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.
This section contains all of the datasheets that you will need in order to fight battles with your Astra Militarum miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Astra Militarum units – these are described below and referenced on the datasheets.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 8 | Indomitus 1.2 | February 2022 |
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![]() | Rulebook | 9 | Q3 | June 2022 |
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![]() | Expansion | 9 | June 2022 | |
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![]() | Index | 9 | Indomitus 1.5 | May 2022 |
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![]() | Rulebook | 9 | March 2022 | |
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![]() | Codex | 9 | Indomitus 1.0 | February 2022 |
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![]() | Expansion | 8 | Indomitus 1.4 | February 2022 |
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![]() | Expansion | 9 | Indomitus 1.1 | February 2022 |
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![]() | Datasheet | 9 | May 2021 | |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Expansion | 8 | Indomitus 1.1 | July 2020 |
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![]() | Datasheet | 8 | December 2019 | |
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![]() | Expansion | 8 | 1.2 | September 2019 |
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![]() | Boxset | 8 | August 2019 | |
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![]() | Datasheet | 8 | February 2019 | |
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![]() | Boxset | 8 | November 2018 | |
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![]() | Made to Order | 8 |
Q: | Can I issue the Move! Move! Move! order to a unit which has Fallen Back this turn? |
A: | No. The Move! Move! Move! order states the unit must Advance, and a unit which has Fallen Back cannot Advance. |
Q: | How many dice does the Brutal Strength Regimental Doctrine allow me to re-roll when a VEHICLE in my army fires a ranged weapon that makes a random number of attacks? Is it one dice per vehicle, or one dice per weapon? |
A: | You can re-roll one dice per weapon. |
Q: | When do I pay the Command Point cost for the Vortex Missile Stratagem? |
A: | After you’ve had a result of 8 or more for the Hour is Nigh ability, allowing you to fire the Deathstrike missile, but before resolving the shot. |
Q: | If I have, for example, a TALLARN unit of Leman Russ Battle Tanks with three tanks, can I use the Ambush Stratagem once to place all three models in ambush? |
A: |
Q: | Can I use The Laurels of Command to issue the same order twice to the same unit? |
A: | No, the second order issued must be a different order. |
Q: | How do The Laurels of Command and Superior Tactical Training interact? For example, my Warlord is a Cadian Company Commander and I give him The Laurels of Command and the Superior Tactical Training Warlord Trait. How many orders is he potentially allowed to issue each turn, and how many units can those orders affect? |
A: | If he issues an order to a CADIAN INFANTRY unit within 6" (unit A) using his Voice of Command ability, first roll a dice for Superior Tactical Training; on a 4+, you can pick another CADIAN INFANTRY unit (unit B) within 6" for that order to affect. Then roll a dice for The Laurels of Command; on a 4+ he can issue a second order to the first unit (unit A). You can then roll again for Superior Tactical Training; on a 4+, you can pick another CADIAN INFANTRY unit within 6" for the second order to affect (this does not have to be unit B, but can be). Note that when you use Superior Tactical Training, an order is not issued – rather, an already issued order affects an additional unit. So you cannot use The Laurels of Command to generate further orders as a result of using Superior Tactical Training, but you can use Superior Tactical Training to make secondary orders caused by The Laurels of Command affect an additional unit. |
Q: | Can the Full Payload Tank Ace ability be used to affect the mortal wound output of Deathstrike missiles? |
A: | No. Full Payload only affects the Damage characteristic of a weapon, not any abilities the weapon may have. |
Q: | Are units who have been ordered to Move! Move! Move! Considered to have Advanced for the purposes of the Wilderness Survivors Regimental Doctrine? |
A: | Yes, they are considered to have Advanced. |
Q: | Are the Militarum Tempestus Regimental Doctrines taken in addition to the Storm Troopers Regimental Doctrine listed in Codex: Astra Militarum, or instead of it? |
A: | They are taken instead of the Storm Troopers Regimental Doctrine in Codex: Astra Militarum. Note, if you wish to continue using your Militarum Tempestus Detachments as you currently have been, you can simply select the Storm Troopers Regimental Doctrine from page 65 in Psychic Awakening: The Greater Good. |
Q: | When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction? |
A: | No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics. |
Q: | Can an Emperor’s Fist unit that Advanced use the Unyielding Advance Stratagem to shoot its turret weapon twice? |
A: | Yes. |
Q: | Does the Hammer of Sunderance Relic count as a turret weapon for the purposes of Grinding Advance? |
A: | Yes. |
Q: | For the purposes of the Tempestus Drop Force Specialist Detachment, what is a MILITARUM TEMPESTUS Detachment? |
A: | A MILITARUM TEMPESTUS Detachment is an ASTRA MILITARUM Detachment that has the Storm Troopers Regimental Doctrine. |
Q: | If I use the Field Promotion Stratagem and select the Old Grudges or Gifted Commander Warlord Trait, do I then select units for those Warlord Traits’ effects? |
A: | No, this would have had to have taken place before the battle, and this trigger has passed. Note that, when using this Stratagem, you cannot select a Warlord Trait that a destroyed model in your army has. As a result, the Old Grudges and Gifted Commander Warlord Traits, when selected in this manner, will do nothing as no units have been selected for them. |
Throughout this section you will come across a keyword that is within angular brackets, specifically <REGIMENT>. This is shorthand for a keyword of your own choosing, as described below.
The following abilities are common to several ASTRA MILITARUM units.
REGIMENT | ADDITIONAL ORDER |
Cadian (Tank Order) | Pound Them to Dust! After endless drilling, Cadian tank gunners are sure to make every shot count on the battlefield. For the duration of this phase, you can re-roll the dice when determining the number of attacks the ordered model can make with turret weapons (as described in the Grinding Advance ability) that use a randomly determined number (e.g. Heavy D6). |
Catachan | Burn Them Out! Hacking their way through countless tangled death worlds has made the Jungle Fighters experts at flushing out foes with burning promethium. You can re-roll the dice when determining the number of attacks the ordered unit can make with flamers and heavy flamers until the end of the phase. In addition, units targeted by models from the ordered unit with these weapons do not gain any bonus to their saving throws for being in cover this phase. |
Valhallan | Fire on My Command! Life is cheap on Valhalla, and the officers of the Ice Warriors regiments will not sacrifice victory to reduce casualties. The ordered unit can shoot at enemy units that are within 1" of friendly units until the end of the phase, but each time you roll a hit roll of 1 for such an attack, resolve that attack against a friendly unit within 1" of the target unit instead. You may choose which friendly unit is hit. This order may not be issued to a unit which is within 1" of an enemy unit. |
Vostroyan | Repel the Enemy! The Firstborn regiments are drawn from those who have learned to fight in the cramped ruins and alleys of their home world. Until the end of the phase, the ordered unit can fire any of its weapons while it is within 1" of the enemy, regardless of the weapon’s type. If they do so, they must target enemy units within 1", even if friendly units are within 1" of these units. |
Armageddon | Mount Up! Rapid mechanised redeployments are paramount to success in the choking ash wastes of Armageddon. Until the end of the phase, the ordered unit can shoot and then immediately embark within a friendly ARMAGEDDON TRANSPORT VEHICLE, as long as all models in the unit are within 3" of the vehicle. This order may not be issued to a unit which disembarked in the preceding Movement phase. |
Tallarn (Tank Order) | Get Around Behind Them! Tallarns use their tanks not as simple hammers, but as rapiers – darting swiftly into combat to deliver the killing blow. The ordered model can move up to 6" in this phase, either before or after it shoots, as if it were the Movement phase. This does not affect how far the vehicle has moved for the purposes of determining how many times it can fire its turret weapon (as described in the Grinding Advance ability). |
Militarum Tempestus | Elimination Protocol Sanctioned! In the Schola Progenium, the shock troopers of the Militarum Tempestus are trained to eradicate even the most fearsome enemies of the Imperium. You can re-roll failed wound rolls for models from the ordered unit when attacking any enemy VEHICLES or MONSTERS this phase. |
Mordian | Form Firing Squad! With but a word from their commanding officer, the Mordian infantry take on the role of executioners. Until the end of the phase, the ordered unit can target CHARACTERS with their Rapid Fire weapons, even if they are not the closest enemy unit. |
Genestealer Cults broodkin are so fanatically loyal that they do not hesitate to sacrifice themselves to protect their leaders.
Each time a saving throw made for aORDER | |
Take Aim! | Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills. Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. |
First Rank,Fire! Second Rank, Fire! | By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this. All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. |
Bring it Down! | Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium. Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. |
Forwards, for the Emperor! | With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy. The ordered unit can shoot this phase even if it Advanced in its Movement phase. |
Get Back in the Fight! | To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills. The ordered unit can shoot this phase even if it Fell Back in its Movement phase. |
Move! Move! Move! | When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank. Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. |
Fix Bayonets! | With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor. This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. |
In this section you will find rules for Battle-forged armies that include ASTRA MILITARUM Detachments – that is, any Detachment which includes only ASTRA MILITARUM units.
The Astra Militarum is the shield of Mankind. Only by its sacrifice and heroism are the worlds of the Imperium kept safe.
If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.Each Astra Militarum regiment has its own distinct traditions, training regimes, tactics and methods of waging war.
If your army is Battle-forged, all <REGIMENT> units in an ASTRA MILITARUM Detachment (excluding those in Super-heavy Auxiliary Detachments) gain a Regimental Doctrine, so long as every unit in that Detachment (apart from the exceptions: Militarum Tempestus & Advisors and Auxilla rules) is drawn from the same regiment. The Regimental Doctrine gained depends upon the regiment they are drawn from, as shown below. For example, a CADIAN unit with the Regimental Doctrines ability gains the Born Soldiers doctrine.Through cunning and unholy good fortune, a Genestealer Cult can send its questing tendrils writhing into even the highest ranks of the military forces that should be standing guard against it. So does the Patriarch seize new and potent weapons of revolution.
When mustering a Battle-forged army, for each GENESTEALER CULTS Detachment you include in your army, you can also include one ASTRA MILITARUM Detachment, even though the units in such Detachments do not have any Faction keywords in common (this does not prevent your army from being Battle-forged). These ASTRA MILITARUM Detachments are also known as BROOD BROTHERS Detachments and have the following rules:Matched Play Rule: Command SquadsIf you are playing a matched play game, then in a Battle-forged army, you can include a maximum of one <REGIMENT> Command Squad in a Detachment for each <REGIMENT> OFFICER in that Detachment. Similarly, if you are playing a matched play game, then in a Battle-forged army, you can include a maximum of one Militarum Tempestus Command Squad in a Detachment for each Tempestor Prime in that Detachment. | ||
Though the Astra Militarum are not known for their mobility, there are regiments and battalions that specialise in mechanised warfare. Each rugged transport is packed with warriors ready to spring out the moment the debarkation klaxons sound, lasguns spitting death.
1CP | ||
EMPEROR’S BLADE ASSAULT COMPANY Specialist Detachment Stratagem Designed to quickly seize key strategic locations, the core of the Emperor’s Blade Assault Company comprises squads of hardened troopers mounted aboard fastmoving armoured transports. Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Blade Specialist Detachment. COMPANY COMMANDERS, PLATOON COMMANDERS, COMMAND SQUADS, SPECIAL WEAPON SQUADS, VETERANS, INFANTRY SQUADS, CHIMERAS and TAUROXES in that Detachment gain the EMPEROR’S BLADE keyword. | ||
This officer excels at leading their troops into the fray from within their Chimera transports. Their orders booming over the vehicle’s vox array, they deftly deploy their forces for war.
OFFICER from your army with the Voice of Command ability only. Your Warlord can issue orders whilst embarked within an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX (measuring ranges from any point on the vehicle) and is treated as being within 3" of a vox-caster. When doing so, these orders can only be issued to friendly EMPEROR’S BLADE units.This archeotech from Grand Castellan Deinos’ personal collection is rumoured to date back to the Age of Strife.
The bearer has a 3+ invulnerable save, which cannot be re-rolled for any reason. The first time this invulnerable save is failed, the Shield of Mortwald ceases to function for the rest of the battle.STRATAGEMS If your army includes any Emperor’s Blade Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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The Emperor’s Conclave is no ordinary gathering of Astra Militarum manpower, but a well-honed fighting force united in its aggressive pursuance of victory and its faith in the old Imperial Guard maxim, ‘The Emperor Protects.’ They give no quarter, whether at range or in melee.
1CP | ||
EMPEROR’S CONCLAVE INFANTRY COMPANY Specialist Detachment Stratagem Regiments raised from shrine worlds and other centres of the Imperial Creed have an unshakeable faith in the Emperor. Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Conclave Specialist Detachment. COMPANY COMMANDERS, PLATOON COMMANDERS, COMMAND SQUADS, INFANTRY SQUADS, CONSCRIPTS, MINISTORUM PRIESTS and CRUSADERS units in that Detachment gain the EMPEROR’S CONCLAVE keyword. | ||
This leader’s damning rhetoric fills their followers with a bitter hatred for the foe that drives their every action.
Re-roll hit rolls of 1 for your Warlord and friendly EMPEROR’S CONCLAVE units within 6" of your Warlord in the Fight phase.To hear the psalms of this ancient Terran manuscript recanted fills the common soldier with faith and valour.
If a friendly EMPEROR’S CONCLAVE unit within 6" of the bearer takes a Morale test, roll two D6 and use the lowest result to determine the outcome of the Morale test. In addition, if the bearer is slain, before removing the model from the battlefield, pick another friendly EMPEROR’S CONCLAVE unit within 6" of the bearer. For the rest of the battle that unit does not have to take Morale tests and can add 1 to its Attacks characteristic.STRATAGEMS If your army includes any Emperor’s Conclave Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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One of the most iconic sights on the battlefields of the Imperium is a massed tank charge, the ground trembling beneath the tracks of dozens of armoured juggernauts. Their turret weapons roar together, the sound like a pride of godly lions roused to destructive wrath.
1CP | ||
EMPEROR’S FIST TANK COMPANY Specialist Detachment Stratagem Designed to smash the enemy battle lines asunder, the massed might of an Emperor’s Fist Tank Company is a terrifying sight, squadron after squadron of Leman Russ tanks roaring across the battlefield. Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Fist Specialist Detachment. LEMAN RUSS units in that Detachment gain the EMPEROR’S FIST keyword. | ||
This warlord’s cool head is legendary. Even as the foe charges directly into their front lines, this warlord and his troops keep their nerve and take aim carefully, their accurate salvoes ripping through the onrushing enemy ranks and decimating their lines.
You can re-roll hit rolls when your Warlord, and friendly EMPEROR’S FIST units within 6" of your Warlord, fire Overwatch.The Hammer of Sunderance is a battle cannon with glorious reputation. It is said the blows it deals the enemy are the Emperor’s wrath made manifest, and as it punches into enemy tanks and fortifications, it leaves grievous wounds and crippled armour in its wake.
Model with battle cannon only. Hammer of Sunderance replaces the bearer’s battle cannon and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Hammer of Sunderance | |||||
Hammer of Sunderance | 72" | Heavy D6 | 8 | -2 | 3 |
Abilities: Blast |
STRATAGEMS If your army includes any Emperor’s Fist Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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The pounding impacts of an artillery company’s devastating bombardment have been likened to the Emperor’s own fury descending from the heavens. Rightly so, for their commanders are experts in turning the brute force of their charges into a true weapon of terror.
1CP | ||
EMPEROR’S WRATH ARTILLERY COMPANY Specialist Detachment Stratagem The world fills with fire and thunder as the shells of the Emperor’s Wrath Artillery Company strike home. Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Wrath Specialist Detachment. COMPANY COMMANDERS, MASTERS OF ORDNANCE, BASILISKS, HYDRAS, and WYVERNS in that Detachment gain the EMPEROR’S WRATH keyword. | ||
As this officer surveys the land, they shrewdly identify strategic enemy locations an artillery strike would best disrupt, succinctly directing the crews under their command on where to fire.
Each time you roll a wound roll of 6+ for an attack made by a friendly EMPEROR’S WRATH unit while they are within 6" of your Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is improved by 1 (i.e. AP0 becomes AP-1, AP-1 becomes AP-2).After crushing a Chaos incursion in the Agripinaa System, the surviving Astra Militarum regiments were gifted with a dozen of these sophisticated pieces of archeotech. From low orbit, these devices scan the planet’s surface and relay detailed data to the troops on the ground.
In your Shooting phase, pick an EMPEROR’S WRATH unit from your army within 6" of the bearer. Until the end of that phase, enemy units do not receive the benefit of cover when targeted by shooting attacks made by that unit.STRATAGEMS If your army includes any Emperor’s Wrath Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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The Militarum Tempestus specialise in the rapid delivery of exceptionally well-trained warriors. When such a force disembarks from a low-hovering Valkyrie it becomes all the more lethal, for their pinpoint attacks can tear out the heart of an enemy battle line in seconds.
1CP | ||
TEMPESTUS DROP FORCE Specialist Detachment Stratagem Deployed on Vigilus to adapt to the ever-changing theatres of war, Drop Forces are highly mobile kill teams, experts in rapid redeployment from Valkyrie and neutralisation of key enemy threats in the thick of battle. Use this Stratagem when choosing your army. Pick a MILITARUM TEMPESTUS Detachment from your army to be a Tempestus Drop Force Specialist Detachment. TEMPESTOR PRIMES, TEMPESTUS SCIONS, TEMPESTUS COMMAND SQUADS and VALKYRIES in that Detachment gain the TEMPESTUS DROP FORCE keyword. | ||
An veteran of planning and leading airborne assaults by grav-chute, this warlord and his company are highly sought after when aerial deployment is the order of the day.
Add 1 to hit rolls for attacks made by friendly TEMPESTUS DROP FORCE INFANTRY units that disembarked from a friendly TEMPESTUS DROP FORCE VALKYRIE this turn while they are within 6" of your Warlord.Forged on Cypra Mundi, this small device is granted to officers of the Schola Progenium serving as escort upon the Black Ships of the Astra Telepathica. Emitting a minor null-field, it protects the wearer from psychic attack.
If the bearer is targeted or affected by a psychic power, roll a D6; on a 2+ the psychic power has no effect on the bearer.STRATAGEMS If your army includes any Tempestus Drop Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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This section contains new and updated rules for the Militarum Tempestus that can be used when fielding a MILITARUM TEMPESTUS Detachment, including Regimental Doctrines, Relics, Warlord Traits and Stratagems.
To the Steel Legions of Armageddon, the pitiless mathematics of industrialised slaughter have become a grim fact of life. One by one, their foes are butchered with dispassionate efficiency.
INFANTRY units with this doctrine may double the number of attacks they make with Rapid Fire weapons at a range of up to 18", rather than half the weapon’s range as normal. VEHICLES with this doctrine treat attacks against them with an AP of -1 as having AP 0.Cadians are raised from birth to fight the Imperium’s endless wars. Decades of rigorous firing drills have forged them into expert sharp-shooters.
Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead.In the deadly jungles of Catachan, only the strongest survive. The sons and daughters of this death world are ferocious warriors, taller and more powerful than typical humans.
INFANTRY units with this doctrine add 1 to their Strength characteristic. In addition, they can add 1 to their Leadership characteristic if they are within 6" of a friendly CATACHAN OFFICER. Each time a VEHICLE with this doctrine fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.) you can re-roll one of the dice used to determine the number of attacks made.The warriors of the Militarum Tempestus are the best of the best, merciless killers trained to obliterate their foes in a pinpoint fusillade of hot-shot las rounds.
If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.Mordian regiments are proud, unyielding soldiers. They fight and die facing the enemy, standing tall in ordered ranks and unleashing a devastating fusillade of las-fire.
If the base of every model in an INFANTRY unit with this doctrine is touching the base of at least one other model from the same unit, the unit has +1 Leadership and you can add 1 to hit rolls made for models in that unit when firing Overwatch. You can add 1 to hit rolls made for VEHICLES with this doctrine when firing Overwatch if they are within 3" of one or more other friendly MORDIAN VEHICLES. These modifiers to hit rolls are an exception to the normal rules which do not allow modifiers when making Overwatch shots – in such cases a result of 7 is also a successful hit.Masters of the lightning ambush, Tallarn warriors strike with overwhelming force before swiftly fading into the wilderness as if they were never there at all.
INFANTRY units with this doctrine are eligible to shoot in a turn in which they Advanced, and if they do, models in that unit can make attacks with weapons they are equipped with (excluding Heavy weapons) as if they had not Advanced. If a VEHICLE model with this doctrine Advances, until the end of the turn, the Type characteristic of any Heavy weapons it is equipped with is changed to Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon).Possessed of a grim fatalism regarding the prospect of death, Valhallan Ice Warriors will march unflinchingly into the most hellish of firestorms.
Each time a Combat Attrition test is taken for a unit with this doctrine, halve the number of models that flee from that unit (rounding fractions down). VEHICLES with this doctrine that have a damage table double the number of Wounds they have remaining for the purposes of determining what their characteristics are.Each and every Vostroyan weapon is lovingly hand-crafted and engraved with intricate ornamental detail. These are no artisanal trinkets, however, as victims of their deadly accurate firepower will attest.
Units with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire which would normally have a range of 24" or more.The Death Korps of Krieg are unafraid of death, famed for their willingness to fight no matter the odds and sacrifice themselves on the field of battle in the Emperor’s name.
Every planet in the Imperium raises regiments for the Astra Militarum. Each world’s troops have their own distinct traditions, training regimes, tactics and preferred methods of waging war. Even regiments from the same planet can vary, and the rules below will help you develop your own unique fighting force.
The soldier is the most deadly weapon of all in the eyes of some Astra Militarum regiments, whose rigorous training regimens place an emphasis on forward assault.
When an INFANTRY unit with this doctrine Advances, you can re-roll the Advance roll.The vehicles of this regiment share auspex readings to best track and target charging enemies, protecting their comrades from harm.
When resolving an Overwatch attack made by a <REGIMENT> VEHICLE model with this doctrine whilst within 3" of another friendly <REGIMENT> VEHICLE unit, a hit roll of 5+ scores a hit.There are few skills more explicitly soldierly than that of marksmanship. Having spent countless hours on ranges, the warriors of this regiment have honed their skills with all manner of weapons to ensure controlled fire even in the harshest battlefield conditions. Remaining calm under immense pressure, these soldiers are capable of pouring vast quantities of accurate fire on enemies that draw close enough, demonstrating impressive clarity of thought.
When an INFANTRY model with this doctrine shoots with a Rapid Fire weapon against a unit that is within 18", double the number of attacks that weapon makes, rather than following the normal rules for Rapid Fire weapons.Some regiments develop sophisticated mobile warfare tactics, specialising in rapid assaults and flexible defences. Their soldiers learn to fire accurately on the move, and are able to pour suppressing fire on the enemy even whilst rushing from cover to cover.
INFANTRY models with this doctrine can shoot Rapid Fire weapons they are equipped with even if they Advanced, but when resolving such an attack, subtract 1 from the hit roll.The troops of some Astra Militarum armoured regiments spend countless weeks drilling with their vehicles’ weapons, ensuring every reload is swift and precise even when the crew are under immense pressure.
When you roll to determine the Type characteristic of any weapon a VEHICLE model with this doctrine is equipped with, you can re-roll one of the dice.Last minute vehicle tune-ups before a battle can stop a track breaking or a weapon misfiring in combat, but the ability to repair damage mid-battle can be the difference between life and death, and many Astra Militarum vehicle crews are drilled in these vital skills.
At the start of your turn, roll one D6 for each VEHICLE model from your army with this doctrine that has lost any wounds. On a 2-4 that model regains 1 lost wound. On a 5+ that model regains up to D3 lost wounds.Hailing from a world where being seen to fight well in the eyes of one’s betters means social advancement, soldiers of this regiment fight hard in the presence of their officers.
When resolving an attack made with a melee weapon by a <REGIMENT> INFANTRY model with this doctrine whilst within 9" of a friendly <REGIMENT> OFFICER model, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).The million worlds of the Imperium crawl with myriad deadly xenofauna, and some human populations have become adept at hunting such creatures. When regiments of soldiers are raised from these worlds, their monsterhunting skills prove hugely valuable in battle.
When resolving an attack made with a Heavy weapon by a model with this doctrine against a MONSTER unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.There are few better ways of scouring a foe from a world than with torrents of burning promethium. Some regiments embrace this fact, mastering the use of flamer weapons and upgrading them with increased power.
When resolving an attack made with a flamer, heavy flamer or twin heavy flamer by a model with this doctrine, you can re-roll a wound roll of 1.Across the Imperium, billions of its citizens live in untold squalor, in places where might is right and violence is a way of life. Such hardship breeds brutal soldiers who fight as fiercely against the enemies of Mankind as they once did against rival gangs.
When resolving an attack made with a melee weapon by an INFANTRY model with this doctrine, an unmodified hit roll of 6 scores 1 additional hit.Drawing on extensive training, the gunners and spotters of this regiment form extremely effective partnerships that can have devastating consequences for the enemy.
Add 6" to the Range characteristic of Heavy weapons with a range of at least 24" that models with this doctrine are equipped with.Many peoples of the Imperium dwell in harsh wildlands, becoming experts in tracking and camouflage. The Astra Militarum puts these hard-earned skills to great use.
When resolving an attack made with a ranged weapon against an INFANTRY unit with this doctrine, if that unit did not Advance in its previous Movement phase, it is treated as receiving the benefit of cover to its saving throws.Where the Astra Militarum places importance on huge numbers, the regiments of the Militarum Tempestus emphasise tactical ability, superior weaponry and rigorous training in diverse conditions. As a result, these elite regiments are far more scarce, yet their brave deeds are famed throughout the Imperium.
The warriors of the Militarum Tempestus are the best of the best, merciless killers trained to obliterate their foes in a pinpoint fusillade of hot-shot las rounds.
If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.The 133rd Lambdan Lions work extensively with the Adeptus Mechanicus in the recovery of lost knowledge and arcane technologies. In exchange for their service, the Adeptus Mechanicus sees fit to reward them with esoteric augmentations for their vehicles, armour and weaponry.
Improve the Armour Penetration characteristic of weapons models with this doctrine are equipped with by 1 (e.g. AP 0 becomes AP -1).Known for their particularly vicious methods of warfare, the 32nd Thetoid Eagles are specialists in close-ranged firefights and rarely take prisoners.
When resolving an attack made with a ranged weapon by a model with this doctrine against a unit that is within half range, an unmodified hit roll of 6 scores 1 additional hit.Highly adept in counter-insurgency operations, the 43rd Iotan Dragons learn their patient and bloody trade in darkened cave labyrinths. Experts in combatting Tyranid Genestealers and other outlier organisms, they have learned the importance of being able to fire with precision rapidly even at longer ranges. Those who cannot do this are slaughtered by their preternaturally fast enemies.
Add 6" to the Range characteristic of Rapid Fire weapons models with this doctrine are equipped with.The Psian Jakals go to war in armour of jet black and with fearsome skulls painted on their masks. This, combined with incredible tracking skills and determination, makes them a truly terrifying enemy.
Each model destroyed by an attack made by a model with this doctrine in your Shooting phase is treated as 2 destroyed models in the following Morale phase.A regiment with a long and illustrious history of defeating the Emperor’s foes, the 55th Kappic Eagles typify the obedience, excellence and efficiency for which the Militarum Tempestus is renowned.
INFANTRY models with this doctrine do not suffer the penalty for moving and firing Heavy weapons. When resolving an attack made by a model with this doctrine in a turn in which it disembarked from a TRANSPORT, add 1 to the hit roll.The 9th Iotan Gorgonnes frequently fight alongside the Adepta Sororitas Order of the Glowing Chalice, both forces having originated from the same Schola Progenium facility of Vedill I. Their allies’ devotion to the Imperial Creed inspires them to seek the utter destruction of their enemies.
When resolving an attack made with a ranged weapon by an INFANTRY model with this doctrine against the closest enemy unit, an unmodified hit roll of 6 scores 1 additional hit.IMPERIAL COMMANDER’S ARMOURY
TANK ACE
ADVANCED COUNTER-MEASURES (Militarum Tempestus)
PROGENY OF CONFLICT (Militarum Tempestus)
SANCTIONED PSYKER (Cadian – Requisition)
WHITESHIELDS (Cadian – Requisition)
PRELIMINARY BOMBARDMENT
AMBUSH (Tallarn)
Battle Round
OFFICIO PREFECTUS COMMAND TANK
JURY RIGGING
MOBILE COMMAND VEHICLE
RELENTLESS
CADIA STANDS! (Cadian – Battle Tactic)
CONSOLIDATE SQUADS
DARING DESCENT (9th Iotan Gorgonnes)
PRECISION DROP (Militarum Tempestus)
SHOCK TROOPS (Cadian – Battle Tactic)
SEND IN THE NEXT WAVE! (Valhallan)
NEVER GIVE UP! NEVER SURRENDER! (Cadian – Strategic Ploy)
SUPERIOR INTELLIGENCE (Militarum Tempestus)
PSYCHIC CONCLAVE
AERIAL SPOTTER
GO! RECON!
INSPIRED TACTICS
VORTEX MISSILE
CONCENTRATED FIRE
DIRECT ONSLAUGHT
EXPERIENCED EYE
FOCUSED BOMBARDMENT
HAIL OF FIRE
ROLLING DEATH
SPLASH DAMAGE
STRIKE FIRST, STRIKE HARD
GRENADIERS
VENGEANCE FOR CADIA!
ARMOURED FIST (Armageddon)
FIRSTBORN PRIDE (Vostroyan)
VOLLEY FIRE (Mordian)
TACTICAL AIR CONTROL (Militarum Tempestus)
FULL CHARGE (32nd Thetoid Eagles)
GIFTS FROM THE MECHANICUS (133rd Lambdan Lions)
HAMMER BLOW (Militarum Tempestus)
KILLING ZONE (Militarum Tempestus)
POINT-BLANK EFFICACY (Militarum Tempestus)
TACTICAL MISDIRECTION (55th Kappic Eagles)
LOAD-FIRE-RELOAD (Cadian – Strategic Ploy)
AERIAL SPOTTER
INSPIRED TACTICS
SHIELD OF FLESH
TAKE COVER!
DEFT MANOEUVRING
SHIELD OF FLESH
ELUSIVE HUNTERS (54th Psian Jakals)
CRUSH THEM!
HEAD FIRST
FURIOUS CHARGE
DEFENSIVE GUNNERS
GRENADIERS
VENGEANCE FOR CADIA!
DRILLED TO PERFECTION (43rd Iotan Dragons)
VICIOUS TRAPS (Catachan)
FIGHT TO THE DEATH
UNQUESTIONING OBEDIENCE (Militarum Tempestus)
FIRE ON MY POSITION
FIELD PROMOTION (Cadian – Epic Deed)
OVERLAPPING FIELDS OF FIRE (Cadian)
If your army is Battle-forged and includes any ASTRA MILITARUM Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Imperial Guard on the battlefield.
3CP | ||
VORTEX MISSILE Astra Militarum Stratagem Vortex Missiles are amongst the most lethal and horrific warheads available to the Astra Militarum. Upon impact, these weapons tear a hole in the very fabric of reality, draining everything within a wide blast radius into the warp. Use this Stratagem before you fire a Deathstrike missile. You can re-roll failed hit rolls for this shot. In addition, add 1 to the roll made to determine whether other units within 6" are hit. If a model is wounded but not slain by the attack, roll another dice; on a 6, the model suffers a further D6 mortal wounds. | ||
3CP | ||
FIRE ON MY POSITION Astra Militarum Stratagem Even as they are overwhelmed, brave soldiers of the Astra Militarum may carry out one last act of vengeful defiance, calling in a creeping bombardment on their own position. Use this Stratagem when the last model is slain from an ASTRA MILITARUM unit from your army equipped with a vox-caster. Before removing the model, roll a D6 for each unit within 3" of it. On a 4+ that unit suffers D3 mortal wounds. | ||
1CP | ||
CRUSH THEM! Astra Militarum Stratagem Should the enemy be too close to engage with heavy cannons, Imperial armour will simply rumble forward to crush them beneath their grinding treads. Use this Stratagem at the start of your Charge phase. Select an ASTRA MILITARUM VEHICLE unit from your army. This unit can charge even if it Advanced this turn. In the following Fight phase, attacks made by this unit hit on a 2+. | ||
2CP | ||
AERIAL SPOTTER Astra Militarum Stratagem Aeronautica Imperialis recon planes send back pinpoint coordinates to artillery positions, allowing them to unleash a punishingly accurate salvo. Use this Stratagem at the start of the Shooting phase. Select a BASILISK or WYVERN model from your army. You can re-roll failed hit rolls for this unit in this phase. | ||
1CP | ||
JURY RIGGING Astra Militarum Stratagem Imperial tank jockeys and Enginseers have devised a number of improvised mechanical techniques to get their damaged steeds back into the fight. Use this Stratagem at the start of your turn. Select an ASTRA MILITARUM VEHICLE from your army. It cannot move, charge or pile in this turn, but immediately heals 1 wound. You can only use this Stratagem once per turn. | ||
1CP | ||
CONSOLIDATE SQUADS Astra Militarum Stratagem Astra Militarum officers must quickly learn to adapt in the thick of battle, forming ad hoc fire teams from the fragments of depleted infantry squads. Use this Stratagem at the end of your Movement phase. Choose an Infantry Squad from your army that is within 2" of another of your Infantry Squads from the same <REGIMENT>. You can merge these squads into a single unit and they are treated as such for the rest of the battle. | ||
1CP/3CP | ||
IMPERIAL COMMANDER’S ARMOURY Astra Militarum Stratagem By leveraging their considerable influence upon the Departmento Munitorum, high-ranking Imperial commanders can secure vital resources for their military campaigns. Use this Stratagem before the battle. Your army can have one extra relic from the Heirlooms of Conquest for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different ASTRA MILITARUM CHARACTERS. You can only use this Stratagem once per battle. | ||
2CP | ||
OFFICIO PREFECTUS COMMAND TANK Astra Militarum Stratagem Many regimental Commissars prefer to bellow threats and orders from the cupola of a Leman Russ battle tank. Use this Stratagem at the start of the first battle round, before the first turn begins. Select a LEMAN RUSS from your army. All friendly ASTRA MILITARUM units have a Leadership characteristic of 9 (unless it would otherwise be higher) whilst they are within 6" of this vehicle. | ||
1CP | ||
MOBILE COMMAND VEHICLE Astra Militarum Stratagem Command vehicles allow intrepid officers to lead from the front of the battle, racing across the lines, raising the spirits of their warriors and reacting with speed to any emerging threats. Use this Stratagem at the start of any turn. Choose a Chimera from your army. Until the end of the turn, an OFFICER from your army with the Voice of Command ability may still issue orders whilst embarked within that Chimera (measuring ranges from any point on the vehicle), and is treated as being within 3" of a vox-caster. | ||
2CP | ||
PRELIMINARY BOMBARDMENT Astra Militarum Stratagem An Astra Militarum assault often begins with an initial bombardment of the enemy line, softening up the foe before the mass advance of infantry and armour. Use this Stratagem after both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. You can only use this Stratagem once per battle. | ||
1CP | ||
INSPIRED TACTICS Astra Militarum Stratagem A skilled officer can turn a battle on its head, throwing the enemy into confusion and inspiring their own soldiers to acts of remarkable heroism. Use this Stratagem after an OFFICER from your army has issued an order or tank order. That officer may immediately issue an additional order. | ||
1CP | ||
DEFENSIVE GUNNERS Astra Militarum Stratagem As enemy anti-armour troops advance upon their vehicles, sponson and turret gunners unleash a devastating hail of fire. Use this Stratagem when a charge is declared against one of your ASTRA MILITARUM VEHICLE units. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6. | ||
1CP | ||
TAKE COVER! Astra Militarum Stratagem Sometimes the only possible response to overwhelming enemy fire is to hit the dirt and wait for the storm to pass, before springing up to unleash an answering volley. Use this Stratagem in your opponent’s Shooting phase when your opponent selects one of your ASTRA MILITARUM INFANTRY units as a target. You can add 1 to armour saving throws you make for this unit until the end of the phase. | ||
1CP | ||
GRENADIERS Astra Militarum Stratagem Against packed formations of enemy infantry, a favoured tactic of Astra Militarum assault troops is to hurl an opening salvo of grenades en masse. Use this Stratagem before an ASTRA MILITARUM INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so. | ||
1CP | ||
FIGHT TO THE DEATH Astra Militarum Stratagem They may be mere mortals in a galaxy of gods and monsters, but the soldiers of the Astra Militarum stand tall in the face of obliteration, lasguns blazing. Use this Stratagem at the start of the Morale phase. Pick an ASTRA MILITARUM INFANTRY unit from your army that is required to take a Morale test. You can roll a D3 for the unit, rather than a D6, when taking this test. | ||
1CP | ||
GO! RECON! Astra Militarum Stratagem Scout Sentinels can sacrifice firepower for speed, darting across the battlefield in search of new threats. Use this Stratagem at the start of your Shooting phase. Select a unit of Scout Sentinels from your army. This unit can immediately move 2D6" but cannot shoot or charge this turn. This move cannot bring this model within 1" of any enemy models. This move cannot bring this unit within Engagement Range of any enemy models. | ||
1CP | ||
VENGEANCE FOR CADIA! Astra Militarum Stratagem Soldiers of the Astra Militarum yearn to visit destruction upon those responsible for the fall of mighty Cadia. Use this Stratagem when you select one of your ASTRA MILITARUM units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit that target CHAOS units until the end of the phase. | ||
1CP | ||
VOLLEY FIRE Mordian Stratagem Mordian troops are trained to hold their fire until the perfect moment, before unleashing a single, devastatingly accurate volley that cuts the foe to pieces. Use this Stratagem before a MORDIAN INFANTRY unit from your army shoots in the Shooting phase. Each time you roll a hit roll of 6+ for an attack made by a model in that unit, immediately make one additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. | ||
2CP | ||
OVERLAPPING FIELDS OF FIRE Cadian Stratagem Cadian combat doctrine utilises the intense concentration of firepower, focused upon the most dangerous enemy targets. Use this Stratagem after a CADIAN unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other CADIAN units from your army that target the same enemy unit this phase. | ||
2CP | ||
SEND IN THE NEXT WAVE! Valhallan Stratagem Valhallan regiments drown the enemy under sheer weight of numbers, wearing them down with endless infantry assaults. Use this Stratagem at the end of your Movement phase. Select a VALHALLAN INFANTRY unit from your army (excluding CHARACTERS and Infantry Squads that have used the Combined Squads Stratagem) that was destroyed earlier in the battle. Set up this unit wholly within your deployment zone, within 6" of the edge of the battlefield and more than 9" from any enemy models. This unit costs reinforcement points in a matched play game. This unit costs reinforcement points in a game that uses a points limit. | ||
1CP | ||
FIRSTBORN PRIDE Vostroyan Stratagem Driven to repay their home world’s ancient debt, the Vostroyan Firstborn fight with prideful defiance, seeing each battle as a chance to reclaim their honour. Use this Stratagem at the start of your Shooting phase. Select a VOSTROYAN unit from your army. You can add 1 to hit rolls made for this unit until the end of the phase. | ||
1CP | ||
SUPERIOR INTELLIGENCE Militarum Tempestus Stratagem Storm troopers of the Militarum Tempestus have access to the latest operational intelligence, and are ready to greet enemy reinforcements with a hail of hot-shot rounds. Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your MILITARUM TEMPESTUS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls. | ||
3CP | ||
AMBUSH Tallarn Stratagem The Tallarns launch their assault from multiple directions, fixing the enemy in a lethal crossfire and throwing them into terrified confusion. Use this Stratagem during deployment. Choose up to three TALLARN units to be set up in ambush instead of placing them on the battlefield (only one of these units can have the VEHICLE keyword). At the end of any of your Movement phases these units can strike from hiding – set each of them up wholly within 7" of any battlefield edge and more than 9" from any enemy models. The units are considered to have moved their maximum distance. | ||
1CP | ||
ARMOURED FIST Armageddon Stratagem The Armageddon Steel Legions have perfected the art of the mechanised assault. Gas-masked troopers leap from their transports into the heart of the foe, lasguns blasting. Use this Stratagem at the start of your Shooting phase. Select an ARMAGEDDON INFANTRY unit from your army that disembarked from an ARMAGEDDON TRANSPORT VEHICLE this turn. You can re-roll hit rolls of 1 for that unit until the end of the phase. | ||
1CP | ||
VICIOUS TRAPS Catachan Stratagem Catachan Jungle Fighters lace the ground ahead of their defences with all manner of lethal devices, including snare mines, razor-shard tripwires and incendiary charges. Use this Stratagem when an enemy unit finishes a charge move within 1" of a CATACHAN unit from your army that is wholly on or within a terrain feature. Roll a dice; on a 4+ that enemy unit suffers D3 mortal wounds. | ||
If your army is Battle-forged and includes any Astra Militarum Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Astra Militarum on the battlefield.
1CP | ||
RELENTLESS Astra Militarum Stratagem Astra Militarum vehicles are so rugged and robust that they can be pushed beyond their limits temporarily in times of emergency, even if they have sustained damage. Use this Stratagem at the start of your turn. Select one VEHICLE model (except a TITANIC model) that has a damage table on its datasheet. Until the end of that turn, that model uses the top row of its damage table, regardless of how many wounds it has lost. | ||
1CP | ||
DIRECT ONSLAUGHT Astra Militarum Stratagem Normally used for indirect fire missions, when a target becomes visible to Manticores and Wyverns they are capable of unleashing a devastating barrage upon it. Use this Stratagem in your Shooting phase when a MANTICORE or WYVERN model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a storm eagle rocket or wyvern quad stormshard mortar by that model against a unit that is visible to it, add 1 to the hit roll. | ||
1CP | ||
EXPERIENCED EYE Astra Militarum Stratagem War on numerous battlefields against many foes has taught experienced Astra Militarum soldiers how to identify and exploit weak points in enemy armour. Use this Stratagem in your Shooting phase, when an ASTRA MILITARUM VETERANS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a weapon by a model in that unit, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). | ||
1CP | ||
FURIOUS CHARGE Astra Militarum Stratagem The brute power of Ogryns is such that when they charge, the impact is devastating. Use this Stratagem in your Charge phase, when an OGRYN unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound. | ||
1CP | ||
SPLASH DAMAGE Astra Militarum Stratagem Cover offers little protection against Hellhounds and their variants, and often becomes the target’s tomb. Use this Stratagem in your Shooting phase, when a HELLHOUND model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a chem cannon, inferno cannon or melta cannon by that model against a unit that is receiving the benefit of cover, you can re-roll the wound roll. | ||
1CP | ||
CONCENTRATED FIRE Astra Militarum Stratagem By focusing their fire on one target, gunners can follow their comrades’ tracers and maximise damage. Use this Stratagem in your Shooting phase, when a HEAVY WEAPONS SQUAD unit from your army is chosen to shoot with. Select one enemy unit. Until the end of that phase, attacks made by models in that HEAVY WEAPONS SQUAD unit must target that enemy unit, and when resolving those attacks, add 1 to the hit and wound rolls for any attack made with a weapon from the Heavy Weapons list. | ||
1CP | ||
STRIKE FIRST, STRIKE HARD Astra Militarum Stratagem From advanced positions, Sentinels take careful aim and often strike at key targets before battle begins. Use this Stratagem in your Shooting phase in the first battle round, when an ARMOURED SENTINELS or SCOUT SENTINELS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit, add 2 to the hit roll. | ||
1CP | ||
SHIELD OF FLESH Astra Militarum Stratagem Heavily armoured and immensely tough, Bullgryns can be a superlative shield against incoming fire. Use this Stratagem in the Shooting phase, when an INFANTRY unit from your army that is within 3" of a friendly BULLGRYNS unit is chosen as the target of an attack. Until the end of that phase, when resolving an attack made against that INFANTRY unit, if that BULLGRYNS unit is closer to the attacking model than that INFANTRY unit is, subtract 1 from the hit roll. | ||
2CP | ||
HAIL OF FIRE Astra Militarum Stratagem Rapid reloading is at the core of tank crew training. Use this Stratagem in your Shooting phase, when a LEMAN RUSS model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a weapon by that model against a VEHICLE unit, do not roll to determine the Type characteristic of that weapon; it has the maximum value (e.g. a Heavy D6 weapon makes 6 shots). | ||
1CP | ||
ROLLING DEATH Astra Militarum Stratagem Taurox drivers strike the perfect balance between advancing and maximising their firepower. Use this Stratagem in your Shooting phase, when a TAUROX model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model, if that model moved less than half its Move characteristic in the preceding Movement phase, add 1 to the hit roll. | ||
1CP | ||
HEAD FIRST Astra Militarum Stratagem Mechanised infantry units often drill to strike the enemy hard and fast the instant they disembark. Use this Stratagem in your Charge phase, when a unit from your army is chosen to charge with. Until the end of that phase, if that unit disembarked from a CHIMERA unit this turn, when making a charge roll for that unit, add 2 to the result. | ||
1CP | ||
FOCUSED BOMBARDMENT Astra Militarum Stratagem At the precise moment, the Master of Ordnance calls every gun at their disposal to fire on a single point. Use this Stratagem in your Shooting phase, when a MASTER OF ORDNANCE unit from your army is chosen to shoot with. Until the end of that phase, the artillery barrage that unit is equipped with has a Type characteristic of Heavy 6. | ||
1CP | ||
DEFT MANOEUVRING Astra Militarum Stratagem When under fire, Armoured Sentinels skilfully manoeuvre to face their front armour towards the enemy. Use this Stratagem in your opponent’s Shooting phase, when an ARMOURED SENTINELS unit from your army is chosen as the target for an attack. Until the end of that phase, when resolving an attack made against that unit, halve any damage inflicted (rounding up). | ||
1CP | ||
PSYCHIC CONCLAVE Astra Militarum Stratagem When they fight together, the psychic power of Primaris Psykers and Wyrdvane Psykers is magnified to a level far greater than the sum of their parts. Use this Stratagem at the start of your Psychic phase. Select one WYRDVANE PSYKERS unit from your army and one friendly ASTRA MILITARUM PRIMARIS PSYKER unit within 6" of that WYRDVANE PSYKERS unit. Until the end of that phase, when a Psychic test is taken for a model in either of those units, add 2 to the result. In addition, until the end of that phase, each of those units can attempt to manifest one additional psychic power. | ||
If your army is Battle-forged and includes any Militarum Tempestus Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. When one of these Stratagems refers to a unit from your army, that unit must be in a Militarum Tempestus Detachment from your army.
1CP | ||
POINT-BLANK EFFICACY Militarum Tempestus Stratagem When timed correctly, a hail of hot-shot las at close range can be devastating to the enemy. Use this Stratagem in your Shooting phase, when a MILITARUM TEMPESTUS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit against a unit within half range, add 1 to the Strength characteristic of that weapon for that attack. | ||
1CP | ||
UNQUESTIONING OBEDIENCE Militarum Tempestus Stratagem The soldiers of the Militarum Tempestus are renowned for their staunch discipline and unwavering obedience. Use this Stratagem in the Morale phase. Select one TEMPESTOR PRIME or COMMISSAR model from your army. Until the end of that phase, when a Morale test is taken for a friendly MILITARUM TEMPESTUS unit within 12" of that model, do not roll the dice; it is automatically passed. | ||
1CP | ||
PRECISION DROP Militarum Tempestus Stratagem So skilled are some Tempestus Scions at combat drops that they can undertake aerial insertions that would be simply impossible for other troops. Use this Stratagem in your Movement phase. Select one AERONAUTICA IMPERIALIS model with the Flyer Battlefield Role and the Grav-chute Insertion ability from your army. Until the end of that phase, when a MILITARUM TEMPESTUS unit with the Aerial Drop ability embarked aboard that model disembarks, that unit must be set up more than 5" away from any enemy models, instead of more than 9". In addition, if that model moved more than 20" that phase, do not roll a D6 for each model disembarking; no models are destroyed. | ||
2CP | ||
HAMMER BLOW Militarum Tempestus Stratagem The concentrated firepower of Imperial aircraft is so overwhelming that it can pin down the enemy and deny them whole areas of the battlefield. Use this Stratagem in your Shooting phase, when a model is destroyed by an attack made by an AERONAUTICA IMPERIALIS model with the Flyer Battlefield Role from your army. That destroyed model’s unit is pinned until the start of your next turn. Halve the result of any Advance and charge rolls made for pinned units. When resolving an attack made with a ranged weapon by a model from a pinned unit, subtract 1 from the hit roll. | ||
1CP | ||
ADVANCED COUNTER-MEASURES Militarum Tempestus Stratagem When expecting to insert into particularly perilous drop zones, Tempestus Scions fit their dropships with additional defences to ward off incoming fire. Use this Stratagem before the battle. Select one VALKYRIE model from your army. When you declare that model will hover, it does not lose the Hard to Hit ability. | ||
1CP | ||
TACTICAL AIR CONTROL Militarum Tempestus Stratagem Many Tempestus Scions receive advanced training in calling for devastating air strikes and strafing runs. Use this Stratagem at the start of your Shooting phase. Select one OFFICER OF THE FLEET model from your army. Until the end of that phase, when picking an enemy unit for that model’s Air Raid Requested or Strafing Coordinates abilities, you can measure the range and visibility from any friendly MILITARUM TEMPESTUS unit on the battlefield that has a vox-caster, instead of from that model. When rolling a D6 for that model’s Air Raid Requested ability, add 2 to the roll. | ||
1CP | ||
PROGENY OF CONFLICT Militarum Tempestus Stratagem The Scions are bred for war, each a born leader. Use this Stratagem before the battle, after nominating your Warlord. Select one MILITARUM TEMPESTUS CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle. | ||
1CP | ||
KILLING ZONE Militarum Tempestus Stratagem Tempestus Scions frequently use fields of enfilading fire to destroy their enemies. Use this Stratagem in your Shooting phase, after you have shot with a <TEMPESTUS REGIMENT> INFANTRY unit from your army. Select one enemy unit that had any models destroyed as a result of attacks made by models from that unit in that phase. Until the end of that phase, when resolving an attack made by a friendly <TEMPESTUS REGIMENT> INFANTRY model against that enemy unit, add 1 to the wound roll. | ||
1CP | ||
TACTICAL MISDIRECTION 55th Kappic Eagles Stratagem The 55th Kappic Eagles destroy each target for a reason. Use this Stratagem in your Shooting phase, when a unit is destroyed by an attack made by a model in a 55TH KAPPIC EAGLES unit from your army. In your opponent’s next Shooting phase, when resolving an attack made by an enemy model against a unit other than that 55th Kappic Eagles unit, subtract 1 from the hit roll if that 55TH KAPPIC EAGLES unit is the closest visible unit from your army to that model and it is not within 1" of any enemy models. | ||
1CP | ||
DRILLED TO PERFECTION 43rd Iotan Dragons Stratagem The 43rd stand firm, weapons readied, before their foe. Use this Stratagem in your opponent’s Charge phase, before a 43RD IOTAN DRAGONS unit from your army fires Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4+ scores a hit. | ||
1CP | ||
ELUSIVE HUNTERS 54th Psian Jakals Stratagem The 54th Psian Jakals are masters of camouflage. Use this Stratagem in your opponent’s Shooting phase, when a 54TH PSIAN JAKALS unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack made with a ranged weapon by an enemy model against that unit whilst that unit is not within half range, subtract 1 from the hit roll. | ||
1CP | ||
GIFTS FROM THE MECHANICUS 133rd Lambdan Lions Stratagem Many squads of the 133rd Lambdan Lions have been gifted with enhanced power packs for their weapons. Use this Stratagem in your Shooting phase, when a 133RD LAMBDAN LIONS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends. | ||
1CP | ||
FULL CHARGE 32nd Thetoid Eagles Stratagem Mounted in rapid Taurox Primes, the 32nd Thetoid Eagles unleash hell upon the enemy at close range. Use this Stratagem in your Shooting phase, when a 32ND THETOID EAGLES TAUROX PRIME model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model against an enemy unit within 12", you can re-roll the hit roll. | ||
1CP | ||
DARING DESCENT 9th Iotan Gorgonnes Stratagem Incredibly courageous, the 9th drop into the hotzone. Use this Stratagem in your Movement phase. Select one 9TH IOTAN GORGONNES unit from your army that was set up in a high-altitude transport. Until the end of that phase, when you set up that unit on the battlefield using the Aerial Drop ability, that unit must be set up more than 5" away from any enemy models, instead of more than 9". You cannot charge with that unit this turn. | ||
The psykers who accompany the soldiery of the Astra Militarum perform a variety of battlefield roles, but each one is a deadly tool of war. Whether channelling the energies of the warp to protect and embolden their allies, or to confound and destroy the foe, each commands powers capable of turning the tide of battle.
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Psykana discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.D6 | PSYCHIC POWER |
1 | TERRIFYING VISIONS The psyker fills his enemies’ minds with nightmarish images and visions of torment, seeking to send them fleeing in terror. Terrifying Visions has a warp charge value of 7. If manifested, choose an enemy unit within 18" of the psyker. That unit subtracts 2 from its Leadership until the start of your next turn. |
2 | GAZE OF THE EMPEROR The psyker cages the immense power of the immaterium within his physical form, and his eyes blaze with the Emperor’s vengeful fury. Gaze of the Emperor has a warp charge value of 6. If manifested, draw a straight line 2D6" long directly away from the psyker. Roll a dice for each model the centre of the line passes over. On a 4+ that model’s unit suffers a mortal wound. |
3 | PSYCHIC BARRIER The psyker weaves an aegis of pure psychic energy around his allies, against which enemy fire sparks and spatters harmlessly. Psychic Barrier has a warp charge value of 6. If manifested, select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit’s saving throws. |
4 | NIGHTSHROUD Calling upon the power of the empyrean, the psyker cloaks his allies in a flowing curtain of shadow, concealing them from the enemy. Nightshroud has a warp charge value of 6. If manifested, choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls. |
5 | MENTAL FORTITUDE Drawing on boundless reserves of inner strength, the psyker shields his allies’ minds from mortal fears and the threat of sorcerous assault. Mental Fortitude has a warp charge value of 4. If manifested, select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, that unit automatically passes Morale tests. |
6 | PSYCHIC MAELSTROM The psyker unleashes the full might of his mind, summoning a roiling psychic tempest that envelops his enemy, lifting them from the ground and wrenching them about like a rag doll. Psychic Maelstrom has a warp charge value of 7. If manifested, select an enemy unit within 18" of the psyker. Roll a D6. On a 2+, that unit suffers a mortal wound. Unless this mortal wound is negated, you can then roll another dice. On a 3+ that enemy unit suffers another mortal wound. Continue this process, adding 1 to the dice roll required each time (so the next roll would need 4+, then 5+, etc.) until you fail to cause a mortal wound, or the enemy unit is destroyed. |
The generals of the Astra Militarum come from a variety of backgrounds, either born into their rank, schooled in an academy, or from climbing the ranks through personal achievement. Some are great strategists whilst others are inspirational fighters.
If a <REGIMENT>, MILITARUM TEMPESTUS or OFFICIO PREFECTUS CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general’s temperament and preferred style of waging war.D6 | WARLORD TRAIT |
1 | GRAND STRATEGIST This Warlord is capable of precisely anticipating the ebb and flow of war. Whilst your Warlord is alive, you can re-roll a single hit roll, wound roll or saving throw per battle. In addition, if your army is Battle-forged and this Warlord is on the battlefield, roll a D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is immediately refunded. |
2 | OLD GRUDGES The Warlord has learned his nemesis’ weakness, and will exploit it ruthlessly. After deployment, but before the first battle round begins, choose a unit in your opponent’s army. You can re-roll failed wound rolls for ASTRA MILITARUM units from your army that target the unit you chose whilst they are within 6" of your Warlord. |
3 | IMPLACABLE DETERMINATION The Warlord is known for leading swift and inexorable advances. When your Warlord and a single friendly unit within 3" of them Advances, they may both add 6" to their Move characteristic for that Movement phase instead of rolling a dice. |
4 | DRACONIAN DISCIPLINARIAN The Warlord believes that to spare the lash is to spoil the soldier, and is never hesitant in dealing out despotic punishments. His men fear his wrath more than any mortal foe. You can re-roll failed Morale tests for friendly ASTRA MILITARUM INFANTRY units within 6" of your Warlord in the Morale phase. If a COMMISSAR has this Warlord Trait, then their Summary Execution ability takes precedence, but if the re-rolled Morale test is also failed then D3 additional models are slain and the test is then considered to have passed. |
5 | BELLOWING VOICE Every order given by this Warlord is bellowed to his men with perfect clarity and at ear-splitting volume, ensuring those under his command know his will and act on it without hesitation. Add 3" to the range of any abilities on your Warlord’s datasheet (such as Aura of Discipline or Voice of Command). |
6 | MASTER OF COMMAND This Warlord commands his forces with a masterful knowledge of their abilities and even individual personalities, ensuring he gets the best from the men around him. Your Warlord gains the Voice of Command ability. If your Warlord already has the Voice of Command or Tank Orders ability, they may instead issue one additional order per turn. If your Warlord is a COMMISSAR, it can issue an order to any <REGIMENT> INFANTRY unit (irrespective of what regiment that unit is from – e.g. MILITARUM TEMPESTUS, CADIAN, etc.) |
REGIMENT | TRAIT |
Cadian | Superior Tactical Training: Cadian officers are known for their strategic excellence, as are those they command. Their long training and curt, well-established battle cant allows them to issue the right order at the right time with consummate speed and efficiency. Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an additional CADIAN unit of the same type as the original target (INFANTRY or VEHICLE excluding TITANIC) within 6" of the Warlord. |
Catachan | Lead From the Front: Catachan officers dive into the thick of the fray without hesitation, their blades and their teeth bared – mortal enemies hold little fear for those who have fought the mega-fauna of a death world jungle and survived. This Warlord can perform a Heroic Intervention if, after the enemy has completed all their charge moves, they are within 6" of any enemy units. This Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them. |
Valhallan | Tenacious: Valhallan officers are famously merciless, and freely sacrifice the lives of their men in order to carry the day – yet they are not afraid of danger, and will fight on even when sustaining deep wounds, the better to inspire obedience in their men. Roll a dice each time your Warlord suffers a wound or mortal wound. On a 5+, the wound is ignored. If your Warlord has the VEHICLE keyword, the wound is ignored on a roll of a 6+ instead. |
Vostroyan | Honoured Duellist: The sword-forms of the Vostroyan aristocracy are steeped in tradition, yet at their heart is a deadly efficacy of movement – those trained in such honour duels make formidable opponents at close quarters. Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord. |
Armageddon | Ex-gang Leader: It is common amongst the regiments of Armageddon to recruit from the underhive gangs of the planet’s towering metropoli – those who once led gangs in urban warfare fight dirty even on the field of open war. Add 1 to this Warlord’s Attacks characteristic. In addition, add 1 to any wound rolls made for your Warlord in the Fight phase. |
Tallarn | Swift Attacker: The Tallarn way of war is to ebb and flow, to fall back and to sprint forward at a single barked command from their leaders. To fight them is to fight a hurricane of blades, bolts and las blasts that can change direction in a heartbeat. Your Warlord and all friendly TALLARN units within 6" of them can charge even if they Fell Back that turn. |
Militarum Tempestus | Faithful Servant of the Throne: The Scions of the Militarum Tempestus, raised by the punitively strict Schola Progenia, are possessed of an iron mental fortitude. The strongest amongst them have a faith that can turn aside hostile psychic emanations. Your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker. |
Mordian | Iron Discipline: The steel in the soul of Mordian’s officers is further hardened by a lifetime of oppression and conflict – those who fight under their stern gaze are inspired to battle on even against impossible odds. Roll a dice for each model that flees from any friendly MORDIAN units within 6" of your Warlord in the Morale phase. On a 4+, that model does not flee. |
The troops of the Militarum Tempestus are bred for war. They are unshakeable in their faith and possessed of immense surety of purpose. Their Tempestor Primes are highly experienced soldiers, who in their long careers develop unique skills, characters and tastes in battle.
If a MILITARUM TEMPESTUS unit in a MILITARUM TEMPESTUS Detachment from your army is your Warlord, you can pick a Militarum Tempestus Warlord Trait from the list below instead of from the Warlord Traits table in Codex: Astra Militarum, but only if your Warlord is from the relevant Tempestus Regiment.The warlord has access to rare equipment, such as unusual augur arrays and oculus equipment normally kept by the Adeptus Mechanicus for its own use.
Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly 133RD LAMBDAN LIONS units whilst their unit is within 6" of this Warlord.The warlord has taught his troops to always aim for a target’s most vulnerable points, to maximise the damage they suffer in combat.
When resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a friendly 32ND THETOID EAGLES model whilst within 6" of this Warlord, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -4 for that attack.The warlord is a mathematical genius as well as a highly experienced combatant. Combined, these skills make him extremely adept at pinpointing where an enemy will be and directing accurate and lethal fire against them.
At the start of your Shooting phase, select one enemy unit within 18" of this Warlord. Until the end of that phase, when resolving an attack made by a friendly 43RD IOTAN DRAGONS model whilst its unit is within 6" of this Warlord, that enemy unit does not receive the benefit of cover.The warlord has developed his proficiency in hunting and surveillance to levels bordering on prescience, and always knows where best to deploy his warriors.
At the start of the first battle round, before the first turn begins, select up to three 54TH PSIAN JAKALS units from your army on the battlefield. Remove those units from the battlefield then set them up again as described in the Deployment section of the mission being played (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).The warlord has in his possession a master vox with which he can directly command his forces over a wide area, enacting far-ranging strategies.
When using this Warlord’s Voice of Command ability, it can issue orders to friendly 55TH KAPPIC EAGLES INFANTRY units within 24". In addition, while this Warlord is embarked within a TRANSPORT model it can still use its Voice of Command ability; when doing so, make any measurements from that TRANSPORT model’s hull.The warlord has fought on multiple battlefields with his regiment’s allies of the Order of the Glowing Chalice. They have been blessed countless times by the battle sisters, and have drunk sacred water from holy cups held by the Order’s preceptories. As a result the warlord’s roll of honour from fighting for the Ecclesiarchy is as long as he is tall, extolling him as a beacon of faith.
When a Psychic test is taken for an enemy PSYKER model within 24" of this Warlord, that model suffers Perils of the Warp on a roll of any double.
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1CP | ||
TANK ACE Astra Militarum Stratagem Imperial armoured regiments fight in countless wars across the galaxy. Though many tank crews are lost, some survive a number of battles, their experience and success earning them renown as tank aces. Use this Stratagem before the battle. Select one ASTRA MILITARUM VEHICLE model (without the BROOD BROTHERS keyword) from your army. That model can be given a Tank Ace ability from the corresponding list below. Named characters cannot be given a Tank Ace ability, and no model can have more than one Tank Ace ability. You can only use this Stratagem once per battle. | ||
The ace loves nothing more than the thrill of firing their tank’s main cannon as they rush at the foe.
In your Shooting phase, this model can shoot with turret weapons it is equipped with even if it Advanced this turn.The ace knows their vehicle’s ways and foibles in great detail, and is able to repair minor damage with ease.
When resolving an attack made with a ranged weapon against this unit, reduce the Damage characteristic of that weapon by 1 (to a minimum of 1) for that attack.The ace is incredibly deliberate in their actions, taking their time to make the perfect shot.
In your Shooting phase, when resolving an attack made by this model, if it did not move or moved a distance less than half its Move characteristic in the preceding Movement phase, re-roll a wound roll of 1.The ace is a master of conducting armoured warfare, calmly responding to every ebb and flow of battle.
TANK COMMANDER models with this ability can issue one additional Tank Order each turn.The ace has invested considerable time in bolstering the armour of their vehicle.
This model has a Save characteristic of 2+.The ace has truly mastered their vehicle’s primary weapon, using it to deliver killing shots against the odds.
Improve the Armour Penetration characteristic of turret weapons (see Grinding Advance ability) this model is equipped with by 1 (e.g. AP 0 becomes AP -1).The ace always utilises their vehicle’s weapons to their fullest effect, determined to destroy their enemies.
Do not roll to determine the Damage characteristic of weapons this model is equipped with; they have their maximum values (e.g. a weapon with a Damage characteristic of D3 inflicts 3 damage).The ace bombards foes whose morale has been sapped by battle, completely shattering their will to fight on.
In the Shooting phase, after you have resolved all of the attacks made by this model, select one enemy unit that any of those attacks scored a hit against. Until the end of the turn, subtract 2 from the Leadership characteristic of that unit.The ace knows the importance of always having enough ammunition to hand.
When rolling to determine the Type characteristic of a ranged weapon this model is equipped with, you can re-roll any or all of the dice.The tank ace is an expert in maximising the available cover to shield their huge vehicle from attack.
This model receives the benefit of cover until the first time it moves in the battle.Such is the ace’s reputation for snatching victory from the jaws of defeat that they are an inspiration to all.
When a Morale test is taken for a friendly ASTRA MILITARUM unit within 6" of this model, roll one additional D6 and discard one of the dice.This super-heavy tank ace has fought alongside their allies for so long that they have learned to work seamlessly with them and adopt their ways of war.
If your army is Battle-forged, this model gains the Regimental Doctrine of its <REGIMENT> even if it is in a Super-heavy Auxiliary Detachment.Below you will find Warlord Traits, Relics and Stratagems for Astra Militarum units that are drawn from Cadia.
Codex: Astra Militarum describes how certain Imperial Guard units belong to a Regiment, and how you can use the <REGIMENT> keyword to specify where such a unit is drawn from. The rules in the following section are for units that are drawn from Cadia.
Some rules in this section refer to a CADIAN Detachment. This is one that only includes units with the CADIAN keyword (excluding models that are listed in the Advisors and Auxilla section of Codex: Astra Militarum).
D3 | WARLORD TRAIT |
1 | STEEL DISCIPLINE (AURA) This warlord is the epitome of the famed Cadian discipline, and his example reinforces the military efficiency bred into the bones of all those under his gaze. While a friendly CADIAN unit is performing an action within 6" of this model, that unit can shoot without that action failing. |
2 | GIFTED COMMANDER Even amongst the lauded strategists and tacticians of Cadia this warlord is a renowned logistician, always knowing where best to position their forces. After both players have deployed their armies, but before the first battle round begins, select either one CADIAN VEHICLE unit (excluding TITANIC units) from your army that is in your deployment zone, or up to three non-VEHICLE CADIAN units from your army that are in your deployment zone, and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first. |
3 | MIND LIKE A FORTRESS (AURA) All Cadians receive a no-nonsense introduction to the perils of psyker-taint in their youth, but few are able to resist its malign touch like this warlord, and his example steels the minds and souls of his soldiers. While a friendly CADIAN unit is within 6" of this model, in the enemy’s Psychic phase, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost. |
DEKKER’S AUTO-VOX SERVO SKULL Crafted from the skull of one of Cadia’s most famed officers, this servo-skull can patch into the military vox-net to boost and transmit the bearer’s orders over vast distances - though the voice heard on the other end of the vox is never that of the bearer, but of the old dead general. INFANTRY OFFICER only. Each time the bearer uses its Voice of Command ability:
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GATEKEEPER This mighty battle cannon crafted from thrice-blessed iron stood vigil on old Cadia, guarding the Cadian Gate for millennia. Under its rage have traitors and renegades alike met their doom. With its ward destroyed, its machine spirit yearns for vengeance. Model with battle cannon only. This Relic replaces a battle cannon and has the following profile (it still counts as a battle cannon for all rules purposes):
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BASTONNE’S SWORD Lukas Bastonne was a famed war hero who stood at the forefront of the defence of Cadia, standing his ground against insurmountable odds. Though martyred whilst holding back Abaddon’s forces, his sword was recovered and now acts as a symbol of defiance in defence. Model with power sword only. This Relic replaces a power sword.
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TACTICA PAX CADIA This award can be bestowed upon an officer whose tactics and strategy have proven the difference between victory and defeat. OFFICER only. Once per battle round, when you use a Battle Tactic or Strategic Ploy Stratagem that requires you to select a CADIAN unit, if that unit is within 6" of this model, this model can use this Relic provided it has not used it for that Stratagem already during this battle. If it does, that Stratagem costs one fewer CP to use (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs. |
While even a single Cadian soldier refuses to yield, Cadia still stands.
The Guardsmen of Cadia are famed for their decisive shock tactics.
Should a unit’s senior officers be slain, it will fall to a junior officer to take charge and see the battle plan is executed to victory.
Cadia was close to the Eye of Terror and had a high incidence of psychic activity. Some of these individuals exhibit enough control over their powers to provide support to the Shock Troops in battle.
Every Cadian serves as part of its youth army, an honoured rite of passage where the brave recruits yearn for glory as part of the famed Whiteshields.
The endless load-fire-reload drills the gunners and tank crews of Cadia are taught to master make them nigh unstoppable on the battlefield.
Cadians display a steely discipline in the face of the enemy and will fight to the last, unwilling to give up and let another world fall while they still breathe to defend it.
In this section you’ll find additional rules for playing Crusade battles with the forces of the Astra Militarum, such as Agendas, Battle Traits, Requisitions and Crusade Relics that are bespoke to ASTRA MILITARUM units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
While perfect for use in a Pankallis Assault campaign, they are not limited to such a campaign, and can be used for any Astra Militarum Crusade force.
The grand armies of the Imperial Guard can overwhelm enemy positions by sheer weight of numbers.
Military discipline and obeying the chain of command will ensure victory.
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 it is a source of great comfort and inspiration to any loyal servant of the Emperor who can read.
The regiment has been honed by a highly decorated and respected officer, who passes their wisdom on to those they lead.
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Star of Terra This is one of the highest decorations that can be awarded to a member of the Imperial Guard. It contains a powerful refractor field in addition to proclaiming the soldier’s status as one of the Astra Militarum’s greatest leaders. OFFICER, COMMISSAR or LORD COMMISSAR only.
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Medal Macharia Only the most inspiring officers are awarded the Medal Macharia. OFFICER model with the Senior Officer ability only. Once per Shooting phase, the bearer can issue two orders to the same unit. |
Since the dawn of the Imperium, Humanity’s greatest heroes have wielded weapons and equipment of extraordinary power. Some of these have been lost, whilst others are held in great shrines where pilgrims flock to see them. A few, however, are still in use, borne by those on the front lines of battle against the enemies of the Emperor.
If your army is led by an ASTRA MILITARUM Warlord, then before the battle you may give one of the following Heirlooms of Conquest to an ASTRA MILITARUM CHARACTER. Named characters such as Lord Castellan Creed already have one or more artefacts, and cannot be given any of the following relics.CLAW OF THE DESERT TIGERS
Famously used by Captain Al’rahem of the Tallarn 3rd to take the head of the Aeldari Autarch Kaliell, this power sword was crafted by master artisans and embellished with emblems of the desert.
TALLARN model with power sword only. Claw of the Desert Tigers replaces the model’s power sword and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Claw of the Desert Tigers | |||||
Claw of the Desert Tigers | Melee | Melee | +1 | -3 | 2 |
Abilities: Each time the bearer fights, it can make 2 additional attacks with this weapon. |
KUROV’S AQUILA
General Kurov was one of the most gifted officers in Imperial history. Upon retirement, he recorded dozens of tactical treatises that were translated into vox-ghosts and uploaded into a two-headed avian servitor referred to as ‘Kurov’s Aquila’. An officer who possesses this prestigious tool can turn to it for tactical guidance. In response, the servitor’s blindfolded head will vocalise the most relevant vox-ghost in Kurov’s stentorian tones. The other head’s eyes glow above its bound-shut beak as they project a hololithic display of Kurov himself, his image flickering as it reveals the secrets of the foe.
OFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point.MAMORPH TUSKBLADE
This viciously sharp blade was quenched in the blood of a Shambling Mamorph. It is said by the Jungle Fighters that the strength of that great beast – a mass of muscle and hair that can eviscerate an Ogryn with a single sweep of its oversized tusks – lives in the sword’s edge.
CATACHAN model with power sword only. The Mamorph Tuskblade replaces the model’s power sword and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Mamorph Tuskblade | |||||
Mamorph Tuskblade | Melee | Melee | +2 | -3 | 2 |
ORDER OF THE IRON STAR OF MORDIAN
The Mordians are resolute and tenacious, and none more so than one who has earned the Order of the Iron Star. This impressive medallion is said to carry a fraction of the Emperor’s protective grace.
MORDIAN INFANTRY model only. Each time the bearer suffers a wound or mortal wound, roll a dice; on a 4+ the wound is negated and has no effect.PIETROV’S MK 45
Commander Wladislaw Pietrov was well-known for the bulky Valhallan Mk 45 bolt pistol with which he dispensed rough justice – he who wields it is both inspiring and daunting to all Valhallans.
VALHALLAN model with bolt pistol only. Pietrov’s Mk 45 replaces the model’s bolt pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Pietrov’s Mk 45 | |||||
Pietrov’s Mk 45 | 12" | Pistol 2 | 4 | -1 | 2 |
Abilities: Friendly VALHALLAN units within 6" of the bearer can never lose more than one model as the result of any single failed Morale test. |
RELIC OF LOST CADIA
Though Cadia was destroyed by the Thirteenth Black Crusade, its most sacred artefacts live on. The most meaningful amongst the medals and skulls of fallen heroes resonates with energies of defiance and inspires those around them to acts of retribution.
CADIAN model only. Once per battle, the bearer can unveil this relic at the start of any turn. Until the end of that turn, you can re-roll hit and wound rolls of 1 for all CADIAN units within 12" of the bearer. You can instead re-roll all failed hit and wound rolls for these units until the end of the turn if they are targeting a CHAOS unit.SKULL MASK OF ACHERON
Possessing an almost totemic quality, the Skull Mask has been worn by a succession of Steel Legion commanders – he who dons it puts aside his identity, but carries a fell reputation as a killer of xenos.
ARMAGEDDON CHARACTER only. Enemy units within 3" of the bearer suffer a -1 penalty to their Leadership. ORK units suffer a -2 penalty instead.THE ARMOUR OF GRAF TOSCHENKO
Toschenko, famous throughout the Firstborn for his indomitability against the T’au during the Nimbosa crusade, wore ornate augmetic armour that has since been passed to a dozen spiritual descendants.
VOSTROYAN INFANTRY model only. Increase the model’s Toughness characteristic to 4 and Save characteristic to 2+.THE BLADE OF CONQUEST
The greatest Imperial Guard commander ever to bestride the stars, Warmaster Solar Macharius reclaimed a thousand worlds for the Emperor. Upon his death he was enshrined as a saint; the six ornate blades of his subordinate generals laid upon the altar to his glory. Only one of these weapons has been reclaimed to active service. Any man who wields this sword can light a righteous fire in the hearts of his men, for they fight in the shadow of Saint Solar himself.
Model with power sword only. The Blade of Conquest replaces the model’s power sword and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Blade of Conquest | |||||
Blade of Conquest | Melee | Melee | +2 | -4 | D3 |
THE DAGGER OF TU’SAKH
Tu’Sakh Khan of the 2nd Attilan Rough Riders was known as a particularly cunning and bold commander, with an almost preternatural ability to find the perfect time and place to strike. On his death bed, he dictated that his ornate dagger be gifted to an ally as a gesture of respect. Over the decades since, this gifting has become tradition, each owner presenting the dagger to a fellow commander upon arrival at a new war zone. Many an owner has found themselves inspired by the rash spirit of Tu’Sakh, leading their men in daring raids deep in the heart of the enemy’s territory.
INFANTRY OFFICER model only. During deployment, you can set up the bearer and one ASTRA MILITARUM INFANTRY unit from your army behind enemy lines instead of placing them on the battlefield. The infantry unit must have the same <REGIMENT> keyword as the bearer if the bearer has one. At the end of any of your Movement phases these units can launch their daring attack – set them up within 3" of each other, anywhere on the battlefield that is wholly within 6" of any battlefield edge and more than 9" away from any enemy models.THE DEATHMASK OF OLLANIUS
Ollanius the Pious is the epitome of Imperial sainthood, believed martyred at the hands of Horus himself. In the millennia since his passing, Ollanius’ deathmask has been revered as a holy relic; whosoever wears this ancient artefact is granted the determination and endurance of the famous martyr himself. The mask is a terrifying piece of craftsmanship, depicting in obsidian and void- fired bronze the agonised visage of a tortured angel. It is said that, in the presence of traitors, the Deathmask will weep tears of blood.
INFANTRY model only. The bearer of this item has a 4+ invulnerable save. In addition, once per game, at the start of any of your turns, the bearer may immediately heal D3 wounds.THE EMPEROR’S BENEDICTION
Wielded by a succession of brutal, uncompromising Commissars, this masterwork bolt pistol is feared by all. Its elementary but bloodthirsty machine spirit has been blamed for a series of unfortunate ‘accidents’ on the field of battle. In spite of this, the Officio Prefectus view the Emperor’s Benediction as an artefact of some distinction – some say that it can taste cowardice even before the reprehensible act has been committed.
COMMISSAR or LORD COMMISSAR with a bolt pistol only. The Emperor’s Benediction replaces the model’s bolt pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Emperor’s Benediction | |||||
The Emperor’s Benediction | 12" | Pistol 3 | 4 | -1 | 2 |
Abilities: This weapon can target a CHARACTER even if it is not the closest enemy unit, unless the bearer is within 1" of an enemy unit. |
THE LAURELS OF COMMAND
The Laurels of Command are a callous and controversial means to ensure obedience. Concealed within their peerless artistry is a band of empathic-impulsion circuitry which allows the wearer limited control over the minds of indoctrinated individuals via subliminal suggestion. Under their effects even cowards fight to the last, while orders are executed in perfect synchronisation.
OFFICER with Voice of Command ability only. Roll a dice each time the bearer issues an order to a friendly <REGIMENT> unit within 6" of them. On a 4+ the bearer can immediately issue another order to the same unit. This does not count towards the maximum number of orders this model may issue each turn.THE TACTICAL AUTO-RELIQUARY OF TYBERIUS
Built into the gold-chased skull of Lord Commander Lucellin Tyberius himself, this device contains 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 and loudly overrides its exasperated owner.
MILITARUM TEMPESTUS model only. When using the Voice of Command ability, this model can issue one additional order per turn. Roll a dice before issuing this additional order. On a roll of 1, the Reliquary issues contradictory nonsense and nothing happens.If your army is led by a Warlord in a MILITARUM TEMPESTUS Detachment, you can give one of the following Relics to a CHARACTER model in a MILITARUM TEMPESTUS Detachment from your army instead of giving them a Relic from Codex: Astra Militarum.
Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.
BLESSED BOLT PISTOL
Two-dozen sisters of the Order of the Glowing Chalice have prayed over this holy bolt pistol.
9TH IOTAN GORGONNES model equipped with a bolt pistol only. This Relic replaces a bolt pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Blessed bolt pistol | |||||
Blessed bolt pistol | 12" | Pistol 2 | 5 | -2 | 2 |
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon against a PSYKER unit, this weapon has a Damage characteristic of 3 for that attack. |
DISTRACTION CHARGES
The 55th Kappic Eagles deploy these charges, packed with stunshot and smoke canisters, to disrupt attacking troops while the Scions manoeuvre to another position.
55TH KAPPIC EAGLES model only. When resolving an Overwatch attack made by a friendly 55TH KAPPIC EAGLES model within 3" of a model with this Relic, if that attack scores a hit, the target is slowed until the end of the phase. When a charge roll is made for a slowed unit, halve the result (rounding up).EMPEROR’S FURY
The wielder of this weapon brings the fury of a sun into every subterranean hellhole.
43RD IOTAN DRAGONS model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Standard | |||||
Standard | 12" | Pistol 3 | 7 | -3 | 1 |
Supercharge | |||||
Supercharge | 12" | Pistol 3 | 8 | -3 | 2 |
Abilities: If any unmodified hit rolls of 1 are made for attacks with this weapon’s supercharge profile, the bearer is destroyed after shooting with this weapon. |
FIRE OF JUDGEMENT
This weapon slew countless cultists during the Xinon Wars, honouring the vicious Scions it belongs to.
32ND THETOID EAGLES model equipped with a hot-shot laspistol only. This Relic replaces a hot-shot laspistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Fire of Judgement | |||||
Fire of Judgement | 12" | Pistol 2 | 3 | * | * |
Abilities: When resolving an attack made with this weapon, a successful hit roll inflicts 1 mortal wound on the target and the attack sequence ends. |
REFRACTOR FIELD GENERATOR
The Adeptus Mechanicus gifted the 133rd Lambdan Lions with this advanced refractor field generator after the Lions successfully cleansed Lurea IX of a Genestealer infestation.
133RD LAMBDAN LIONS model only. Friendly 133RD LAMBDAN LIONS models have a 5+ invulnerable save whilst within 6" of a model from your army with this Relic.THE HOUND’S TEETH
The machine spirit of this ferocious weapon has a deep hatred for the Aeldari, against whom the 54th Psian Jakals have fought bitter guerilla wars for years.
54TH PSIAN JAKALS model equipped with a chainsword only. This Relic replaces a chainsword and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Hound’s Teeth | |||||
The Hound’s Teeth | Melee | Melee | +1 | -2 | 2 |
Abilities: When the bearer fights, it makes 3 additional attacks with this weapon. When resolving an attack made with this weapon against an AELDARI unit, you can re-roll the wound roll. |
The INFANTRY keywords are used in the following Astra Militarum datasheets:
andThe OFFICER keyword is used in the following Astra Militarum datasheets:
|
ORDER | |
Take Aim! | Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills. Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. |
First Rank,Fire! Second Rank, Fire! | By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this. All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. |
Bring it Down! | Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium. Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. |
Forwards, for the Emperor! | With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy. The ordered unit can shoot this phase even if it Advanced in its Movement phase. |
Get Back in the Fight! | To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills. The ordered unit can shoot this phase even if it Fell Back in its Movement phase. |
Move! Move! Move! | When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank. Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. |
Fix Bayonets! | With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor. This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. |
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3CP | ||
VORTEX MISSILE Astra Militarum Stratagem Vortex Missiles are amongst the most lethal and horrific warheads available to the Astra Militarum. Upon impact, these weapons tear a hole in the very fabric of reality, draining everything within a wide blast radius into the warp. Use this Stratagem before you fire a Deathstrike missile. You can re-roll failed hit rolls for this shot. In addition, add 1 to the roll made to determine whether other units within 6" are hit. If a model is wounded but not slain by the attack, roll another dice; on a 6, the model suffers a further D6 mortal wounds. | ||
The TALLARN keyword is used in the following Astra Militarum datasheets:
3CP | ||
AMBUSH Tallarn Stratagem The Tallarns launch their assault from multiple directions, fixing the enemy in a lethal crossfire and throwing them into terrified confusion. Use this Stratagem during deployment. Choose up to three TALLARN units to be set up in ambush instead of placing them on the battlefield (only one of these units can have the VEHICLE keyword). At the end of any of your Movement phases these units can strike from hiding – set each of them up wholly within 7" of any battlefield edge and more than 9" from any enemy models. The units are considered to have moved their maximum distance. | ||
The CADIAN and INFANTRY keywords are used in the following Astra Militarum datasheets:
The CADIAN and OFFICER keywords are used in the following Astra Militarum datasheets:
Should a unit’s senior officers be slain, it will fall to a junior officer to take charge and see the battle plan is executed to victory.
OLD GRUDGES
The Warlord has learned his nemesis’ weakness, and will exploit it ruthlessly.
After deployment, but before the first battle round begins, choose a unit in your opponent’s army. You can re-roll failed wound rolls for ASTRA MILITARUM units from your army that target the unit you chose whilst they are within 6" of your Warlord.
The CADIAN and VEHICLE keywords are used in the following Astra Militarum datasheets:
The TITANIC keyword is used in the following Astra Militarum datasheets:
GIFTED COMMANDER
Even amongst the lauded strategists and tacticians of Cadia this warlord is a renowned logistician, always knowing where best to position their forces.
After both players have deployed their armies, but before the first battle round begins, select either one CADIAN VEHICLE unit (excluding TITANIC units) from your army that is in your deployment zone, or up to three non-VEHICLE CADIAN units from your army that are in your deployment zone, and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.
The
keyword is used in the following Astra Militarum datasheets:The VOSTROYAN keyword is used in the following Astra Militarum datasheets:
The TANK COMMANDER keyword is used in the following Astra Militarum datasheets:
The ARMAGEDDON, TRANSPORT and VEHICLE keywords are used in the following Astra Militarum datasheets:
The BROOD BROTHERS keyword is used in the following Astra Militarum datasheets:
The LEMAN RUSS keyword is used in the following Astra Militarum datasheets:
The MILITARUM TEMPESTUS keyword is used in the following Astra Militarum datasheets:
The AERONAUTICA IMPERIALIS keyword is used in the following Astra Militarum datasheets:
The MILITARUM AUXILLA keyword is used in the following Astra Militarum datasheets:
The OFFICIO PREFECTUS keyword is used in the following Astra Militarum datasheets:
The SCHOLASTICA PSYKANA keyword is used in the following Astra Militarum datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
The CROSSFIRE keyword is used in the following Genestealer Cults datasheets:
The inhuman coordination of Genestealer Cultists more than makes up for their motley assortment of weapons and vehicles.
If every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units specified here), and every unit from your army that belongs to a cult belongs to the same cult, this unit can use this ability and the following rules apply.
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The INFANTRY keyword is used in the following Astra Militarum datasheets:
The <CULT> keyword is used in the following Genestealer Cults datasheets:
The PATRIARCH keyword is used in the following Genestealer Cults datasheets:
Genestealer Cults broodkin are so fanatically loyal that they do not hesitate to sacrifice themselves to protect their leaders.
Each time a saving throw made for a <CULT> CHARACTER model from your army is failed, you can select one other friendly <CULT> or BROOD BROTHERS model with this ability within 3" of that CHARACTER model and take an Unquestioning Loyalty test. To do so, roll one D6, adding 1 to the result if that CHARACTER model is a PATRIARCH model: on a 4+, the test is passed and that CHARACTER model does not suffer damage. Instead, the friendly model you selected is destroyed and the attack sequence ends.The OFFICER keywords are used in the following Astra Militarum datasheets:
andThe CHIMERA keyword is used in the following Astra Militarum datasheets:
The TAUROX keyword is used in the following Astra Militarum datasheets:
The COMPANY COMMANDER keyword is used in the following Astra Militarum datasheets:
The PLATOON COMMANDER keyword is used in the following Astra Militarum datasheets:
The COMMAND SQUAD keyword is used in the following Astra Militarum datasheets:
The SPECIAL WEAPONS SQUAD keyword is used in the following Astra Militarum datasheets:
The VETERANS keyword is used in the following Astra Militarum datasheets:
The INFANTRY SQUAD keyword is used in the following Astra Militarum datasheets:
The CONSCRIPTS keyword is used in the following Astra Militarum datasheets:
The MINISTORUM PRIEST keyword is used in the following Astra Militarum datasheets:
The CRUSADERS keyword is used in the following Astra Militarum datasheets:
The MASTER OF ORDNANCE keyword is used in the following Astra Militarum datasheets:
The BASILISKS keyword is used in the following Astra Militarum datasheets:
The HYDRAS keyword is used in the following Astra Militarum datasheets:
The WYVERNS keyword is used in the following Astra Militarum datasheets:
The VALKYRIES keyword is used in the following Astra Militarum datasheets:
The TEMPESTOR PRIME keyword is used in the following Astra Militarum datasheets:
The TEMPESTUS SCIONS keyword is used in the following Astra Militarum datasheets:
The TEMPESTUS COMMAND SQUAD keyword is used in the following Astra Militarum datasheets:
The <TEMPESTUS REGIMENT> keyword is used in the following Astra Militarum datasheets:
The VEHICLE keyword is used in the following Astra Militarum datasheets:
The CATACHAN and OFFICER keywords are used in the following Astra Militarum datasheets:
The MORDIAN and VEHICLE keywords are used in the following Astra Militarum datasheets:
The VEHICLE keywords are used in the following Astra Militarum datasheets:
andThe ASTRA MILITARUM and CHARACTER keywords are used in the following Astra Militarum datasheets:
1CP/3CP | ||
IMPERIAL COMMANDER’S ARMOURY Astra Militarum Stratagem By leveraging their considerable influence upon the Departmento Munitorum, high-ranking Imperial commanders can secure vital resources for their military campaigns. Use this Stratagem before the battle. Your army can have one extra relic from the Heirlooms of Conquest for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different ASTRA MILITARUM CHARACTERS. You can only use this Stratagem once per battle. | ||
1CP | ||
TANK ACE Astra Militarum Stratagem Imperial armoured regiments fight in countless wars across the galaxy. Though many tank crews are lost, some survive a number of battles, their experience and success earning them renown as tank aces. Use this Stratagem before the battle. Select one ASTRA MILITARUM VEHICLE model (without the BROOD BROTHERS keyword) from your army. That model can be given a Tank Ace ability from the corresponding list below. Named characters cannot be given a Tank Ace ability, and no model can have more than one Tank Ace ability. You can only use this Stratagem once per battle. | ||
1CP | ||
ADVANCED COUNTER-MEASURES Militarum Tempestus Stratagem When expecting to insert into particularly perilous drop zones, Tempestus Scions fit their dropships with additional defences to ward off incoming fire. Use this Stratagem before the battle. Select one VALKYRIE model from your army. When you declare that model will hover, it does not lose the Hard to Hit ability. | ||
The MILITARUM TEMPESTUS and CHARACTER keywords are used in the following Astra Militarum datasheets:
1CP | ||
PROGENY OF CONFLICT Militarum Tempestus Stratagem The Scions are bred for war, each a born leader. Use this Stratagem before the battle, after nominating your Warlord. Select one MILITARUM TEMPESTUS CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle. | ||
The PRIMARIS PSYKER keyword is used in the following Astra Militarum datasheets:
The WYRDVANE PSYKERS keyword is used in the following Astra Militarum datasheets:
Cadia was close to the Eye of Terror and had a high incidence of psychic activity. Some of these individuals exhibit enough control over their powers to provide support to the Shock Troops in battle.
The CADIAN and CONSCRIPTS keywords are used in the following Astra Militarum datasheets:
Every Cadian serves as part of its youth army, an honoured rite of passage where the brave recruits yearn for glory as part of the famed Whiteshields.
2CP | ||
PRELIMINARY BOMBARDMENT Astra Militarum Stratagem An Astra Militarum assault often begins with an initial bombardment of the enemy line, softening up the foe before the mass advance of infantry and armour. Use this Stratagem after both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. You can only use this Stratagem once per battle. | ||
2CP | ||
OFFICIO PREFECTUS COMMAND TANK Astra Militarum Stratagem Many regimental Commissars prefer to bellow threats and orders from the cupola of a Leman Russ battle tank. Use this Stratagem at the start of the first battle round, before the first turn begins. Select a LEMAN RUSS from your army. All friendly ASTRA MILITARUM units have a Leadership characteristic of 9 (unless it would otherwise be higher) whilst they are within 6" of this vehicle. | ||
The ASTRA MILITARUM and VEHICLE keywords are used in the following Astra Militarum datasheets:
1CP | ||
JURY RIGGING Astra Militarum Stratagem Imperial tank jockeys and Enginseers have devised a number of improvised mechanical techniques to get their damaged steeds back into the fight. Use this Stratagem at the start of your turn. Select an ASTRA MILITARUM VEHICLE from your army. It cannot move, charge or pile in this turn, but immediately heals 1 wound. You can only use this Stratagem once per turn. | ||
1CP | ||
MOBILE COMMAND VEHICLE Astra Militarum Stratagem Command vehicles allow intrepid officers to lead from the front of the battle, racing across the lines, raising the spirits of their warriors and reacting with speed to any emerging threats. Use this Stratagem at the start of any turn. Choose a Chimera from your army. Until the end of the turn, an OFFICER from your army with the Voice of Command ability may still issue orders whilst embarked within that Chimera (measuring ranges from any point on the vehicle), and is treated as being within 3" of a vox-caster. | ||
1CP | ||
RELENTLESS Astra Militarum Stratagem Astra Militarum vehicles are so rugged and robust that they can be pushed beyond their limits temporarily in times of emergency, even if they have sustained damage. Use this Stratagem at the start of your turn. Select one VEHICLE model (except a TITANIC model) that has a damage table on its datasheet. Until the end of that turn, that model uses the top row of its damage table, regardless of how many wounds it has lost. | ||
While even a single Cadian soldier refuses to yield, Cadia still stands.
1CP | ||
CONSOLIDATE SQUADS Astra Militarum Stratagem Astra Militarum officers must quickly learn to adapt in the thick of battle, forming ad hoc fire teams from the fragments of depleted infantry squads. Use this Stratagem at the end of your Movement phase. Choose an Infantry Squad from your army that is within 2" of another of your Infantry Squads from the same <REGIMENT>. You can merge these squads into a single unit and they are treated as such for the rest of the battle. | ||
The 9TH IOTAN GORGONNES keyword is used in the following Astra Militarum datasheets:
1CP | ||
DARING DESCENT 9th Iotan Gorgonnes Stratagem Incredibly courageous, the 9th drop into the hotzone. Use this Stratagem in your Movement phase. Select one 9TH IOTAN GORGONNES unit from your army that was set up in a high-altitude transport. Until the end of that phase, when you set up that unit on the battlefield using the Aerial Drop ability, that unit must be set up more than 5" away from any enemy models, instead of more than 9". You cannot charge with that unit this turn. | ||
1CP | ||
PRECISION DROP Militarum Tempestus Stratagem So skilled are some Tempestus Scions at combat drops that they can undertake aerial insertions that would be simply impossible for other troops. Use this Stratagem in your Movement phase. Select one AERONAUTICA IMPERIALIS model with the Flyer Battlefield Role and the Grav-chute Insertion ability from your army. Until the end of that phase, when a MILITARUM TEMPESTUS unit with the Aerial Drop ability embarked aboard that model disembarks, that unit must be set up more than 5" away from any enemy models, instead of more than 9". In addition, if that model moved more than 20" that phase, do not roll a D6 for each model disembarking; no models are destroyed. | ||
The Guardsmen of Cadia are famed for their decisive shock tactics.
The VALHALLAN and INFANTRY keywords are used in the following Astra Militarum datasheets:
2CP | ||
SEND IN THE NEXT WAVE! Valhallan Stratagem Valhallan regiments drown the enemy under sheer weight of numbers, wearing them down with endless infantry assaults. Use this Stratagem at the end of your Movement phase. Select a VALHALLAN INFANTRY unit from your army (excluding CHARACTERS and Infantry Squads that have used the Combined Squads Stratagem) that was destroyed earlier in the battle. Set up this unit wholly within your deployment zone, within 6" of the edge of the battlefield and more than 9" from any enemy models. This unit costs reinforcement points in a matched play game. This unit costs reinforcement points in a game that uses a points limit. | ||
Cadians display a steely discipline in the face of the enemy and will fight to the last, unwilling to give up and let another world fall while they still breathe to defend it.
The MILITARUM TEMPESTUS and INFANTRY keywords are used in the following Astra Militarum datasheets:
1CP | ||
SUPERIOR INTELLIGENCE Militarum Tempestus Stratagem Storm troopers of the Militarum Tempestus have access to the latest operational intelligence, and are ready to greet enemy reinforcements with a hail of hot-shot rounds. Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your MILITARUM TEMPESTUS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls. | ||
The ASTRA MILITARUM and PRIMARIS PSYKER keywords are used in the following Astra Militarum datasheets:
1CP | ||
PSYCHIC CONCLAVE Astra Militarum Stratagem When they fight together, the psychic power of Primaris Psykers and Wyrdvane Psykers is magnified to a level far greater than the sum of their parts. Use this Stratagem at the start of your Psychic phase. Select one WYRDVANE PSYKERS unit from your army and one friendly ASTRA MILITARUM PRIMARIS PSYKER unit within 6" of that WYRDVANE PSYKERS unit. Until the end of that phase, when a Psychic test is taken for a model in either of those units, add 2 to the result. In addition, until the end of that phase, each of those units can attempt to manifest one additional psychic power. | ||
The BASILISK keyword is used in the following Astra Militarum datasheets:
2CP | ||
AERIAL SPOTTER Astra Militarum Stratagem Aeronautica Imperialis recon planes send back pinpoint coordinates to artille |