RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Bolt pistol PISTOL | |||||||
| Bolt pistol PISTOL | 12" | 1 | 3+ | 4 | 0 | 1 | |
| Hot-shot lascarbine ASSAULT | |||||||
| Hot-shot lascarbine ASSAULT | 18" | 2 | 3+ | 3 | -1 | 1 | |
| Hot-shot laspistol pistol | |||||||
| Hot-shot laspistol pistol | 12" | 1 | 3+ | 3 | -1 | 1 | |
| Hot-shot long-las HEAVY PRECISION | |||||||
| Hot-shot long-las HEAVY PRECISION | 36" | 1 | 3+ | 4 | -2 | 3 | |
| Sentry flamer IGNORES COVER TORRENT | |||||||
| Sentry flamer IGNORES COVER TORRENT | 12" | D6+3 | N/A | 4 | 0 | 1 | |
| Sentry grenade launcher – frag blast | |||||||
| Sentry grenade launcher – frag blast | 24" | D3+3 | 4+ | 4 | 0 | 1 | |
| Sentry grenade launcher – krak | |||||||
| Sentry grenade launcher – krak | 24" | 2 | 4+ | 9 | -2 | D3 | |
| Sentry hot-shot volley gun RAPID FIRE 4 | |||||||
| Sentry hot-shot volley gun RAPID FIRE 4 | 30" | 4 | 4+ | 4 | -1 | 1 | |
| Melta carbine ASSAULT MELTA 2 | |||||||
| Melta carbine ASSAULT MELTA 2 | 10" | 1 | 3+ | 9 | -4 | D6 | |
| Plasma carbine – standard ASSAULT | |||||||
| Plasma carbine – standard ASSAULT | 18" | 2 | 3+ | 7 | -2 | 1 | |
| Plasma carbine – supercharge ASSAULT HAZARDOUS | |||||||
| Plasma carbine – supercharge ASSAULT HAZARDOUS | 18" | 2 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Chainsword | |||||||
| Chainsword | Melee | 4 | 4+ | 3 | 0 | 1 | |
| Close combat weapon | |||||||
| Close combat weapon | Melee | 2 | 4+ | 3 | 0 | 1 | |
| Power weapon | |||||||
| Power weapon | Melee | 3 | 4+ | 4 | -2 | 1 | |
| YOUR UNIT COSTS | |
| 10 models | 95 |














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 INFANTRY and REGIMENT keywords are used in the following Astra Militarum datasheets:
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Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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 INFANTRY keyword is used in the following Astra Militarum datasheets:
The MILITARUM TEMPESTUS 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 SMOKE 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).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 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.The RECON tag is used in the following Astra Militarum detachments:
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 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).The INFANTRY and SMOKE keywords are used in the following Astra Militarum datasheets:
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.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).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: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.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.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+).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: