, gilded bionics, treasured trench clubs or signature swagger sticks such as that once carried to war by General-Boyar Koledin, whose famed fortune was often attributed to it.

Once per turn, you can change either one Hit roll, one Wound roll or one saving throw made for the bearer’s unit to a 6.
AQUILAN EYE

Fitted with a micro-cogitator, these relic magnoculars enable an officer to maintain an overview of each area of the battlefield, monitor the movement of enemy units and adjust the deployment of their assets accordingly.

OFFICER model only. In your Command phase, instead of issuing any Orders, the bearer can take a Leadership test. If it do, and that test is passed, you gain 1CP.
VOICE OF VON RHYNE

Ulis ancient laud-hailer, once borne by one General Von Rhyne - a veteran of the Sabbat Worlds Crusade - has become synonymous with victory. Orders, when bellowed through this device, seem louder and more forceful, inspiring resolve in those who hear them.

OFFICER model only. The bearer can issue one additional Order in your Command phase and each time the bearer issues an Order to a unit, that Order does not cease to apply if that unit fails a Battle-shock test.

Antiquity Relics

TACTICAL AUTO-RELIQUARY OF TYBERIUS

Built into the gold-chased skull of Lord Commander Lucellin Tyberius himself, this device houses a web of psycho-circuitry containing Tyberius’ memory engrams and tactical acumen - and with it, his curmudgeonly and overbearing personality. Borne aloft by its own gravitic motors, the device observes and evaluates an officer’s decisions. The moment it considers an order poorly chosen, the skull cuts into the vox-transmission and loudly overrides it.

INFANTRY OFFICER model only. The bearer can issue up to two Orders to REGIMENT units. While the bearer is leading a unit, that unit can be affected by up to two different Orders at the same time (without the most recent Order being replaced).
MAGALLIAN’S MANTLE

These advanced augmetic implants, crafted by the Tech-Priests of Triplex Phall, include ocular enhancers, spinal stimm injectors and cerebral interfaces that magnify the bearer’s agility, resilience and visual acuity. Borne first by Lord Obscurus Magallian during his legendary campaigns against the awakened Necrons of the Novokh Dynasty, it was harvested from his partially atomised corpse after the battle of Kyloch XII. It has been implanted into many high-ranking commanders since. Those willing to subject themselves to the agonising implantation process believe that its mechanisms contain within their machine spirit lingering traces of the skills, experience and authority of its former bearers.

INFANTRY OFFICER model only. Improve the bearers Save, Wounds, Leadership and Objective Control characteristics by 1, improve the Weapon Skill and Ballistic Skill characteristics of the bearers weapons by 1, and improve the bearer’s invulnerable save (if it has one) by 1 (to a maximum of 4+).

Legendary Relics

STAR OF TERRA

The Star of Terra is one of the highest decorations that can be awarded to a serving officer of the Imperial Guard. In addition to proclaiming the recipient’s lofty status, it contains a powerful force field of ancient provenance.

INFANTRY OFFICER model only. Models in the bearer’s unit have a 5+ invulnerable save, and each time an attack targets the bearer’s unit, subtract 1 from the Wound roll.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Junior Officer

You have not only survived your first fifteen minutes of combat but endured an entire tour of duty. By your gifted command have the forces of the Astra Militarum achieved victories over xenos and heretic, defending the sanctity of the Imperium and earning glory for your regiment.

  • You have completed one Tour of Duty.
  • Three or more ASTRA MILITARUM units in your Crusade force have at least one Personal Commendation each.
  • You have won two or more battles.


Senior Officer

You have wielded the resources entrusted to you by high command with intelligence and precision. Your loyal troops count amongst their ranks many grizzled veterans and your record of victories continues to grow with each passing campaign.



Regimental Commander

Your list of commendations is beyond compare. Segmentum Command now counts you as amongst its most valuable assets.


Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Embarked Regiment

Astra Militarum regiments spend months, even years, travelling aboard voidships between war zones. Many fortify their billets during such long periods of inactivity, whether against the danger of hostile boarders, or to hide illicit activities from prying discipline masters!

Mustering a Boarding Patrol

You can include up to one of the following units:
CADIAN CASTELLAN
CADIAN COMMAND SQUAD
GAUNT’S GHOSTS
'IRON HAND' STRAKEN
PLATOON COMMAND SQUAD
SLY MARBO
URSULA CREED
You can include up to one of the following units:
COMMISSAR
OGRYN BODYGUARD
NORK DEDDOG
PRIMARIS PSYKER
REGIMENTAL ENGINSEER
REGIMENTAL PREACHER
SERGEANT HARKER
You can include up to three of each of the following units:
CADIAN SHOCKTROOPS (10 models)
CATACHAN JUNGLE FIGHTERS (10 models)
DEATH KORPS OF KRIEG (10 models)
INFANTRY SQUAD (10 models)
You can include up to one of each of the following units:
BULLGRYN SQUAD (3 models)
KASRKIN (5 or 10 models)
RATLING SNIPERS (5 models)
OGRYN SQUAD (3 models)

Forming Boarding Squads


Rules Adaptations

  • The Master Vox wargear ability only allows the unit’s OFFICER to issue Orders to units up to 12" away, instead of up to 24" away, but when doing so Walls and closed Hatchways are ignored.
  • The CADIAN SHOCKTROOPS unit loses the Shock Troops ability.
  • The GAUNT’S GHOSTS unit loses the Covert Stealth Team ability.
  • The NORK DEDDOG model loses the Thunderous Head-butt ability.
  • The RATLING SNIPERS unit loses the Shoot Sharp and Scarper ability.
  • The SLY MARBO model loses the Like Fighting a Shadow ability;
  • The URSULA CREED model loses the Tactical Genius ability.

Army Rule

Direct Orders

Amidst the point-blank mayhem of shipboard battle, officers often find themselves directing scratch formations of hastily rallied soldiery.

Units from your army with the Voice of Command ability retain that ability and gain this one.

Each time an OFFICER model in this unit issues an Order, that Order can be issued to any one friendly ASTRA MILITARUM unit within range, regardless of any keywords that unit is normally required to have.

Detachment Rule

Get Down!

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 ASTRA MILITARUM unit from your army is selected to shoot, you can select one other friendly ASTRA MILITARUM 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.

Enhancements

Rigged Blind Grenades

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.

Shipboard Veteran

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 ASTRA MILITARUM unit from your army with a Stratagem, if that unit is visible to the bearer, roll one D6: on a 4+, you gain 1CP.

Stratagems

AGAINST THE ODDS
1CP
Embarked Regiment – Battle Tactic Stratagem
Imperial Guardsmen faced by nightmarish foes in the close quarters of a boarding action may be driven to fight as never before to survive.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.
DUCK AND COVER
1CP
Embarked Regiment – Battle Tactic Stratagem
Between training and the Human instinct for self-preservation, these soldiers manage to make the most of the available cover.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM unit from your army (excluding OGRYN units) that was selected as the target of one or more of the attacking unit’s attacks and has one or more models on the opposite side of an open Hatchway from one or more models in the attacking unit.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
IDLE HANDS
1CP
Embarked Regiment – Strategic Ploy Stratagem
Spending a long time stuck in one section of a voidship leads bored soldiers to explore their surroundings and discover useful shortcuts in case of emergency.
WHEN: Your Movement phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1" of your unit. Your unit can operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot operate a Hatchway again.
BRUTAL CHOKE POINT
1CP
Embarked Regiment – Strategic Ploy Stratagem
The Tactica Imperialis teaches well how to exploit choke points to slaughter the foe. Its lessons transfer well to voidship corridors and chambers.
WHEN: Your opponent's Movement or Charge phase.

TARGET: One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

Tempestus Boarding Regiment

The Militarum Tempestus excel in high-intensity, fast-moving raids. Some of their regiments further refine these specialisms towards the boarding of voidships, storming vital locations to seize and scuttle the vessel or extract vital personnel from the foe’s clutches.

Mustering a Boarding Patrol

You can include up to one of the following unit:
MILITARUM TEMPESTUS COMMAND SQUAD
You can include up to one of the following units:
COMMISSAR
OGRYN BODYGUARD
PRIMARIS PSYKER
REGIMENTAL ENGINSEER
REGIMENTAL PREACHER
You can include up to three of the following unit:
TEMPESTUS SCIONS (5 or 10 models)
You can include up to one of the following unit:
BULLGRYN SQUAD (3 models)

Forming Boarding Squads

In the Form Boarding Squads step, you must attach a LOYAL PROTECTOR model to a COMMAND SQUAD unit as specified in its Loyal Protector rule.

Rules Adaptations


Army Rule

Direct Orders

Amidst the point-blank mayhem of shipboard battle, officers often find themselves directing scratch formations of hastily rallied soldiery.

Units from your army with the Voice of Command ability retain that ability and gain this one.

Each time an OFFICER model in this unit issues an Order, that Order can be issued to any one friendly ASTRA MILITARUM unit within range, regardless of any keywords that unit is normally required to have.

Detachment Rule

Purge-Sweep Protocols

Tempestus Scions are drilled to progress through voidships chamber by chamber, corridor by corridor, clearing each with blitzing firepower before sweeping on to the next.

Each time a MILITARUM TEMPESTUS unit from your army is selected to shoot, if one or more models in that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from that unit. Until the end of the phase, ranged weapons equipped by models in that unit have the [LETHAL HiTS] ability while targeting that enemy unit.

Enhancements

Covert Breach

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".

Elimination Force

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.

Stratagems

BRUTAL TRAINING
1CP
Tempestus Boarding Regiment – Battle Tactic Stratagem
Tempestus Scions are trained in a range of specialist hand-to-hand combat techniques. Coupled with combat stimms, these make them bruising foes.
WHEN: Fight phase.

TARGET: One MILITARUM TEMPESTUS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit.
COORDINATED STRIKE
1CP
Tempestus Boarding Regiment – Strategic Ploy Stratagem
Employing coordinated helm chronos, the Scions execute a pre-arranged simultaneous tactical manoeuvre.
WHEN: Start of your Command phase.

TARGET: One OFFICER model from your army.

EFFECT: Select one Order your model can issue. Every ASTRA MILITARUM unit from your army is issued that Order (regardless of any keywords those units are normally required to have).

RESTRICTIONS: Until the end of the turn, OFFICER models from your army cannot issue Orders. You can only use this Stratagem once.
LOCKDOWN
1CP
Tempestus Boarding Regiment – Strategic Ploy Stratagem
Voidborne Scions are trained to swiftly goad the machine spirits of bulkheads and hatches, slamming them shut in their wake to trap the foe.
WHEN: Your Movement phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, after your unit ends a move, you can select one open Hatchway it moved through during that move; close that Hatchway.
FIRE-PATTERN HURRICANUS
1CP
Tempestus Boarding Regiment – Battle Tactic Stratagem
Emptying the magazines of their weapons in an indiscriminate hail of fire, the Scions create a zone of lethality that foes will struggle to advance into.
WHEN: Your Shooting phase, just after a MILITARUM TEMPESTUS unit from your army has shot.

TARGET: That MILITARUM TEMPESTUS unit.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, subtract 2 from the Move characteristic of models in that enemy unit, and subtract 2 from Advance and Charge rolls made for it.

The OFFICER keyword is used in the following Astra Militarum datasheets:

The TRANSPORT keyword is used in the following Astra Militarum datasheets:

[RAPID FIRE]24.30

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
Voice of Command

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.

If your Army Faction is ASTRA MILITARUM, OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round 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.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Move! Move! Move!

M
+3"
Add 3" to the Move characteristic of models in this unit.

Fix Bayonets!

WS
+1
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

Take Aim!

BS
+1
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

First Rank, Fire! Second Rank, Fire!

A
+1
Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

Take Cover!

SV
+1
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

Duty and Honour!

LD
+1
OC
+1
Improve the Leadership and Objective Control characteristics of models in this unit by 1.

01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
REINFORCEMENTS!
2CP
Combined Arms – Strategic Ploy Stratagem
So numerous are the infantry of the Astra Militarum that fresh reserves can be called up at a moment’s notice.
WHEN: Any phase.

TARGET: One INFANTRY REGIMENT unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.
DEEP STRIKE

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.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.

The AIRCRAFT keyword is used in the following Astra Militarum datasheets:

The BATTLELINE keyword is used in the following Astra Militarum datasheets:

The CADIAN keyword is used in the following Astra Militarum datasheets:

Infantry Character

The CATACHAN keyword is used in the following Astra Militarum datasheets:

Infantry Character

The COMMAND SQUAD keyword is used in the following Astra Militarum datasheets:

Infantry Epic Hero

The DEDICATED TRANSPORT keyword is used in the following Astra Militarum datasheets:

The EPIC HERO keyword is used in the following Astra Militarum datasheets:

Vehicle Epic Hero

The FLY keyword is used in the following Astra Militarum datasheets:

The FORTIFICATION keyword is used in the following Astra Militarum datasheets:

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

The KRIEG keyword is used in the following Astra Militarum datasheets:

Infantry Character

The LOYAL PROTECTOR keyword is used in the following Astra Militarum datasheets:

Infantry Epic Hero
Infantry Character

The MILITARUM TEMPESTUS keyword is used in the following Astra Militarum datasheets:

The MOUNTED keyword is used in the following Astra Militarum datasheets:

Mounted Character

The OFFICER keyword is used in the following Astra Militarum datasheets:

The OGRYN keyword is used in the following Astra Militarum datasheets:

Infantry Epic Hero
Infantry Character

The PLATOON keyword is used in the following Astra Militarum datasheets:

Infantry Epic Hero

The PSYKER keyword is used in the following Astra Militarum datasheets:

Infantry Character

The TAUROS keyword is used in the following Astra Militarum datasheets:

The TITANIC keyword is used in the following Astra Militarum datasheets:

The TRANSPORT keyword is used in the following Astra Militarum datasheets:

The WALKER keyword is used in the following Astra Militarum datasheets:

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

The ASTRA MILITARUM and OFFICER keywords are used in the following Astra Militarum datasheets:

13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).

The INFANTRY and OFFICER keywords are used in the following Astra Militarum datasheets:

SCOUTS24.31

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.

Take Cover!

SV
+1
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

Move! Move! Move!

M
+3"
Add 3" to the Move characteristic of models in this unit.

06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04

The ASTRA MILITARUM and TRANSPORT keywords are used in the following Astra Militarum datasheets:

The VEHICLE and OFFICER keywords are used in the following Astra Militarum datasheets:

Vehicle Epic Hero
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

The RECON tag is used in the following Astra Militarum detachments:

01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

The ABHUMAN tag is used in the following Astra Militarum detachments:

The ASTRA MILITARUM, INFANTRY and OFFICER keywords are used in the following Astra Militarum datasheets:

Duty and Honour!

LD
+1
OC
+1
Improve the Leadership and Objective Control characteristics of models in this unit by 1.

[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

First Rank, Fire! Second Rank, Fire!

A
+1
Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

The ASTRA MILITARUM and TITANIC keywords are used in the following Astra Militarum datasheets:

INDIRECT SHOOTING10.07
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and did not make an advance move this turn.
  • Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
  • Each time an [INDIRECT FIRE] weapon makes an attack:
    • The target has the benefit of cover against that attack (13.08).
    • You cannot re-roll hit rolls.
    • An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
[INDIRECT FIRE]24.19

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

The ASTRA MILITARUM, TITANIC and TRANSPORT keywords are used in the following Astra Militarum datasheets:

The ABHUMAN keyword is used in the following Astra Militarum datasheets:

Take Aim!

BS
+1
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
04.03.06 Finished Making Its Attacks
When all of an attacking unit’s attacks have been resolved, it has finished making its attacks, and that unit has attacked.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.

The INFANTRY and SMOKE keywords are used in the following Astra Militarum datasheets:

INFILTRATORS24.20

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.

The INFANTRY and PLATOON keywords are used in the following Astra Militarum datasheets:

Infantry Epic Hero
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
LEGENDARY VETERANS3RP

Occasionally, a group of warriors will climb the ranks across a score of battles, forging a legendary reputation that is known by friend and foe. Such veterans possess skills and honours to rival those of the most glorified heroes.

Purchase this Requisition when a unit from your Order of Battle (excluding CHARACTER units) reaches 30XP. That unit’s Experience points total is no longer limited to a maximum of 30 and it can now be promoted above the Battle-hardened rank. In addition, the maximum number of Battle Honours that unit can have is increased to 6.
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
INCREASE SUPPLY LIMIT1RP

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
REPAIR AND RECUPERATE1-5RP

Amid gore-streaked medicae facilities and clamorous forge-shrines, the damage worked by the foe upon warriors and war engines is undone before they are discharged to seek vengeance.

Purchase this Requisition after a battle. Select one unit from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (for each Battle Scar removed, that unit’s Crusade points total will increase by 1).

This Requisition costs 1RP plus 1 additional RP for each Battle Honour that unit has (to a maximum of 5RP).

Example: If this Requisition was used to remove a Battle Scar from a unit with three Battle Honours, it would cost 4RP.
FRESH RECRUITS1-4RP

As wars grind on into deadlier phases, vital missions require larger numbers of troops. Embedding warriors into experienced formations is an intensive and costly exercise, but the victories that result speak for themselves.

Purchase this Requisition at any time. Select one unit from your Order of Battle. You can add additional models to that unit, up to the maximum listed on its datasheet. Recalculate the unit’s points value as a result of any of these changes and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for every 2 Battle Honours the unit has, rounding up (to a maximum of 4RP).

Example: If this Requisition was used to add additional models to a unit with three Battle Honours, it would cost 3RP.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

Fix Bayonets!

WS
+1
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
STAR OF TERRA

The Star of Terra is one of the highest decorations that can be awarded to a serving officer of the Imperial Guard. In addition to proclaiming the recipient’s lofty status, it contains a powerful force field of ancient provenance.

INFANTRY OFFICER model only. Models in the bearer’s unit have a 5+ invulnerable save, and each time an attack targets the bearer’s unit, subtract 1 from the Wound roll.

The PLATOON and COMMAND SQUAD keywords are used in the following Astra Militarum datasheets:

Infantry Epic Hero
Army List
Datasheets collated

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