RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Flamer ignores cover torrent | |||||||
| Flamer ignores cover torrent | 12" | D6 | N/A | 4 | 0 | 1 | |
| Grenade launcher – frag blast | |||||||
| Grenade launcher – frag blast | 24" | D3 | 4+ | 4 | 0 | 1 | |
| Grenade launcher – krak | |||||||
| Grenade launcher – krak | 24" | 1 | 4+ | 9 | -2 | D3 | |
| Laspistol pistol | |||||||
| Laspistol pistol | 12" | 1 | 4+ | 3 | 0 | 1 | |
| Meltagun melta 2 | |||||||
| Meltagun melta 2 | 12" | 1 | 4+ | 9 | -4 | D6 | |
| Plasma gun – standard rapid fire 1 | |||||||
| Plasma gun – standard rapid fire 1 | 24" | 1 | 4+ | 7 | -2 | 1 | |
| Plasma gun – supercharge hazardous rapid fire 1 | |||||||
| Plasma gun – supercharge hazardous rapid fire 1 | 24" | 1 | 4+ | 8 | -3 | 2 | |
| Plasma pistol – standard rapid fire 1 | |||||||
| Plasma pistol – standard rapid fire 1 | 24" | 1 | 4+ | 7 | -2 | 1 | |
| Plasma pistol – supercharge hazardous rapid fire 1 | |||||||
| Plasma pistol – supercharge hazardous rapid fire 1 | 24" | 1 | 4+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Chainsword | |||||||
| Chainsword | Melee | 4 | 4+ | 3 | 0 | 1 | |
| Hunting lance lance | |||||||
| Hunting lance lance | Melee | 3 | 4+ | 4 | 0 | 1 | |
| Power weapon | |||||||
| Power weapon | Melee | 3 | 4+ | 4 | -2 | 1 | |
| Stomping feet extra attacks | |||||||
| Stomping feet extra attacks | Melee | 2 | 4+ | 4 | 0 | 1 | |
| YOUR UNIT COSTS | |
| 3 models | 110 |








The OFFICER keyword is used in the following Astra Militarum datasheets:
The TRANSPORT keyword is used in the following Astra Militarum datasheets:
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.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.
Move! Move! Move! M +3" |
Fix Bayonets! WS +1 |
Take Aim! BS +1 |
First Rank, Fire! Second Rank, Fire! A +1 |
Take Cover! SV +1 |
Duty and Honour! LD +1 OC +1 |
The ASTRA MILITARUM keyword is used in the following Astra Militarum datasheets:
The GRENADES keyword is used in the following Astra Militarum datasheets:
The IMPERIUM keyword is used in the following Astra Militarum datasheets:
The MOUNTED keyword is used in the following Astra Militarum datasheets:
The REGIMENT keyword is used in the following Astra Militarum datasheets:
The SQUADRON keyword is used in the following Astra Militarum datasheets:
The WALKER keyword is used in the following Astra Militarum datasheets:





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.
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The ASTRA MILITARUM and OFFICER keywords are used in the following Astra Militarum datasheets:
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).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: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).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).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].The ASTRA MILITARUM and INFANTRY keywords are used in the following Astra Militarum datasheets:
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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.
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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.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 ASTRA MILITARUM and GRENADES keywords are used in the following Astra Militarum datasheets:
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).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.Artillery barrages lay the ground for the assault to come.
At the start of the battle round, select one of the following types of artillery support.
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The 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.Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.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.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+).Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.