RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Mechanicus pistol devastating wounds pistol | |||||||
| Mechanicus pistol devastating wounds pistol | 12" | 1 | 3+ | 6 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Enginseer axe | |||||||
| Enginseer axe | Melee | 3 | 4+ | 6 | -2 | 2 | |
| Servo-arm extra attacks | |||||||
| Servo-arm extra attacks | Melee | 1 | 4+ | 6 | -2 | 2 | |
| YOUR UNIT COSTS | |
| 1 model | 45 |










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 AIRCRAFT keyword is used in the following Astra Militarum datasheets:
The ASTRA MILITARUM keyword is used in the following Astra Militarum datasheets:
The CHARACTER keyword is used in the following Astra Militarum datasheets:
The IMPERIUM keyword is used in the following Astra Militarum datasheets:
The INFANTRY 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 TITANIC 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 ASTRA MILITARUM and VEHICLE 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:
The ASTRA MILITARUM and CHARACTER keywords are used in the following Astra Militarum datasheets:
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 ASTRA MILITARUM and TRANSPORT keywords are used in the following Astra Militarum datasheets:
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.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.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.Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.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.Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.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.
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.
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: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.
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.
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.