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.


Books

BookKindEditionVersionLast update
  Astra Militarum
  Astra MilitarumCodex9Indomitus 1.0March 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Arks of Omen: Angron
  Arks of Omen: AngronExpansion9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Genestealer Cults
  Genestealer CultsCodex9Indomitus 1.2January 2023
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Warhammer Legends: Astra Militarum
  Warhammer Legends: Astra MilitarumDatasheet8December 2019
  Warhammer Quest: Blackstone Fortress – Escalation
  Warhammer Quest: Blackstone Fortress – EscalationBoxset8August 2019
  Games Workshop: Commissar Severina Raine
  Games Workshop: Commissar Severina RaineDatasheet8February 2019
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018

FAQ

Codex: Astra Militarum

Q:If an OFFICER unit is embarked within a Chimera and uses the Mobile Command Vehicle ability to issue an Order, can that OFFICER issue additional Orders after disembarking, using the Disembarking Officers rule detailed in Voice of Command?
A:
The OFFICER unit can issue an Order using the Chimera’s Mobile Command Vehicle ability, followed by as many Orders as it can normally issue after disembarking from a TRANSPORT model as per the Disembarking Officers rule.

Example: While embarked within a Chimera, Josh’s ‘Iron Hand’ Straken issues one Order using the Mobile Command Vehicle ability, and then disembarks from the Chimera and issues ‘Iron Hand’ Straken’s two normal Orders using the Disembarking Officers rule, for a total of three Orders issued.
Q:If Ursula Creed issues an Order to a unit, and that Order is replaced by another Order, does the unit continue to receive any modifier to the Strength characteristic of its ranged attacks conferred by the Lord Castellan’s Fury ability?
A:
No. If the Order that triggered the Lord Castellan’s Fury ability is replaced by another, the affected unit loses the associated modifier.
Q:Can the Trophy Hunters doctrine be selected for the purposes of a Kasrkin unit’s Warrior Elites ability or the Veteran Commandeer Tank Ace upgrade even if my army has a different Regimental Doctrine?
A:
Yes.
Q:Can I use the Field Promotion Stratagem to select the same Warlord Trait as the WARLORD that was just destroyed had, or likewise for any other previously destroyed model which had a Warlord Trait?
A:
No.
Q:If I use the Field Promotion Stratagem to select the Old Grudges Warlord Trait, am I able to select an enemy unit for the purposes of the Old Grudges ability?
A:
No. You can only select an enemy unit for the Old Grudges ability at the start of the first battle round.

Expansion: Imperium Nihilus: Vigilus Defiant

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.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Turret Weapons

The primary weapons of Astra Militarum war engines are housed in armoured turrets, which are raised to ensure clear fire lanes and embedded with a variety of targeting aids.

Some Astra Militarum ranged weapons are turret weapons and have the Turret Weapon ability in their profile. Each time a model with such a weapon is selected to shoot:
  • If that model is within Engagement Range of any enemy units, it can still target and resolve attacks against enemy units that are not within Engagement Range of it with weapons with this ability. Note that when making such attacks, you must still subtract 1 from hit rolls due to enemy models being within Engagement Range.
  • Each time that model makes an attack with that weapon, add 1 to that attack’s hit roll.

Regimental Tactics

Imperial Guardsmen do not fight alone, but alongside their brother and sister soldiers in supporting platoons, companies, squadrons and regiments. When an order is issued, it is carried down the chain of command, spreading to every soldier.

If every model from your army (excluding AGENT OF THE IMPERIUM and UNALIGNED models) has the ASTRA MILITARUM keyword:
  • Each time an OFFICER from your army issues a Regimental or Prefectus Order to a unit with this ability, you can select one or more other friendly PLATOON units within 6" of that unit; those PLATOON units are also affected by that Order.
  • Each time an OFFICER from your army issues a Mechanised Order to a unit with this ability, you can select one or more other friendly SQUADRON units within 6" of that unit; those SQUADRON units are also affected by that Order.

Voice of Command

Raised and trained to instil unwavering obedience, officers of the Imperial Guard command authority and respect and issue orders with imperious bellows that cut through the clamour of war.

In your Command phase, ASTRA MILITARUM OFFICERS from your army can issue Orders. There are three types of Orders - Regimental Orders, Prefectus Orders and Mechanised Orders. The Commanding Authority section of each OFFICER’s datasheet will specify which types of Orders that OFFICER knows, and how many Orders it can issue per turn.

Each time an OFFICER issues an Order, you must select one of the Orders it knows. This can be an Order that was already issued by another friendly OFFICER this turn, but the same OFFICER cannot attempt to issue the same Order more than once in the same battle round.

You must then select a target unit for that Order to be issued to. If issuing a Regimental or Prefectus Order, select one friendly PLATOON unit within 6" of that OFFICER’s unit. If issuing a Mechanised Order, select one friendly SQUADRON unit within 12" of that OFFICER’s unit.

The unit you selected is then affected by that Order. A unit can only be affected by one Order at a time. If a unit is being affected by an Order when it is selected to be affected by another Order, the new Order immediately replaces the old one.

  • OFFICERS can issue Orders in your Command phase.
  • The types of Order an OFFICER knows and the number they can issue are described on their datasheet.
  • Regimental and Prefectus Orders: select one friendly PLATOON unit within 6".
  • Mechanised Orders: select one friendly SQUADRON unit within 12".
  • A unit can only be affected by one Order at a time.

Disembarking Officers

If, in your Movement phase, an OFFICER from your army disembarks from a TRANSPORT model, after that OFFICER’s unit has been set up it can issue Orders as if it were your Command phase. However, when doing so, the Regimental Tactics ability does not apply, even if every model from your army has the ASTRA MILITARUM keyword. Note that an OFFICER cannot issue Orders in this way when disembarking from a destroyed TRANSPORT model.

  • OFFICERS can issue Orders after disembarking from a TRANSPORT model (unless it was destroyed).
  • When doing so, Regimental Tactics does not apply.

Regimental Orders

Forging their battle plans in the flesh and blood of the Astra Militarum’s soldiers, officers dictate the shape of the unfolding war with sweeping strategies.

First Rank, Fire! Second Rank, Fire!

By sheer weight of fire, the soldiers of the Astra Militarum can annihilate whole armies of enemies when correctly organised.

Until the end of your next Shooting phase, change the Type of all lasguns and hot-shot lasguns models in this unit are equipped with to Heavy 3.

Take Aim!

Amidst battle’s din, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Until the end of your next Shooting phase, each time a model in this unit makes a ranged attack, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic of that attack by 1.

Fix Bayonets!

Officers stir their soldiers’ ire, exhorting them to aim for the enemy’s weaknesses.

Until the end of the next Fight phase, each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic of that attack by 1.

Take Cover!

Often the most efficient response to overwhelming enemy fire is to maximise available cover, ensuring soldiers survive to retaliate.

Until the start of your next Command phase, each time an attack is allocated to a model in this unit, models in this unit receive the benefits of Light Cover against that attack. If a unit affected by this Order is already receiving the benefits of Light Cover, it additionally receives the benefits of Dense Cover against that attack.

Move! Move! Move!

When need dictates, Imperial Guard soldiers are ordered to move double-time to close with the enemy or secure an open flank.

  • Until the end of your next Movement phase, if this unit makes a Normal Move, add 2" to the Move characteristic of models in this unit.
  • Until the end of your next Movement phase, if this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.

Suppression Fire!

Ordered to focus a rapid and repeated volley of fire, soldiers are able to rattle even the staunchest foe with a blizzard of shots.

In your next Shooting phase, the first time this unit is selected to shoot, you can select one enemy INFANTRY unit that is visible to it. If you do so:

  • Models in this unit can only make attacks against that enemy unit that phase (and only if that enemy unit is an eligible target for those attacks).
  • If this unit scores 5 or more hits against that enemy unit, then until the end of your opponent’s next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.


Prefectus Orders

With visionary inspiration and explicit threats, Commissars’ commands speak to the very souls of the soldiers they lead, steeling them against laxity.

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.

Until the end of your next Shooting phase, when this unit is selected to shoot, if it made a Normal Move or Advanced in your previous Movement phase, then until the end of that Shooting phase it counts as having Remained Stationary.

Duty and Honour!

With a flurry of directives, a brutal regimen of organisation can be imposed with absolute authority, reminding soldiers of their duty.

Until the start of your next Command phase, this unit can still perform actions in a turn in which it Fell Back or Advanced, and it can shoot without any actions it is performing failing.

Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities to demonstrate loyalty.

Until the start of your next Command phase, this unit is eligible to shoot or charge (but not both) in a turn in which it Fell Back.

At All Costs!

In the face of a stentorian ultimatum, even wavering soldiers can be induced to doggedly hold the line, no matter the odds.

Until the end of your next Command phase, this unit gains the Objective Secured ability. If this unit already has this ability, until the end of your next Command phase, models in this unit count as one additional model when determining control of an objective marker.

Show Them Steel, Show Them Contempt!

With the officer’s clarion call ringing in their ears, soldiers lose all sense of doubt, faith shielding their souls from malevolence.

Until the start of your next Command phase:

  • Add 1 to the Leadership characteristic of models in this unit.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Remain Vigilant!

Loudly cautioning against laxity and indolence, the officer instigates searches and watches on every front, guarding against flanks being overrun, enemy ambushes and unforeseen assaults.

Until the start of your next Command phase:

  • Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit.
  • If an enemy unit declares a charge against this unit and this unit is not within Engagement Range of any enemy units, it can Hold Steady. If it does so, then until the end of the phase, any Overwatch attacks made by models in this unit score hits on unmodified rolls of 5+, instead of 6.


Mechanised Orders

Crews of Astra Militarum war engines respond like a well-oiled machine to the specialist directives of officers steeped in armoured warfare.

Pound Them to Dust!

Drilled endlessly, gunners crewing the largest ordnance are directed to make every shot count in a precision barrage.

Until the end of your next Shooting phase, each time this unit is selected to shoot, for the purposes of determining how many attacks are made by Blast weapons models in this unit are equipped with, double the number of models in the target unit.

Full Throttle!

The officer commands crews to rouse their engines, pushing past tolerances to roll forward at speed and outmanoeuvre the foe.

  • Until the end of your next Movement phase, add 2" to the Move characteristic of models in this unit.
  • Until the end of your next Shooting phase, when this unit is selected to shoot, if it Advanced during your previous Movement phase, then until the end of the phase it counts as having Remained Stationary.

Gunners, Kill on Sight!

Collating gunnery data, the officer relays it to their crews. Trigger fingers at the ready, they know exactly where the foe will be.

Until the end of your next Shooting phase, each time a model in this unit makes a ranged attack, re-roll a hit roll of 1.

Blitz Them!

With a sudden alteration of speed and direction, crews turn their war engine into a weapon, ploughing into the foe like an iron grox.

Until the end of your next Charge phase:

  • Add 1 to charge rolls made for this unit.
  • If this unit makes a charge move this turn, select one enemy unit within Engagement Range of this unit and roll one D6, adding 1 if this unit has the DOZER BLADE keyword: on a 4+, that enemy unit suffers D3 mortal wounds.

Shock and Awe!

Ordered to seal hatches, deploy deafening countermeasures and commit aggressive advances, tanks become intimidating bastions.

Until the end of your next Command phase, this unit gains the Objective Secured ability.

Pinning Fire!

Via area denial bombardments or delayed blast shells, tank crews can paralyse enemy advances, pinning down the swiftest foe.

In your next Shooting phase, the first time this unit is selected to shoot, you can select one enemy INFANTRY unit that is visible to it. If you do so:

  • Models in this unit can only make attacks against that enemy unit this phase (and only if that enemy unit is an eligible target for those attacks).
  • If this unit scores 5 or more hits against that enemy unit, then until the end of your opponent’s next turn, that enemy unit is pinned. While a unit is pinned, subtract 2" from the Move characteristic of models in that unit.


Weapon Definitions

Some rules refer to ‘las weapons’ or ‘hot-shot weapons’. For the purposes of such rules, these types of weapons are defined below:

Hot-shot Weapons

A hot-shot weapon is any weapon whose profile includes the word ‘hot-shot’ (e.g. hot-shot lasgun, hot-shot volley gun, etc.), any Relic that replaces such a weapon, and URSULA CREED’s pistols Duty and Vengeance.

Las Weapons

A las weapon is any weapon whose profile includes the word ‘las’(e.g. lasgun, laspistol, etc.), any hot-shot weapon, and any Relic that replaces such a weapon.

Regimental Attachés and Bodyguards

When mustering your army, any ATTACHÉ models on your army roster must be added to friendly COMMAND SQUAD units from your army. No more than one of each type of ATTACHÉ model can be added to each COMMAND SQUAD unit. If it is not possible to add a ATTACHÉ model to a unit in this way, that model cannot be deployed and counts as destroyed.

Similarly, when mustering your army, any BODYGUARD models on your army roster must be added to friendly INFANTRY OFFICER units (excluding named characters) from your army. No more than one BODYGUARD model can be added to each OFFICER unit. If it is not possible to add a BODYGUARD model to a unit in this way, that model cannot be deployed and counts as destroyed.

Each time you add such a model to a unit, the Starting Strength of that unit increases by 1 and its points value is increased by an amount equal to the points cost of the model just added to it. The Power Rating of that unit is increased by 2 for each ATTACHÉ model added to it, and by 3 if a BODYGUARD model is added to it. For that unit to be considered destroyed, all of the original models in that unit, and any ATTACHÉ and BODYGUARD models that were added to it, must be destroyed. Make a note on your army roster of which (if any) ATTACHÉ and BODYGUARD models have been added to which units.

A Crusade force cannot start with any units containing ATTACHÉ or BODYGUARD units - to include such models in a Crusade force you must use the Sequester Support Staff Requisition.

ATTACHÉ and BODYGUARD models cannot be your WARLORD.

Regimental Attachés

+2

Regimental Attachés

NoNAME  M WS BS S T W A Ld Sv Base
25
Master of Ordnance (base: ?)
1
25
Master of Ordnance
6" 4+ 4+ 3 3 1 1 6 5+ ?
25
Officer of the Fleet (base: ?)
1
25
Officer of the Fleet
6" 4+ 4+ 3 3 1 1 6 5+ ?
40
Astropath (base: ?)
1
40
Astropath
6" 4+ 4+ 3 3 1 1 6 5+ ?
  • A Master of Ordnance is equipped with: laspistol.
  • An Officer of the Fleet is equipped with: laspistol.
  • An Astropath is equipped with: force stave.
Power Rating +2 for each ATTACHÉ model added to the COMMAND SQUAD unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
ABILITIES (Master of Ordnance)
ABILITIES (Master of Ordnance)
Artillery Commander: In your Command phase, select one enemy unit within 30" of and visible to this model. Until the start of your next Command phase, each time a friendly ARTILLERY model makes a ranged attack against that enemy unit, re-roll a hit roll of 1.
ABILITIES (Officer of the Fleet)
ABILITIES (Officer of the Fleet)
Aeronautica Commander: In your Command phase, select one enemy unit within 30" of and visible to this model. Until the start of your next Command phase, each time a friendly AERONAUTICA IMPERIALIS model makes a ranged attack against that enemy unit, re-roll a hit roll of 1.
ABILITIES (Astropath)
ABILITIES (Astropath)
Divination: This model can attempt to perform the following psychic action:

Divination (Psychic Action - Warp Charge 7): In your Psychic phase, one ASTROPATH model from your army can attempt to perform this psychic action. If completed, you gain 1 Command point.
PSYKER
PSYKER
This unit’s ASTROPATH model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Psykana discipline. Each time this unit’s ASTROPATH model attempts to Deny the Witch, manifest a psychic power or perform a psychic action, measure distances and draw line of sight from this unit’s ASTROPATH model. If enemy units have any abilities that require measuring distances or drawing line of sight to PSYKER units, do so to this unit’s ASTROPATH model.
FACTION KEYWORDS: IMPERIUM,
KEYWORDS: INFANTRY, MILITARUM AUXILLA, ATTACHÉ
KEYWORDS (Master of Ordnance): MASTER OF ORDNANCE
KEYWORDS (Officer of the Fleet): OFFICER OF THE FLEET
KEYWORDS (Astropath): PSYKER, ASTROPATH

Bodyguards

+3

Bodyguards

NoNAME  M WS BS S T W A Ld Sv Base
50
Ogryn Bodyguard (base: ?)
1
50
Ogryn Bodyguard
6" 3+ 4+ 6 5 6 5 8 5+ ?
60
Nork Deddog (base: ?)
1
60
Nork Deddog
6" 2+ 3+ 6 5 7 6 8 4+ ?
  • An Ogryn Bodyguard is equipped with: ripper gun; huge knife; frag bombs.
  • Nork Deddog is equipped with: ripper gun; huge knife; frag bombs. Your army can only include one NORK DEDDOG model.
Power Rating +3 for each BODYGUARD model added to the INFANTRY OFFICER unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Grenadier gauntlet
Grenadier gauntlet
18"
Assault D6
4
-1
1
Blast
Blast
Ripper gun (shooting)
Ripper gun (shooting)
18"
Assault 3
5
-2
2
-
+5
Bullgryn maul
+5
Bullgryn maul
Melee
Melee
+1
-1
2
-
Huge knife
Huge knife
Melee
Melee
+2
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Ripper gun (melee)
Ripper gun (melee)
Melee
Melee
User
-1
1
-
Frag bombs
Frag bombs
6"
Grenade D6
3
-2
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
Ogryn Bodyguard
Brute shield
The bearer has a 4+ invulnerable save.
Brute shield
The bearer has a 4+ invulnerable save.
+5
Bullgryn plate
The bearer has a Save characteristic of 4+.
+5
Bullgryn plate
The bearer has a Save characteristic of 4+.
+5
Slabshield
The bearer has a Save characteristic of 2+.
+5
Slabshield
The bearer has a Save characteristic of 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Ogryn Bodyguard ripper gun can be replaced with one of the following: 1 grenadier gauntlet; 1 Bullgryn maul.
 • Ogryn Bodyguard huge knife can be replaced with one of the following: 1 brute shield; 1 slabshield.
 • Ogryn Bodyguard can be equipped with 1 Bullgryn plate.
ABILITIES
ABILITIES
Wall of Muscle: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Point-blank Barrage: This model can make attacks with its ripper gun even while its unit is within Engagement Range of enemy units, but it can only make such attacks against enemy units that its unit is within Engagement Range of. In such circumstances, this model can target an enemy unit even if other friendly units are within Engagement Range of that enemy unit.
Big Target: Each time an attack targets this model’s unit, use this model’s Toughness characteristic when making wound rolls for that attack. Each time an attack is allocated to a model in this model’s unit, it must be allocated to this model. Each time a model in this model’s unit suffers a mortal wound, this model must suffer that mortal wound.
ABILITIES (Nork Deddog)
ABILITIES (Nork Deddog)
Make Way: Each time this model makes a pile-in or consolidation move, it can move up to an additional 3".
Thunderous Headbutt: Each time this model makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
FACTION KEYWORDS: IMPERIUM,
KEYWORDS: INFANTRY, MILITARUM AUXILLA, ABHUMAN, BODYGUARD
KEYWORDS (Ogryn Bodyguard): OGRYNS
KEYWORDS (Nork Deddog): OGRYNS, NORK DEDDOG

Detachment Abilities

An ASTRA MILITARUM Detachment is one that only includes models with the ASTRA MILITARUM keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords).
  • ASTRA MILITARUM Detachments gain the Chain of Command ability.
  • REGIMENTAL units in ASTRA MILITARUM Detachments gain the Born Soldiers Regimental Doctrine. If you wish, this can be replaced with a Regimental Doctrine of your own choosing.
  • If every unit in an ASTRA MILITARUM Detachment has the MILITARUM TEMPESTUS, OFFICIO PREFECTUS and/or MILITARUM AUXILLA keywords, TEMPESTUS SCIONS units in that Detachment have the Troops Battlefield Role, instead of Elites.
  • Troops units in ASTRA MILITARUM Detachments gain the Objective Secured ability.

Chain of Command

Ingrained in every Imperial Guardsman is the strict hierarchy through which officers impose discipline and enact their orders. Filtering down from the highest echelons to the stratified ranks of junior officers and squad leaders, this chain of command binds even the lowest of soldiery to the most intricate and far-reaching battle plans.

  • You cannot select an ASTRA MILITARUM CHARACTER model that is not an OFFICER to be your WARLORD if your army includes any OFFICERS.
  • You can include a maximum of one COMMANDANT in each Detachment in your army. If your army includes a COMMANDANT, you cannot select any other OFFICER to be your WARLORD (with the exception of LORD SOLAR LEONTUS, see below).
  • If your army includes LORD SOLAR LEONTUS, that model must be your WARLORD. If more than one model from your army has a rule to this effect, then one of those models must be your WARLORD.

Regimental Doctrine: Born Soldiers

Regiments of numerous origins and tactical roles inculcate their soldiers from an early age with the legendary doctrines of the Tactica Imperium. Infantry and tank crews are drilled in close-range fire patterns in the expectation of being thrust into the front lines, while officers are tutored in the effective application of discipline and command.

  • Models with this doctrine have the BORN SOLDIERS keyword.
  • OFFICERS with this doctrine have the following aura ability: ‘Born Soldiers (Aura): While a friendly PLATOON unit is within 6" of this model, models in that PLATOON unit can use this OFFICER’s Leadership characteristic instead of their own.’
  • Each time a model with this doctrine makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.
Note, if an attack automatically wounds the target as a result of this doctrine, then for the purposes of any other rules that are triggered on a particular wound roll, that attack is considered to have been made with an unmodified wound roll of 6.

Regimental Doctrines

Regimental Doctrines represent the varied traditions, tactics, equipment and experience of Astra Militarum regiments. To reflect this, instead of using the Born Soldiers Regimental Doctrine, you can instead create your own Regimental Doctrine for your army. To do so, select two of the doctrines from those listed here; these two doctrines combined become your army’s Regimental Doctrine, and all REGIMENTAL units in ASTRA MILITARUM Detachments in your army have that Regimental Doctrine instead of Born Soldiers. Write down the doctrines you selected on your army roster.

If you are creating a Crusade force, all REGIMENTAL units in it start with the Born Soldiers Regimental Doctrine. To change this, you must use the Consolidated Regiments Requisition.

Mechanised Infantry

The infantry squads of this regiment have been ceaselessly drilled in disembarkation assaults. Prepared to pile out the moment the hatches slam open - even as their transport is still moving - their footing and aim is sure enough to fire a deadly volley.

  • Units with this doctrine gain the MECHANISED keyword.
  • Units with this doctrine can disembark from a TRANSPORT model (excluding AIRCRAFT models) after that model has made a Normal Move, but if they do so, such units cannot be selected to move again this phase (though they still count as having moved) and neither they nor that TRANSPORT model are eligible to declare a charge this turn.

Parade Drill

This regiment’s unyielding soldiers fight and die facing the enemy, a virtue made famous by many of Mordian’s proud formations. Standing tall in ordered ranks, they unleash a devastating fusillade of las-fire.

If a unit with this doctrine Remained Stationary in your Movement phase, then until the end of your next Shooting phase, change the Type characteristic of lasguns and hot-shot lasguns models in that unit are equipped with to Heavy 2.

Armoured Superiority

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

  • Units with this doctrine gain the ARMOURED SUPERIORITY keyword.
  • SENTINEL models with this doctrine count as 3 models each when determining control of an objective marker.
  • TITANIC models with this doctrine count as 10 models each when determining control of an objective marker.
  • All other VEHICLE models with this doctrine count as 5 models each when determining control of an objective marker.

Blitz Division

This regiment’s vehicle crews are well-practised in blitzkrieg manoeuvres, swiftly encircling enemy positions before breaking through their flanks with a roar of engines.

  • When placing units with this doctrine into Strategic Reserves, halve their combined Power Ratings when determining the number of Command points you must spend to do so.
  • In the second battle round, each time you set up a VEHICLE unit (excluding SENTINEL units) with this doctrine from Strategic Reserves, it is considered to be the third battle round for the purposes of determining where that unit can be set up.

Expert Bombardiers

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

  • Units with this doctrine gain the EXPERT BOMBARDIERS keyword.
  • Each time an ARTILLERY model with this doctrine makes a ranged attack, if the target of that attack is within 12" of and visible to a friendly VOX-CASTER or SENTINEL unit, add 1 to that attack’s hit roll.

Heirloom Weapons

This regiment has been issued with handcrafted weapons engraved with intricate ornamental detail, redolent of those borne by the Firstborn of Vostroya. These are no artisanal trinkets, however, as the corpses of their many victims attest.

Add 4" to the Range characteristic of all ranged weapons (excluding Relics) models with this doctrine are equipped with.

Recon Operators

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

At the start of the first battle round, before the first turn begins, INFANTRY, CAVALRY and SENTINEL units with this doctrine that start the battle wholly within your deployment zone can make a Normal Move of up to 6". They cannot end this move within 9" of the enemy deployment zone or any enemy models.

Trophy Hunters

Whether through being trained in anti-armour countermeasures, equipped with upgraded wargear or hailing from worlds rich in predatory carnivores, these soldiers are especially adept at hunting down the foe’s hulking behemoths.

You cannot select this doctrine if you have selected any other doctrine, and if you select this doctrine you cannot select a second. Each time a model with this doctrine makes an attack against a MONSTER or VEHICLE unit, add 1 to the Strength characteristic of that attack.

Grim Demeanour

This regiment’s soldiers, akin to many of those hailing from icy Valhalla, are possessed of a grim fatalism at the prospect of death, and will march unflinchingly into the most hellish of firestorms.

  • Units with this doctrine gain the GRIM DEMEANOUR keyword.
  • Each time a Combat Attrition test is taken for a unit with this doctrine, you can ignore any or all modifiers.

Brutal Strength

Ferocious warrior-soldiers exist in a number of regiments. Some hail from death worlds, such as Catachan with its deadly jungles; others may be cut-throats of a penal regiment, former hive world gangers, once-ordinary soldiers issued with psychoactive stimulants or thickly muscled survivors of a long campaign, able to effortlessly haul heavy guns into new firing positions.

  • INFANTRY models with this doctrine do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
  • Each time an INFANTRY unit with this doctrine fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength characteristic of models in that unit.

Veteran Guerrillas

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

  • Units with this doctrine gain the VETERAN GUERRILLAS keyword.
  • Each time an INFANTRY or SENTINEL model with this doctrine makes an attack that targets a unit within 18", the target does not receive the benefits of cover against that attack.

Elite Sharpshooters

Veterans of several war zones, these soldiers’ accuracy has been honed in the fires of conflict.

  • Units with this doctrine gain the ELITE SHARPSHOOTERS keyword.
  • Each time a unit with this doctrine is selected to shoot, you can re-roll one hit roll when resolving that unit’s attacks.

Cult of Sacrifice

Famed for their willingness to fight no matter the odds in the manner of the Death Korps of Krieg, or otherwise unafraid of death, the soldiers of this regiment are ready to sacrifice themselves on the field of battle in the Emperor’s name.

  • Units with this doctrine gain the CULT OF SACRIFICE keyword.
  • Each time a model with this doctrine makes an attack, if that model’s unit was below its Starting Strength when it was selected to shoot or fight, add 1 to that attack’s hit roll.

Industrial Efficiency

Like the lauded Steel Legions of Armageddon, to this regiment the pitiless mathematics of industrialised slaughter have become a grim fact of life. Issued with additional or higher-quality armour or having scavenged extra kit, the regiment’s attrition ratio is lower than most.

Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this doctrine, that attack has an Armour Penetration characteristic of 0 instead.

Swift as the Wind

Like Tallarn’s infamous masters of the lightning ambush, this regiment’s highly mobile soldiers and roaring tanks strike with overwhelming force before swiftly fading into the wilderness as if they were never there at all.

  • Add 1" to the Move characteristic of INFANTRY and ARTILLERY models with this doctrine, and add 2" to the Move characteristic of all other models with this doctrine.
  • Add 1 to charge rolls made for units with this doctrine.

Imperial armour Regimental Doctrines

If you wish, for any of your ASTRA MILITARUM Detachments, you can replace the Born Soldiers Regimental Doctrine with the Cult of Sacrifice Regimental Doctrine.

Specialist Detachments

Emperor’s Blade Assault Company

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.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If an EMPEROR’S BLADE CHARACTER is your Warlord, you can give them the following Warlord Trait.

MECHANISED COMMANDER

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.

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Blade Specialist Detachments, you can give the following relic to an EMPEROR’S BLADE CHARACTER in your army.

THE SHIELD OF MORTWALD

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:
1CP

MECHANISED FIRE SUPPORT

Astra Militarum Stratagem

The transports of an Emperor’s Blade Assault Company lay down supporting fire to protect infantry from close quarters attacks.

Use this Stratagem in the enemy Charge phase after an EMPEROR’S BLADE INFANTRY unit from your army is chosen as the target of an enemy unit’s charge. Pick an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX from your army within 6" of the unit being charged. The vehicle picked can fire Overwatch at the charging unit even if it is not the target of the charge, and when doing so, will hit the enemy on hit rolls of 4+, regardless of modifiers.
1CP

RAPID REDEPLOY

Astra Militarum Stratagem

The soldiers of an Emperor’s Blade Assault Company are expertly drilled in disembarking from their transport at the last moment to secure critical points on the battlefield.

Use this Stratagem at the end of your Movement phase. An EMPEROR’S BLADE unit embarked within an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX can disembark. That unit cannot move further in this phase, but can otherwise act normally for the rest of the turn. That unit counts as having moved for any rules purposes, such as shooting Heavy weapons.

Emperor’s Conclave Infantry Company

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.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If an EMPEROR’S CONCLAVE CHARACTER is your Warlord, you can give them the following Warlord Trait.

FIERY DENOUNCER

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.

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Conclave Specialist Detachments, you can give the following relic to an EMPEROR’S CONCLAVE CHARACTER in your army.

LITANIES OF THE HOLY SYNOD

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:
2CP

NO QUARTER GIVEN!

Astra Militarum Stratagem

With fervent belief, these warriors fight till their last breath.

Use this Stratagem at the start of the Fight phase. Pick an EMPEROR’S CONCLAVE unit from your army. Until the end of that phase, when a model from that unit is slain, that model is not removed from the battlefield as normal, but can instead immediately pile in and fight, even if it has already been chosen to fight that phase. After its attacks have been resolved, it is then removed from the battlefield.
1CP

SANCTIMONIOUS CHARGE

Astra Militarum Stratagem

Singing a glorious hymn to the Emperor’s divine power, these soldiers fear not the alien or the heretic as they fix bayonets and charge into the fray.

Use this Stratagem after an EMPEROR’S CONCLAVE MINISTORUM PRIEST makes a charge move. Until the end of that phase, add 1 to charge rolls for other friendly EMPEROR’S CONCLAVE units while they are within 12" of that MINISTORUM PRIEST.

Emperor’s Fist Tank Company

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.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If an EMPEROR’S FIST CHARACTER is your Warlord, you can give them the following Warlord Trait.

UNFLINCHING RESOLVE

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.

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Fist Specialist Detachments, you can give the following relic to an EMPEROR’S FIST CHARACTER in your army.

HAMMER OF SUNDERANCE

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:
1CP

UNYIELDING ADVANCE

Astra Militarum Stratagem

The tank crew of this Leman Russ are experts in maintaining a steady rate of fire, even when escorting convoys or racing down highly mobile foes.

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S FIST unit from your army. That unit can shoot its turret weapon twice as described in the Grinding Advance ability no matter how far it moved in the preceding Movement phase.
1CP

STEEL PHALANX

Astra Militarum Stratagem

The impetus of this phalanx’s charge is such that the combined Leman Russ Battle Tanks are able to smash aside all impediments, routing infantry and overturning enemy armour with their sheer belligerence and bulk.

Use this Stratagem at the start of your Charge phase. Pick an enemy unit. Each time an EMPEROR’S FIST unit from your army finishes a charge move within 1" of that enemy unit, roll a D6; on a 4+ that enemy unit suffers D3 mortal wounds.

Emperor’s Wrath Artillery Company

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.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If an EMPEROR’S WRATH CHARACTER is your Warlord, you can give them the following Warlord Trait.

LORD OF ORDNANCE

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).

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Wrath Specialist Detachments, you can give the following relic to an EMPEROR’S WRATH CHARACTER in your army.

AGRIPINAA-CLASS ORBITAL TRACKER

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:
1CP

SUPPRESSIVE FIRE

Astra Militarum Stratagem

Artillery rounds rain down from the sky. The shells are inaccurate, but serve to disrupt enemy infantry movement.

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S WRATH VEHICLE unit from your army. That unit cannot shoot this phase. Instead, it lays down suppressive fire; pick an enemy INFANTRY unit that is within range of at least one of its weapons. Until the start of your next turn, that enemy unit cannot fire Overwatch and halves its Move characteristic.
2CP

POUNDING BARRAGE

Astra Militarum Stratagem

Focusing on coordinates voxed in from forward spotters, the crews of each artillery piece continue to load and fire, load and fire, filling the air with a steady rain of high explosives.

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S WRATH VEHICLE unit from your army. Pick one of that unit’s ranged weapons. That unit can shoot twice with that weapon this phase.

Tempestus Drop Force

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.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If an TEMPESTUS DROP FORCE CHARACTER is your Warlord, you can give them the following Warlord Trait.

GRAVE-CHUTE COMMANDO

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.

RELICS OF THE PROGENIUM
If your army includes any Tempestus Drop Force Specialist Detachments, you can give the following relic to a TEMPESTUS DROP FORCE CHARACTER in your army.

CYPRA MUNDI NULL-EMITTER

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:
1CP

PRECISION DROP

Astra Militarum Stratagem

These elite troops have deployed via low altitude grav-chutes into dozens of war zones.

Use this Stratagem at the start of your Movement phase. Pick a TEMPESTUS DROP FORCE VALKYRIE from your army. Until the end of that phase, if models embarked within that VALKYRIE use the Grav-chute Insertion ability to disembark, do not roll a D6 for each model to determine if any are slain. Instead, no models from that unit are slain by that ability.
1CP

AERIAL FIRE SUPPORT

Astra Militarum Stratagem

After deploying the soldiers within, Drop Force Valkyries quickly identify and eliminate enemy threats on the ground.

Use this Stratagem in the enemy Charge phase after a TEMPESTUS DROP FORCE INFANTRY unit from your army is chosen as the target of an enemy unit’s charge. Pick a TEMPESTUS DROP FORCE VALKYRIE from your army within 6" of the unit being charged. That VALKYRIE can fire Overwatch at the charging unit even if it is not the target of the charge, and when doing so, will hit the enemy on hit rolls of 4+, regardless of modifiers.

Tank Aces

If your army includes any ASTRA MILITARUM Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any ASTRA MILITARUM BATTLE TANK or ASTRA MILITARUM SUPER-HEAVY models from your army by making them a Tank Ace.

Each time you make a model a Tank Ace, select one of the skills presented on this page for that model to have; that model’s Power Rating is increased by 1 if that model is a BATTLE TANK model, or by 2 if that model is SUPER-HEAVY model. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is increased by the relevant amount shown in the table below. Each time you make a model a Tank Ace, make a note of which skill you selected for it on your army roster.

TANK ACE SKILLS
SKILLBATTLE TANK UNITSSUPER-HEAVY UNITS
Vaunted Praetorian+15 pts+30 pts
Meticulous Calibrator+20 pts+40 pts
Mechanical Pack Rat+20 pts+30 pts
Veteran Commandeer+20 pts+30 pts
Knight of Piety+25 pts+35 pts
Master of Camouflage+25 pts+35 pts
Steel Commissar+25 ptsN/A

Named characters cannot be made Tank Aces. Each model can only have one Tank Ace skill. An army (or a Crusade force) cannot include the same Tank Ace skill more than once. Tank Ace skills are not considered to be Relics for any rules purposes.

A Crusade force cannot start with any models having Tank Ace skills - to include one in a Crusade force you must use the Tank Ace Requisition.

Vaunted Praetorian

The singular prestige of commanding a super-heavy tank has only reinforced the high respect granted to this ace by other tank crews. Their sage and tactical advice is cleaved to like the highest order.

SUPER-HEAVY or ROGAL DORN BATTLE TANK model only. This model gains the OFFICER keyword and knows Mechanised Orders. In your Command phase, it can issue one Order, and if this model is a SUPER-HEAVY model, the unit you select for that Order can be an ASTRA MILITARUM TITANIC unit (all other rules for issuing Orders still apply).

Meticulous Calibrator

Having spent long hours on campaign making minor adjustments and personal calibrations to targeting arrays, archaic optics and heirloom scry-shrines, this ace has honed the efficacy of their tank’s powerful guns to perfection.

Each time this model makes a ranged attack, the target does not receive the benefits of cover against that attack.

Mechanical Pack Rat

This acquisitive ace has invested considerable time and resources into amassing replacement components, redundancy systems and reinforced mechanisms. This obsession enables their vehicle to grind towards the enemy no matter what is thrown at it.

Each time an attack is made against this model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

Veteran Commandeer

This ace’s skill lies in the leveraging of influence within their regiment and certain officios of the Department Munitorum, requisitioning and diverting the most experienced crew to their command. Acquired through many bloody campaigns, the crew’s diverse skills are drawn on to execute unorthodox manoeuvres and adapt to changing battlefield conditions.

When you add this model to your army, select one doctrine from the Regimental Doctrines (except Born Soldiers) section that no other unit from your army has. This model has that doctrine in addition to any others it has.

Knight of Piety

Whether by installing a small shrine in the crew compartment, sealing litany parchments to the outer hull or beseeching a Regimental Preacher to sanctify their armoured steed, this pious ace has warded their tank against the unholy and the unrighteous.

  • This model has a 5+ invulnerable save.
  • Each time this model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Master of Camouflage

This patient and predatory tank ace is an expert in shielding their huge vehicle from attack. Positioning their tank amidst obscuring terrain and utilising camouflage webbing, disruptive cameleoline-paint, advanced holo-emitters or other arcane technologies, they repeatedly outfox enemy tank-hunters.

Each time a ranged attack is made against this model, if the attacker is more than 12" away, this model is treated as having the benefits of Light Cover against that attack. If this model has the TITANIC keyword, it only receives this benefit if the attacker is more than 18" away.

Steel Commissar

Many regimental Commissars, especially those assigned to armoured regiments, prefer to bellow threats and orders from the high cupola of a grinding iron steed.

OFFICER model only. This model knows Prefectus Orders in addition to Mechanised Orders. In your Command phase, it can issue one Prefectus Order in addition to one Mechanised Order. When this model issues a Prefectus Order, the unit you select for that Order can be an INFANTRY OFFICER or ABHUMAN unit, but in such cases, the Regimental Tactics ability does not apply (all other rules for issuing Orders still apply).

Stratagems by Phase

Before battle

BATTLEFIELD BEQUEST (Astra Militarum – Requisition)

IMPERIAL COMMANDER’S ARMOURY (Astra Militarum – Requisition)

OFFICER CADRE (Astra Militarum – Requisition)

Battle Round

Command phase

ARTILLERY STRIKE REQUESTED (Astra Militarum – Strategic Ploy)

BATTLEFIELD SURGERY (Astra Militarum – Epic Deed)

RELENTLESS (Astra Militarum – Epic Deed)

CAREFUL PLANNING (Astra Militarum – Boarding Actions – Strategic Ploy)

Movement phase

PRECISION DROP

DEFENSIVE FIRE (Astra Militarum – Boarding Actions – Battle Tactic)

FEINTING STRIKE (Astra Militarum – Strategic Ploy)

UNWAVERING DETERMINATION (Astra Militarum – Boarding Actions – Strategic Ploy)

RAPID REDEPLOY

Enemy Movement phase

ORBITAL INTERFERENCE (Astra Militarum – Strategic Ploy)

FLAK BARRAGE (Astra Militarum – Strategic Ploy)

Shooting phase

POUNDING BARRAGE

SUPPRESSIVE FIRE

UNYIELDING ADVANCE

ACCEPTABLE LOSSES (Astra Militarum – Strategic Ploy)

ARMOURED FIST (Astra Militarum – Battle Tactic)

EXPERIENCED EYE (Astra Militarum – Battle Tactic)

INGRAINED PRECISION (Astra Militarum – Battle Tactic)

MAVERICK MANOEUVRES (Astra Militarum – Strategic Ploy)

MOUNT UP! (Astra Militarum – Strategic Ploy)

OVERCHARGED LAS-CELLS (Astra Militarum – Wargear)

OVERLAPPING FIELDS OF FIRE (Astra Militarum – Battle Tactic)

HEADS DOWN! (Astra Militarum – Boarding Actions – Battle Tactic)

SUPERCHARGED LAS (Astra Militarum – Boarding Actions – Wargear)

VENGEANCE FOR CADIA (Astra Militarum – Battle Tactic)

VOLLEY FIRE (Astra Militarum – Battle Tactic)

VOLLEY FIRE (Astra Militarum – Boarding Actions – Battle Tactic)

Enemy Shooting phase

VENGEFUL SALUTE (Astra Militarum – Epic Deed)

Being targeted

ABLATIVE PLATING (Astra Militarum – Wargear)

CADIA STANDS! (Astra Militarum – Battle Tactic)

IMMOVABLE INDOCTRINATION (Astra Militarum – Battle Tactic)

SHIELD OF FLESH (Astra Militarum – Strategic Ploy)

SMOKE LAUNCHERS (Astra Militarum – Wargear)

Charge phase

STEEL PHALANX

SANCTIMONIOUS CHARGE

THUNDEROUS CHARGE (Astra Militarum – Strategic Ploy)

Enemy Charge phase

VICIOUS TRAPS (Astra Militarum – Strategic Ploy)

AERIAL FIRE SUPPORT

MECHANISED FIRE SUPPORT

Fight phase

NO QUARTER GIVEN!

CRUSH THEM (Astra Militarum – Epic Deed)

MELTA MINE (Astra Militarum – Wargear)

VENGEANCE FOR CADIA (Astra Militarum – Battle Tactic)

Enemy Fight phase

VENGEFUL SALUTE (Astra Militarum – Epic Deed)

NO QUARTER GIVEN!

CRUSH THEM (Astra Militarum – Epic Deed)

MELTA MINE (Astra Militarum – Wargear)

VENGEANCE FOR CADIA (Astra Militarum – Battle Tactic)

Taking casualties

VENGEFUL SALUTE (Astra Militarum – Epic Deed)

FIELD PROMOTION (Astra Militarum – Epic Deed)

FIRE ON MY POSITION (Astra Militarum – Epic Deed)

Stratagems

If your army includes any ASTRA MILITARUM Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

ARMOURED FIST1CP
Astra Militarum – Battle Tactic Stratagem

Hard-drilled companies of mechanised infantry have perfected the art of rapid assault. Readied troopers leap from their transports into the heart of the foe, lasguns blasting.

Use this Stratagem in your Shooting phase, when an ASTRA MILITARUM CORE unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack against the closest eligible target, if that model disembarked from a TRANSPORT model this turn, you can re-roll the wound roll.
VENGEANCE FOR CADIA1CP
Astra Militarum – Battle Tactic Stratagem

Soldiers continuing to uphold the lineage of the bastion world yearn to visit destruction on those responsible for the fall of Cadia.

Use this Stratagem in your Shooting phase or the Fight phase, when a CADIAN unit from your army, or a PLATOON unit from your army that is itself within 6" of a friendly CADIAN OFFICER unit, is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack against a CHAOS unit, add 1 to that attack’s wound roll.
CADIA STANDS!1CP
Astra Militarum – Battle Tactic Stratagem

While even a single Cadian soldier refuses to yield, the fortress world is still said to stand firm.

Use this Stratagem in any phase, when a CADIAN INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
INGRAINED PRECISION1CP
Astra Militarum – Battle Tactic Stratagem

Amongst the most disciplined and well-drilled Imperial Guardsmen are those famed for their decisive firepower.

Use this Stratagem in your Shooting phase, when a BORN SOLDIERS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, an unmodified hit roll of 5+ automatically wounds the target. If an attack automatically wounds the target as a result of this, then for the purposes of any other rules that are triggered on a particular wound roll, that attack is considered to have been made with an unmodified wound roll of 6.
OVERLAPPING FIELDS OF FIRE2CP
Astra Militarum – Battle Tactic Stratagem

Astra Militarum combat doctrine utilises the concentration of focused firepower to hammer the foe from multiple angles.

Use this Stratagem in your Shooting phase, when an enemy model is destroyed by an attack made by a PLATOON or SQUADRON model from your army. Until the end of the phase, each time a friendly PLATOON or SQUADRON model makes an attack against that destroyed models unit:
  • Re-roll a wound roll of 1.
  • On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
VOLLEY FIRE2CP
Astra Militarum – Battle Tactic Stratagem

The Imperial Guard are trained to hold their fire until the perfect moment, lest they waste the God-Emperor’s ammunition. When unleashed, the devastatingly accurate volley cuts the foe to pieces.

Use this Stratagem at the end of your Shooting phase. Select one INFANTRY SQUAD unit from your army that Remained Stationary this turn; that unit can shoot again.
EXPERIENCED EYE1CP
Astra Militarum – Battle Tactic Stratagem

War has taught the grizzled elite of many regiments how to identify and exploit weak points in enemy armour.

Use this Stratagem in your Shooting phase, when a KASRKIN or ELITE SHARPSHOOTERS CORE unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
IMMOVABLE INDOCTRINATION1CP
Astra Militarum – Battle Tactic Stratagem

Driven to put the needs of the Imperium first, if ordered to hold their ground, Tempestus Scions refuse to yield an inch to the foe.

Use this Stratagem in any phase, when a MILITARUM TEMPESTUS INFANTRY unit from your army that is within range of an objective marker is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit:
  • That attack’s wound roll cannot be re-rolled.
  • Worsen the Armour Penetration characteristic of that attack by 1 (to a minimum of 0).
RELENTLESS1CP/2CP
Astra Militarum – Epic Deed Stratagem

Astra Militarum vehicles are so rugged and robust that damaged systems can be temporarily pushed beyond their limits in extremis.

Use this Stratagem in your Command phase. Select one ASTRA MILITARUM VEHICLE model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
FIELD PROMOTION1CP
Astra Militarum – Epic Deed Stratagem

Should a force's senior officers be slain, it will fall to a junior officer to see victory forged with unwavering adherence to the battle plan.

Use this Stratagem when an ASTRA MILITARUM WARLORD from your army is destroyed. Select one OFFICER model from your army that does not have a Warlord Trait. Then, select a Warlord Trait that no model from your army has and that the selected model is eligible for. Until the end of the battle, that model gains that Warlord Trait and for all rules purposes now counts as your WARLORD. If any mission objective, secondary objective, tactical objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until after the new WARLORD is destroyed. You can only use this Stratagem once.
VENGEFUL SALUTE1CP/2CP
Astra Militarum – Epic Deed Stratagem

Many crewmen’s myths tell of venerable war engines, otherwise wrecked, unleashing a final miraculous act of vengeance.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when an ASTRA MILITARUM VEHICLE model from your army is destroyed but did not explode. Do not remove that model from play - it can shoot after the attacking model’s unit has finished making attacks. While doing so:
  • That model can only make attacks with turret weapons it is equipped with.
  • That model has a Ballistic Skill characteristic of 5+.
After resolving that model’s attacks, it is then removed. If that model has the BATTLE TANK or ARMOURED SUPERIORITY keyword, this Stratagem costs 1CP; otherwise, it costs 2CP.
BATTLEFIELD SURGERY1CP
Astra Militarum – Epic Deed Stratagem

The tough and no-nonsense combat medics of the Astra Militarum have dragged screaming soldiers back into service time and again, telling them that the Emperor is not ready for them that day.

Use this Stratagem in your Command phase. Select one ASTRA MILITARUM MEDIC unit from your army that is below its Starting Strength and not within Engagement Range of any enemy units. Up to D3 destroyed models (excluding OFFICER models) can be added back to that unit with their full wounds remaining.
CRUSH THEM1CP
Astra Militarum – Epic Deed 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 in the Fight phase, when a BATTLE TANK or SUPER-HEAVY model from your army is selected to fight. Until the end of the phase, each time that model makes an attack against an enemy unit (excluding VEHICLE and MONSTER units):
  • Change that model’s Weapon Skill characteristic to 4+. If that model has the ARMOURED keyword, change its Weapon Skill characteristic to 3+ instead.
  • On an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
FIRE ON MY POSITION1CP/2CP
Astra Militarum – Epic Deed 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 before whispering their last prayer to the God-Emperor.

Use this Stratagem when a VOX-CASTER model from your army is destroyed by a melee attack. Do not remove that model from play. After all of the models in the attacking unit have finished making their attacks, roll one D6 for each unit within 3" of that VOX-CASTER model: on a 4+, the unit being rolled for suffers D3 mortal wounds. That VOX-CASTER model is then removed from play. If that model has the CULT OF SACRIFICE keyword, this Stratagem costs 1CP; otherwise, it costs 2CP.
OFFICER CADRE1CP
Astra Militarum – Requisition Stratagem

Wise Imperial Guard commanders gather a key group of talented second officers, advisers, tacticians and front-line strategists.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ASTRA MILITARUM keyword. Select one ASTRA MILITARUM CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only 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), and you cannot use this Stratagem to give a model two Warlord Traits.

You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
BATTLEFIELD BEQUEST1CP
Astra Militarum – Requisition Stratagem

The toughest Sergeants have survived numerous war zones, proving their worth to the higher echelons through years of warfare. Held in esteem despite their lowly rank, it is not unknown for veteran Sergeants to be gifted heirloom artefacts by grateful commanders.

Use this Stratagem before the battle, when you are mustering your army. Select one ASTRA MILITARUM model from your army that has the word ‘Sergeant’ or ‘Watchmaster’ in their profile and give them one of the following Heirlooms of Conquest (this must be a Relic they could have): Legacy of Kalladius; Claw of the Desert Tigers; The Barbicant’s Key; The Emperor’s Fury; Relic of Lost Cadia. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics.

You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
IMPERIAL COMMANDER’S ARMOURY1CP
Astra Militarum – Requisition 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, when you are mustering your army, if your WARLORD has the ASTRA MILITARUM keyword. Select one ASTRA MILITARUM CHARACTER model from your army and give them one Relic (this must be a Relic they can have). Alternatively, you can use this Stratagem to give one COMMAND SQUAD model from your army that is equipped with a master vox the Clarion Proclamatus, or one COMMAND SQUAD model from your army that is equipped with a regimental standard the Finial of the Nemrodesh 1st. In either case, each Relic in your army must be unique, and you cannot use this Stratagem to give a unit two Relics.

You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
ORBITAL INTERFERENCE2CP
Astra Militarum – Strategic Ploy Stratagem

Officers of the Fleet employ their authority to coordinate Navis Imperialis assets. Bombarding enemy comms, strafing drop ships and disrupting the foes own naval capability, their clipped orders can wreck enemy cohesion and delay encroaching reinforcements.

Use this Stratagem at the start of the Reinforcements step of your opponent’s Movement phase, if an OFFICER OF THE FLEET model from your army is on the battlefield. If it is the first or the second battle round, you can select one of your opponent’s Strategic Reserve or Reinforcement units. That unit cannot arrive on the battlefield this phase for any reason, even if it has another rule that states it always arrives on the battlefield during a specific battle round (e.g. Drop Pod Assault). You can only use this Stratagem once.
MAVERICK MANOEUVRES1CP
Astra Militarum – Strategic Ploy Stratagem

The independent mavericks often selected to pilot Sentinels learn to unleash their firepower on the move, amidst swift manoeuvres.

Use this Stratagem in your Shooting phase, when you select a SENTINEL unit from your army to shoot. After that shooting is resolved, that unit can make a Normal Move of up to 6". That unit cannot shoot again this phase.
THUNDEROUS CHARGE1CP
Astra Militarum – Strategic Ploy Stratagem

The brute power and muscle of pure-bred Attilan steeds and hulking, abhuman Ogryns results in devastating impacts.

Use this Stratagem in your Charge phase, when an OGRYNS or ATTILAN ROUGH RIDERS unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that OGRYNS or ATTILAN ROUGH RIDERS unit, and roll one D6 for each model in that OGRYNS or ATTILAN ROUGH RIDERS unit that is within Engagement Range of that enemy unit. For each result that equals or exceeds that enemy unit’s Toughness characteristic, that enemy unit suffers 1 mortal wound.
ARTILLERY STRIKE REQUESTED2CP
Astra Militarum – Strategic Ploy Stratagem

Ranking artillery officers feed targeting information to distant ordnance crews, calling upon them to deliver deadly munitions.

Use this Stratagem in your Command phase, if a MASTER OF ORDNANCE or EXPERT BOMBARDIERS OFFICER model from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is within 3" of the centre of the marker, and subtracting 1 if the unit being rolled for is a CHARACTER unit. On a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.
ACCEPTABLE LOSSES1CP
Astra Militarum – Strategic Ploy Stratagem

Sacrifices must be made on the field of war, and ruthless officers willingly give the order to unleash firestorms even at the risk of their own troops’ lives.

Use this Stratagem in your Shooting phase. Select one ASTRA MILITARUM unit from your army that is not within Engagement Range of any enemy units, then select one enemy unit. Until the end of the phase, models in that ASTRA MILITARUM unit can target that enemy unit even if it is within Engagement Range of other friendly PLATOON or GRIM DEMEANOUR units, but each time a model makes an attack against such a target, that attack’s hit roll cannot be re-rolled and on an unmodified hit roll of 1, resolve that attack against one friendly unit, selected by you, that is within Engagement Range of the target instead (resolve any attacks against friendly units after resolving all of the attacks against that enemy unit).
VICIOUS TRAPS1CP
Astra Militarum – Strategic Ploy Stratagem

Specially trained soldiers lace the ground ahead of their defences with all manner of incendiary charges, mines and razored snares.

Use this Stratagem in your opponent’s Charge phase, when an enemy unit finishes a charge move within Engagement Range of one or more ASTRA MILITARUM units from your army that are wholly within an Area Terrain feature. Roll one D6 and apply the following modifiers:
  • +1 if any of those units from your army have the CATACHAN or VETERAN GUERRILLAS keyword.
  • +1 if any of those units from your army have the MELTA MINE keyword.
  • +1 if your army includes SLY MARBO and he is on the battlefield.
On a 2-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 2D3 mortal wounds.
FEINTING STRIKE1CP
Astra Militarum – Strategic Ploy Stratagem

The horsemasters of Attila are peerless hunters, crashing through enemy lines in glorious charges, striking a telling blow and then evading the foe before circling back to strike again.

Use this Stratagem in your Movement phase, when an ATTILAN ROUGH RIDERS unit from your army is selected to Fall Back. Until the end of the turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FLAK BARRAGE1CP
Astra Militarum – Strategic Ploy Stratagem

Hydra flak tanks incorporate all manner of auto-augurs and precognitive aerial scryers. Enemy aircraft entering these war engines’ airspace are greeted with a thunderous barrage of fire.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one HYDRA unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but when doing so, models in that unit can only target a single eligible enemy AIRCRAFT unit that was set up as Reinforcements this turn.
SHIELD OF FLESH1CP
Astra Militarum – Strategic Ploy Stratagem

Heavily armoured, immensely tough and loyal to a fault, Ogryns think nothing of using their hulking mass as a shield against incoming fire in order to shelter their smaller comrades.

Use this Stratagem in your opponent’s Shooting phase, when an INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time an enemy model targets that unit with an attack, if that unit is within 3" of another friendly unit that has the OGRYNS keyword (excluding BODYGUARD units) and that OGRYNS unit is closer to the attacking model, subtract 1 from that attack’s hit roll.
MOUNT UP!2CP
Astra Militarum – Strategic Ploy Stratagem

Like a deadly storm, elite and mobile troops are trained to strike hard before rapidly redeploying via their rugged transports.

Use this Stratagem in your Shooting phase, after a MECHANISED or MILITARUM TEMPESTUS INFANTRY unit from your army has shot. If every model in that unit is within 3" of a friendly TRANSPORT model, that INFANTRY unit can embark within it (this cannot allow that TRANSPORT model to exceed its transport capacity).
OVERCHARGED LAS-CELLS1CP
Astra Militarum – Wargear Stratagem

With advanced cell shielding - and said to harbour bellicose spirits - hot-shot lasguns can be temporarily overcharged to deadly effect.

Use this Stratagem in your Shooting phase, when a KASRKIN or MILITARUM TEMPESTUS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a hot-shot weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. A unit can only inflict a maximum of 6 mortal wounds per phase as a result of this Stratagem.
SMOKE LAUNCHERS1CP
Astra Militarum – Wargear Stratagem

Firing grenade-like canisters from launchers that spew smoke, tank crews screen their manoeuvres from enemy guns.

Use this Stratagem in your opponent’s Shooting phase, when an ASTRA MILITARUM SMOKE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
ABLATIVE PLATING2CP/3CP
Astra Militarum – Wargear Stratagem

Crews routinely reinforce their vehicles armour, adding ablative plating, track links, sandbags and varied means to protect the hull.

Use this Stratagem in any phase, when a BATTLE TANK or ARMOURED unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit has the SUPER-HEAVY or ROGAL DORN BATTLE TANK keyword, this Stratagem costs 3CP; otherwise, it costs 2CP.
MELTA MINE1CP
Astra Militarum – Wargear Stratagem

These cumbersome devices can turn a bunker wall to bubbling slag.

Use this stratagem in the Fight phase, when a MELTA MINE unit from your army is selected to fight. Select one enemy VEHICLE or MONSTER unit within Engagement Range of that unit and roll one D6; on a 2-5, that enemy unit suffers D3+1 mortal wounds; on a 6, that enemy unit suffers 2D3 mortal wounds.

Psykana Discipline

Before the battle, generate the psychic powers for PSYKERS from your army that know powers from the Psykana discipline using the table below. If the PSYKER is an ASTROPATH model, you can either roll one D3 to generate each power randomly (re-rolling duplicate results), or you can select one of the following powers for that PSYKER to know: Terrifying Visions, Gaze of the Emperor, Psychic Barrier. Otherwise, you can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.

D6PSYCHIC POWER
1

TERRIFYING VISIONS

The psyker fills their enemies’ minds with nightmarish images and visions of torment, eroding cohesive thought and senses of duty.

Malediction: Terrifying Visions has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Command phase:

  • Subtract 2 from the Leadership characteristic of models in that unit.
  • Your opponent cannot select that unit for the Insane Bravery Stratagem, nor can they use any rule that would enable them to re-roll a Morale test taken for that unit.
In addition, roll 2D6: if the result is equal to or greater than that unit’s Leadership characteristic (after applying the modifier above), any action that unit is currently performing immediately fails and, until the start of your next Psychic phase, that unit cannot perform actions.

2

GAZE OF THE EMPEROR

The psyker cages the immense power of the immaterium within their physical form, and their eyes blaze with the Emperor’s vengeful fury.

Witchfire: Gaze Of The Emperor has a warp charge value of 6. If manifested, select one enemy model within 12" of and visible to this PSYKER. Draw a straight line between any part of that model’s base (or hull) and this PSYKER’s base. Roll one D6 for that enemy model’s unit, and one D6 for each other unit that this line passes over: on a 1-5, the unit being rolled for suffers 1 mortal wound; on a 6, the unit being rolled for suffers D3 mortal wounds.

3

PSYCHIC BARRIER

The psyker weaves an aegis of pure psychic energy around their allies, against which enemy fire sparks and spatters harmlessly.

Blessing: Psychic Barrier has a warp charge value of 6. If manifested, select one friendly ASTRA MILITARUM unit within 12" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 5+ invulnerable save.

4

NIGHTSHROUD

Calling upon the power of the empyrean, the psyker cloaks their allies in a flowing curtain of shadow, concealing them from the enemy.

Blessing: Nightshroud has a warp charge value of 6. If manifested, select one friendly ASTRA MILITARUM unit within 12" of this PSYKER. You cannot select a TITANIC unit unless the result of the Psychic test was an unmodified 11+. Until the start of your next Psychic phase, each time an attack is made against that unit, an unmodified hit roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making the attack may have.

5

MENTAL SHACKLES

The psyker imposes forbidding psychic prohibitions on the foe, causing the victims’ limbs to feel like leaden weights and miring their minds in an illusory fug.

Malediction: Mental Shackles has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:

  • Subtract 2" from the Move characteristic of models in that unit.
  • Subtract 2 from Advance and charge rolls made for that unit.

6

PSYCHIC MAELSTROM

The psyker unleashes the full might of their mind, summoning a roiling psychic tempest that envelops the enemy, lifting them from the ground and wrenching them about like a rag doll.

Witchfire: Psychic Maelstrom has a warp charge value of 6. If manifested, roll a number of D6 equal to the result of the Psychic test: for each 5+, the closest enemy unit that is within 18" of and visible to this PSYKER suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Warlord Traits

If an ASTRA MILITARUM CHARACTER model is your WARLORD, you can use the Astra Militarum Warlord Traits table below to determine what Warlord Trait they have. If your WARLORD is not an OFFICER, they must have the Front-line Combatant Warlord Trait.

Otherwise, you can either roll one D6 to randomly generate one, or you can select one. If a MILITARUM TEMPESTUS CHARACTER model is your WARLORD, you can choose to use the Militarum Tempestus Warlord Traits table below instead to determine what Warlord Trait they have in the same manner. If you randomly generate a Warlord Trait from the Militarum Tempestus Warlord Traits table, roll one D3 when doing so, instead of one D6.

Astra Militarum Warlord Traits

D6WARLORD TRAIT
1

FRONT-LINE COMBATANT

Disdaining the notion of orchestrating war from a distance, this warlord is an aggressive and dynamic front-line duellist, taking the fight to the enemy’s heart and leading their troops to glory.

Each time this WARLORD makes a melee attack:

  • An unmodified hit roll of 6 scores 2 additional hits.
  • Add 1 to that attack’s wound roll.

2

MASTER TACTICIAN

Amongst the lauded strategists and tacticians of the Astra Militarum, this warlord is a renowned logistician, always knowing where best to position their forces.

At the start of the first battle round, you can select up to three friendly ASTRA MILITARUM units (excluding TITANIC units). Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission you are playing uses the Strategic Reserves rules, you can place any of those units into Strategic Reserves instead.

3

GRAND STRATEGIST

This warlord is capable of precisely anticipating the ebb and flow of war, their seemingly reactive tactics often prepared far in advance.

While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem, roll one D6: on a 5+, that Command point is refunded.

4

SUPERIOR TACTICAL TRAINING

Having commanded troops on countless battlefields, this veteran officer has borne witness to the manifold caprices of war. They have perfected just as many strategic responses, and bark out a constant stream of rapidly evolving orders as the situation demands.

When you select this Warlord Trait, select one type of Orders (Regimental, Prefectus or Mechanised) that this WARLORD does not know. This WARLORD knows those Orders in addition to any others it knows.

5

OLD GRUDGES

This warlord has learnt their nemesis’ weakness, and will exploit it ruthlessly in a flurry of orders to nearby troops, sealing their old enemy’s doom with a storm of firepower.

At the start of the first battle round, select one enemy unit. Until the end of the battle, this WARLORD gains the following ability:

Old Grudges (Aura): While a friendly PLATOON or BATTLE TANK SQUADRON unit is within 6" of this WARLORD, each time a model in that friendly unit makes an attack against that enemy unit, add 1 to the wound roll.

6

LEAD BY EXAMPLE

This warlord is known for their strategic excellence, as are those they command. Honed over many years, their curt, well- established battle cant is wielded with consummate efficiency, reinforced by the inspirational example they themselves set.

This WARLORD can issue Orders to its own unit, even though you cannot normally select OFFICER units when issuing Orders.


Named Characters and Warlord Traits

If the following characters gain a Warlord Trait, they must have the corresponding one shown below.
CHARACTERWARLORD TRAIT
‘Iron Hand’ StrakenFront-line Combatant 
Death Korps Marshal Karis VennerInspiring Leader (Aura) 
Gaunt’s GhostsLead by Example 
Lord Solar LeontusGrand Strategist 
Ursula CreedMaster Tactician 

Militarum Tempestus Warlord Traits

D3WARLORD TRAIT
1

DRILL COMMANDER (AURA)

Expertly guiding their elite soldiers’ fire, this warlord’s stentorian orders reinforce years of indoctrinated drills concerning the relentless application of long-range shots.

While a friendly MILITARUM TEMPESTUS INFANTRY unit is within 6" of this WARLORD, instead of following the normal rules for Rapid Fire weapons, models in that unit make double the number of attacks when shooting with such weapons (e.g. a Rapid Fire 1 weapon would make 2 attacks, at any range).

2

PRECISION TARGETING (AURA)

This warlord is an analytical genius as well as a highly experienced combatant. Combined, these skills make them extremely adept at pinpointing where an enemy will be and directing accurate and lethal fire against them.

While a friendly MILITARUM TEMPESTUS INFANTRY unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, the target does not receive the benefits of cover against that attack.

3

UNCOMPROMISING PROSECUTION (AURA)

This warlord concentrates their troops’ firepower on a target’s most vulnerable points, maximising the damage they inflict with every ruthless volley.

While a friendly MILITARUM TEMPESTUS INFANTRY unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with the Astra Militarum, such as Agendas, Battle Traits 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.

Battle Traits

When an ASTRA MILITARUM unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose a Battle Trait that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

OFFICER UNITS
D6TRAIT
1-2Bellowing Voice

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

  • Add 3" to the range of all aura abilities this OFFICER’s unit has.
  • Each time this OFFICER issues a Regimental or Prefectus Order, you can select one friendly PLATOON unit within 12" to be the target of that Order (instead of within 6"), and each time this OFFICER issues a Mechanised Order, you can select one friendly SQUADRON unit within 18" to be the target of that Order (instead of within 12").
3-4Eye for Talent

Always on the lookout for potential recruits, this officer moulds soldiers into the perfect weapon far in advance.

If this OFFICER is part of your Crusade army and was not destroyed during the battle, then at the end of the battle, select one additional unit to be Marked for Greatness.
5-6Draconian Disciplinarian

This officer believes that to spare the lash is to spoil the soldier, and is never hesitant in dealing out despotic punishments.

At the start of the Morale phase, you can select one friendly ASTRA MILITARUM unit within 6" of this OFFICER. Until the end of the phase, any Morale test taken for that unit is automatically passed.
VEHICLE UNITS (EXCLUDING AIRCRAFT UNITS)
D6TRAIT
1-2Street Fighters

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

  • Improve the Weapon Skill characteristic of models in this unit by 1.
  • Models in this unit do not suffer the penalty incurred to their hit rolls for firing at enemy units that are within Engagement Range of this unit.
3-4Battlefield Hunter

The numerous kill markings adorning this vehicle are a testament to its crew’s skill at destroying rival behemoths.

Each time a model in this unit makes a ranged attack, if the target of that attack is a VEHICLE or MONSTER unit, re-roll a hit roll of 1 and re-roll a wound roll of 1.
5-6Grizzled Crew

Nothing short of death or total destruction will prevent this crew from unleashing their charge’s full fighting potential.

Each time a model in this unit loses a wound, roll one D6: on a 6, that wound is not lost.
INFANTRY AND CAVALRY UNITS
D6TRAIT
1Crazed

These troops have fought for so long that they no longer fear their enemy, and their various psychological scars mean they barely register new traumas.

  • You can ignore any or all modifiers to this unit’s Leadership characteristic.
  • You can re-roll Morale tests taken for this unit.
  • You can re-roll failed Out of Action tests taken for this unit.
2Stealthy

These seasoned veterans are experts at moving amongst dense terrain. There are few troops with such an uncanny sense of timing and positioning.

  • Models in this unit ignore the penalties to movement distances incurred for moving over Difficult Ground.
  • Each time a ranged attack is made against this unit, this unit receives the benefits of Light Cover against that attack. If this unit makes a Normal Move, Advances or Falls Back during your Movement phase, it loses this ability until the start of your next Movement phase.
3Dead Eye Shots

Expert marksmen who obsessively maintain their weapons, these veterans are practised in efficient kills at range.

Improve the Ballistic Skill characteristic of models in this unit by 1.
4Slick Crew

The crew of this squad’s support weapon are expert in its handling, working with the support of the rest of their squad like a well-oiled machine.

Each time a model in this unit makes an attack with a Heavy weapon, an unmodified hit roll of 6 scores one additional hit.
5Guerrillas

Guerrilla fighters are seasoned hit-and-run troops, outwitting their foes and disappearing suddenly after attacking.

This unit is eligible to shoot in a turn in which it Fell Back. If it does so, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.
6Hardened Fighters

These soldiers have fought hard to survive on numerous deadly battlefields, honing their faith and aggression until it burns white hot.

Improve the Weapon Skill characteristic of models in this unit by 1.

Tours of Duty

Regiments are commonly raised for service in specific campaigns. They may fight a handful of battles over the course of weeks, but many wars grind on for years. Such campaigns are mammoth logistical undertakings; armies of adepts, quartermasters, intelligence officers and specialist agents are deployed to grease the gears of war. At a campaign’s conclusion, munificent generals may issue medals to the worthy. Only in rare circumstances does a surviving soldier’s lot end in resettlement rights on a conquered planet. Most are unceremoniously loaded onto mass transporters, hauled back into orbit and dispatched to the next war zone to begin their duty anew.


If your Crusade force includes any ASTRA MILITARUM units, it can go on a Tour of Duty to crush the enemy forces and reinforce the Imperiums defences.

Each time your Crusade force starts a Tour of Duty, you must first determine how many battles you will need to fight and how many victories are required to claim overall triumph.

  • The number of battles you will need to fight is 2D3+2.
  • The number of victories you will require is D3+2.

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

Once both of these numbers reach 0, congratulations - you have completed your Tour of Duty! You now move on to the culmination stage, allowing you to reward the units that served you well with medals and acclaim, giving them potent new battlefield capabilities in the process. With this complete, you can then begin a new Tour of Duty.

Logistics Points

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

Logistics points represent the various resources and assets that the Departmento Munitorum can bring to bear in support of your army, and they can be assigned to various categories, each granting powerful benefits or painful deficiencies, depending on what aspects of your Tour of Duty you wish to focus on. How you assign these Logistics points will have a big impact on the tactics and strategies you will need to make use of in your forthcoming games.

Commendation Points

At the end of each battle your Crusade force fights, it earns 1 Commendation point. If you won that battle, your Crusade force earns D3 Commendation points instead.

Commendation points are used to award Campaign Medals to your units after completing a Tour of Duty. Additional Commendation points can be earned through the Astra Militarum Agendas.

Assigning Logistics Points

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

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

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

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

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

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

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

0Logistics pointsDeficiency
1Logistics pointNo Effect
2Logistics pointsSurplus

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

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

Category: Military Intelligence

SURPLUS
  • If your WARLORD is an OFFICER, start the battle with 1 additional CP.
  • When selecting Agendas for a battle, you can select one additional Astra Militarum Agenda, meaning you can select up to 4 in total, 2 of which can be from the Astra Militarum category.
DEFICIENCY
  • Each time an OFFICER from your army issues an Order, roll one D6: on a 1, that order is not issued.
  • At the end of the battle, unless you are the victor, you do not receive a Requisition point for playing a battle.

Category: Materiel

SURPLUS
  • Each time an Astra Militarum unit from your army is selected to shoot, you can re-roll one wound roll when resolving that unit’s attacks.
  • Once after each battle, you can use either the Rearm and Resupply Requisition or the Relic Requisition, for 0RP.
DEFICIENCY
  • Subtract 2" from the Move characteristic of ASTRA MILITARUM VEHICLE models from your army (to a minimum of 0").
  • The Rearm and Resupply Requisition costs you 2RP to use.

Category: Tithe Pool

SURPLUS
  • In your Command phase, you can add back 1 destroyed model to each ASTRA MILITARUM CORE INFANTRY unit from your army that is on the battlefield and not at its Starting Strength.
  • Once after each battle, you can use either the Fresh Recruits Requisition or the Repair and Recuperate Requisition, for 0RP.
DEFICIENCY
  • In your Command phase, if your WARLORD is not on the battlefield, you do not gain the Battle-forged CP bonus.
  • The Increase Supply Limit Requisition costs you 2RPs to use.

Category: Morale

SURPLUS
  • Add 1 to the Leadership characteristic of ASTRA MILITARUM models from your army.
  • At the end of the battle, units from your army gain 2 experience points for Battle Experience, instead of 1.
DEFICIENCY
  • Subtract 1 from the Leadership characteristic of ASTRA MILITARUM models from your army.
  • Units from your army cannot be Marked for Greatness.

Campaign Medals

Each time your Crusade force completes a Tour of Duty, you can spend your Commendation points to upgrade your ASTRA MILITARUM units with Campaign Medals (any Commendation points not spent after this stage are lost). If a unit has 1 or 2 Campaign Medals, increase its Crusade points by 1; if a unit has 3 Campaign Medals, increase its Crusade points by 2. A unit cannot have more than 3 Campaign Medals and it cannot have the same one more than once. Named characters cannot be given Campaign Medals.

Star of Fidelity

2 Commendation points

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

CORE unit only. While this unit is within 24" of a friendly COMMANDANT model, it is considered to be within range of that model’s Senior Officer aura ability.

Merit of the Strategium

3 Commendation points

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

OFFICER unit only. Before the battle, after the battlefield has been created, if this unit is in your Crusade army, roll one D6: on a 4+, you can choose whether to be the Attacker or Defender for this battle. If both players have a rule to this effect, roll off: the winner can decide who gets to be the Attacker or Defender.

Order of the Adamantine Chain

2 Commendation points

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

INFANTRY unit only. Each time this unit is Marked for Greatness, it gains an additional 2 experience points.

Oculus Laureate

3 Commendation points

Through keen observation, recognition of old foes or some tactical intuition, this medal’s recipients have provided priceless information to senior command that has turned the fortunes of several battles in their favour.

OFFICER unit only. In your Command phase, roll one D6 for each unit from your army that has this Campaign Medal and is on the battlefield: if any of those rolls are a 6, you gain 1 Command point.

The Steel Armorial

1 Commendation point

This award honours those who keep the regiment’s vehicle pool at peak operation, whether through fruitful contacts with the Adeptus Mechanicus, the ‘acquiring’ of parts from allied regiments or a disturbing knack for jury-rigging repairs.

VEHICLE or ASTRA MILITARUM ENGINSEER unit only. At the end of the battle, if this unit is part of your Crusade army and was not destroyed during the battle, you can ignore one failed Out of Action test taken for a friendly ASTRA MILITARUM VEHICLE unit - that test is treated as having been passed instead.

Decoration of Duty

3 or 4 Commendation points

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

This unit gains one Battle Trait of your choice. This must be a Battle Trait it can have, but does not increase its Crusade points and does not count towards the maximum number of Battle Traits that a unit can have. If this Campaign Medal is awarded to a CORE unit it costs 3 Commendation points; otherwise, it costs 4 Commendation points.

Medal of Laudable Service

4 Commendation points

Only those whose regimental service is sufficiently lengthy are granted this medal; their long duty denotes hugely varied campaigns alongside numerous other regiments, often resulting in various additional battlefield skills.

CORE unit only. Select one doctrine (except Born Soldiers). This unit has that doctrine in addition to any others it has.

Decree of Dispensation

2 Commendation points

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

OFFICER unit only. Once per battle, if this unit is on the battlefield when you use an Astra Militarum Wargear Stratagem, reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced for that use, any future usages of it cost the normal amount of CPs.

Recon Star

2 or 4 Commendation points

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

If the mission uses the Strategic Reserves rules, this unit can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If this Campaign Medal is awarded to a CORE unit it costs 2 Commendation points; otherwise, it costs 4 Commendation points. This Campaign Medal cannot be awarded to BATTLE TANK or SUPER-HEAVY units.

Bastion Honour

2 Commendation points

These soldiers have excelled in repelling enemy assaults, with bayonets to the fore.

INFANTRY or CAVALRY unit only. This unit can perform Heroic Interventions as if it were a CHARACTER unit.

Survivalist Commendation

2 Commendation points

Few are those with the skill and tenacity to survive extended missions without support.

PLATOON unit only. Each time a model in this unit would lose a wound, roll one D6: on a 6, that wound is not lost.

Laurels of Purity

3 Commendation points

Occasionally presented alongside an artificer-wrought circlet of silvered laurels, this honour recognises a soul of such aggressive and forceful piety that heretic witches are cowed by it.

OFFICER or ASTRA MILITARUM PREACHER unit only. In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER.

Medallion Resolute

5 Commendation points

With conspicuous valour, these soldiers have held on to key battlefield locations, forcing back the enemy with firepower and - it is claimed - faith.

  • This unit gains the Objective Secured ability.
  • Add 1 to Combat Attrition tests taken for this unit.

Lord Commander’s Sigilum

2 Commendation points

The gratitude of a Lord Commander is earned through the unremitting deaths of their enemies.

INFANTRY unit only. Each time this unit gains an experience point from Dealers of Death, it gains 1 additional experience point.


Agendas

If your Crusade army includes any ASTRA MILITARUM units, you can select one Agenda from the Astra Militarum Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

ADVANCE, FOR THE EMPEROR!
Astra Militarum Agenda

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

At the end of the battle:
  • Select up to six ASTRA MILITARUM units from your army (excluding AIRCRAFT units) that are within your opponent’s deployment zone. Each of those units earns 1 experience point.
  • If your WARLORD is within your opponent’s deployment zone, your Crusade force earns 1 Commendation point.
ARMING THE ASSAULT
Astra Militarum Agenda

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

Keep a Supply Drops tally for each objective marker on the battlefield. Units from your army can perform the following action:

Access Supply Drops (Action): One or more ASTRA MILITARUM INFANTRY or ASTRA MILITARUM CAVALRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within range of a different objective marker. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) within range of the same objective marker. The action is completed at the end of the turn. If completed, add 1 to the Supply Drops tally for that objective marker.

At the start of your turn, subtract 1 from the Supply Drops tally of each objective marker that is controlled by your opponent (to a minimum of 0).

At the end of the battle:
  • For each objective marker with a Supply Drops tally of 1 -2, select one ASTRA MILITARUM unit within range of that objective marker. That unit gains 1 experience point.
  • For each objective marker with a Supply Drops tally of 3+, select one ASTRA MILITARUM unit within range of that objective marker. That unit gains 3 experience points.
  • If the combined total of all objective markers’ Supply Drops tallies is 5-9, your Crusade force gains 1 Commendation point.
  • If the combined total of all objective markers’ Supply Drops tallies is 10+, your Crusade force gains D3 Commendation points.
INSPIRED COMMAND
Astra Militarum Agenda

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

Keep an Inspired Command tally for each ASTRA MILITARUM OFFICER unit from your army. Each time a unit from your army destroys an enemy unit while it is being affected by an Order, add 1 to the Inspired Command tally of the OFFICER unit that issued that Order.

At the end of the battle:
  • Each OFFICER unit gains 1 experience point for every mark on its Inspired Command tally (to a maximum of 3 experience points per unit).
  • If any units from your army have an Inspired Command tally of 5 or more, your Crusade force earns 1 Commendation point.
PROPAGANDIST COUP
Astra Militarum Agenda

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

At the start of the battle, your opponent must select three VEHICLE or MONSTER units from their army (excluding units with the Dedicated Transport Battlefield Role). If your opponent does not have three such units in their army, they must select as many such units as possible; if your opponent does not have any such units in their army, select another Agenda instead.

Each time an ASTRA MILITARUM unit from your army destroys one of those selected units, it gains 2 experience points.
At the end of the battle:
  • If all but one of the selected units are destroyed, your Crusade force earns 1 Commendation point.
  • If all of the selected units are destroyed, your Crusade force earns D3 Commendation points.

Requisitions

If your Crusade force includes any ASTRA MILITARUM units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

UPLIFTING PRIMERS1RP

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

Purchase this Requisition before the battle, when you are mustering your army. Until the end of the battle, if you use the Insane Bravery Stratagem on a PLATOON INFANTRY unit from your army, that Stratagem costs 1CP. In addition, at the end of the battle, every PLATOON INFANTRY unit from your army that did not suffer a Devastating Blow gains 1 additional experience point.
LAST-MINUTE TRANSFER1RP

Skilled armoured crews are worth the resources needed to safely extract them from their burning vehicles.

Purchase this Requisition when an ASTRA MILITARUM VEHICLE unit from your Crusade force either suffers a Devastating Blow or gains a Battle Scar (see Out of Action). Replace that unit with an ASTRA MILITARUM VEHICLE unit consisting of one model with the same Regimental Doctrine as the unit it replaced.

The new model starts with the same Campaign Medals and the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank. The new model must have the same Battle Honours as the unit it replaced (but not Battle Scars). For any remaining Battle Honours, and for any Battle Honour that cannot be applied, select a new Battle Honour to replace it.
TANK ACE1RP

The campaign has seen numerous glorious tank battles - fertile arenas in which to harvest the greatest of aces.

Purchase this Requisition when you add a BATTLE TANK or SUPER-HEAVY model to your Order of Battle, or when such a model in your Crusade force gains the Battle-hardened, Heroic or Legendary rank.

You can give that model one Tank Ace skill; this must be one it can have. Make a note of this skill on that model’s Crusade card and increase its Power Rating accordingly. If doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit, increase your Supply Limit by the minimum amount required to give that model that Tank Ace skill.
SEQUESTER SUPPORT STAFF1RP

With growing influence and authority, officers are able to requisition aides and guards from across the war zone.

Purchase this Requisition when you add an INFANTRY OFFICER unit (excluding named characters) to your Order of Battle, or when an INFANTRY OFFICER unit from your Order of Battle gains a rank. You can add one or more ATTACHÉ models or one BODYGUARD model to that unit. These must be models that are eligible to be added to that unit. Make a note of any new models on that OFFICER unit’s Crusade card and increase its Power Rating appropriately. If doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit, increase your Supply Limit by the minimum amount required to add these models.
DECORATED OFFICER1RP

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

Purchase this Requisition when you add an OFFICER unit (excluding named characters) to your Order of Battle. That unit gains 6 experience points (and therefore gains the Blooded rank). Select one Battle Honour for them.
COMMIT EVERYTHING1RP

The campaign’s senior commander has designated the upcoming battle as so vital that they will funnel all of their resources and assets into securing victory, forgoing frugal logistical management in favour of overwhelming force.

Purchase this Requisition before the battle. Select one deficiency effect that currently applies to your Crusade force. Until the end of your next battle, neither bullet point of that deficiency effect applies to your Crusade force. You can only use this Requisition once per Tour of Duty.
CONSOLIDATED REGIMENTS0RP/2RP

Attrition has forced fragmented regiments to merge, their formations learning new skills to fight together.

Purchase this Requisition at any time. Create a new Regimental Doctrine for your Crusade force by selecting either Born Soldiers or two other doctrines, and make a note of it on your Order of Battle. All REGIMENTAL units on your Order of Battle now use that Regimental Doctrine, as do any new REGIMENTAL units added to your Order of Battle. The first time you use this Requisition on your Crusade force, it costs 0RP; after that, each use of this Requisition costs 2RP.

Crusade Relics

When an ASTRA MILITARUM CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

An ASTRA MILITARUM CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Fire of Judgement

Said to have slain countless cultists during the Xinon Wars, this pistol’s machine spirit honours its bearer on every battlefield.

Model equipped with laspistol or hot-shot laspistol only. This Relic replaces a laspistol or hot-shot laspistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fire of Judgement
Fire of Judgement
18"
Pistol 3
3
*
*
Abilities: Each time an attack is made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.

Pietrov’s Mk 45

The bolts of this bulky Valhallan Mk 45 pistol explode with such violent condemnation that they cow the staunchest heart.

Model equipped with bolt pistol only. This Relic replaces a 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
-2
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, if a hit is scored, until the start of your next Shooting phase the target is cowed. While a unit is cowed, subtract 2 from the Leadership characteristic of models in that unit.

Skull Mask of Acheron

Worn by a succession of commanders - most notably those hailing from Armageddon’s Steel Legions - the Skull Mask subsumes the wearer’s identity but grants them a fell reputation as a xenos killer.

The bearer gains the following ability:

Skull Mask of Acheron (Aura): While an enemy unit is within 6" of this model:
  • Subtract 1 from the Leadership characteristic of models in that unit.
  • Subtract 1 from Combat Attrition tests taken for that unit.
  • If that unit has the ORKS keyword, it cannot benefit from the aura abilities of other enemy units.

Koledin’s Triumph

Borne as a trademark item like the plumes, gilded bionics or treasured trench clubs chosen by others, this swagger stick was once carried to war by General-Boyar Koledin, whose famed fortune was often attributed to it.

INFANTRY OFFICER only.
  • Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
  • Once per turn, the first time a saving throw is failed for the bearer, change the Damage characteristic of that attack to 0.

Antiquity Relics

An ASTRA MILITARUM CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Medal Macharia

Only the most inspiring officers are awarded the Medal Macharia. The macro-foundry where these incredibly rare honours are struck remains a closely guarded secret within the Department Munitorum’s Divisio Honorum, but it is said to hold a unique holo-sculpture of the famed Lord Commander Solar, against which the likeness on each medal is scrutinised for a year before being deemed worthy.

OFFICER only. Once per Command phase, when a unit is selected for an Order issued by the bearer, the bearer can use this Relic. If it does so, select one other Order the bearer knows which that unit is eligible to be selected for. That unit is affected by both Orders, even though normally a unit can only be affected by one Order at a time. Note that the second Order issued by the bearer only ever applies to the unit selected for it, even if that unit has the Regimental Tactics ability and every model from your army has the ASTRA MILITARUM keyword.

Moiraean Lance

This archaic plasma pistol bears the engraved sigil of the forge world of Moirae, long since destroyed in the philosophical schism that carries its name. Its coils and shielding thrum with frequencies some Enginseers have likened to recursive loops of arcane logic as it unleashes blazing bolts of fiery star-matter.

Model equipped with plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Moiraean Lance
Moiraean Lance
12"
Pistol 1
8
-3
2
Abilities: Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest part of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. Invulnerable saves cannot be made against attacks made with this weapon.

Star of Terra

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

OFFICER only.
  • The bearer has a 4+ invulnerable save.
  • When the bearer first gains this Crusade Relic, select one Warlord Trait for them (this must be a Warlord Trait they can have and that no other model in your Crusade force has). That model gains that Warlord Trait, even though you did not use the Relic Requisition. Note that this means the bearer can have 2 Warlord Traits.
  • Once per battle, if the bearer’s unit is selected for an Epic Deed Stratagem, that Stratagem costs 0CP.

Legendary Relics

An ASTRA MILITARUM CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

The Behemoth Primal

Eerily similar legends from the most lauded armoured regiments, dating back millennia and appearing across the breadth of the Imperium, speak of a battle tank like no other. It is said to have served in countless regiments, refitted with numerous weapon configurations but never failing its crew. Rumours abound of it surviving direct volcano cannon hits, powering through metallophagic acid-mires and even enduring the most extreme of esoteric attacks. Enginseers even whisper that the tank may be an echo of the Dark Age of Technology, the first of its kind and the original physical iteration of its STC.

TANK COMMANDER model only.
  • The bearer has a Toughness characteristic of 9.
  • The bearer cannot lose more than 6 wounds in the same phase. Any wounds that would be lost after that point are not lost.

Boarding Actions

Known as the Hammer of the Emperor, the Astra Militarum is a monolithic military force comprising soldiers and armoured vehicles beyond count, spread across war zones throughout the galaxy.

Mustering a Boarding Patrol

When mustering a Boarding Patrol, if your Faction is ASTRA MILITARUM, then the following rules apply when adding units to your Boarding Patrol Detachment, and they take priority over the normal rules for mustering a Boarding Patrol.
  • You can include up to three CHARACTER models, but only one of these can have a Wounds characteristic of 5 or more.
  • ATTACHÉ models can be added to COMMAND SQUAD units to increase their unit size above 5, but no more than one ATTACHÉ model can be added to each COMMAND SQUAD. When forming Boarding Squads, do not split such a unit into separate units.
  • You can only add one MUNITORUM SERVITORS unit if your Boarding Patrol Detachment includes an ENGINSEER model.
  • When forming Boarding Squads, do not split INFANTRY SQUAD units into separate units.

Rules Adaptations

If your Faction is ASTRA MILITARUM, then the following rules adaptations apply to Astra Militarum rules found in Codex: Astra Militarum.
  • The Recon Operators Regimental Doctrine is changed to: ‘At the start of the first battle round, one unit with this Regimental Doctrine that has every model within one of your Entry Zones can make a Normal Move of up to 6".’
  • The Psychic Maelstrom psychic power has a warp charge value of 8.
  • Models with the Aerial Drop ability lose that ability for the battle.

Enhancements

If your WARLORD has the ASTRA MILITARUM keyword, then when mustering your Boarding Patrol, they can be given one of the following Enhancements instead of one from Arks of Omen: Abaddon.

SUPERIOR TACTICAL TRAINING

Having commanded troops on countless battlefields, this veteran officer has borne witness to the manifold caprices of war. They have perfected just as many strategic responses, and bark out a constant stream of rapidly evolving orders.

When you select this Enhancement, select one type of Orders (Regimental or Prefectus) that the bearer does not know. The bearer knows those Orders in addition to any others it knows.

DEATH MASK 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 death mask has been revered as a holy relic.

Models in the bearer s unit have a 4+ invulnerable save.

LEAD BY EXAMPLE

This soldier is known for their strategic excellence, as are those they command. Honed over many years, their curt, well established battle cant is wielded with consummate efficiency, reinforced by the inspirational example they themselves set.

The bearer can issue Orders to its own unit, even though you cannot normally select OFFICER units when issuing Orders.

UNCOMPROMISING PROSECUTION

This soldier concentrates their troops’ firepower on a target’s most vulnerable points, maximising the damage they inflict with every ruthless volley.

MILITARUM TEMPESTUS model only. In your Command phase, select one friendly MILITARUM TEMPESTUS unit within 9" of the bearer. Each time a model in that unit makes a ranged attack that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1.


Boarding Action Stratagems

If your Faction is ASTRA MILITARUM, then when playing a Boarding Action game you will have access to the following Stratagems, and can spend CP to use them.

VOLLEY FIRE1CP
Astra Militarum – Boarding Actions – Battle Tactic Stratagem

The Imperial Guard are trained to hold their fire until the perfect moment, lest they waste the God-Emperor’s ammunition. When unleashed, the devastatingly accurate volley cuts the foe to pieces.

Use this Stratagem at the end of your Shooting phase. Select one ASTRA MILITARUM INFANTRY SQUAD unit from your army that Remained Stationary this turn; that unit can shoot again.
DEFENSIVE FIRE1CP
Astra Militarum – Boarding Actions – Battle Tactic Stratagem

Astra Militarum troops are often trained in holding ground and unleashing decisive defensive volleys.

Use this Stratagem when an ASTRA MILITARUM unit from your army completes the Set Overwatch action. Until the end of your opponent’s next turn, while that unit Sets Overwatch, it also Holds Steady.
HEADS DOWN!1CP
Astra Militarum – Boarding Actions – Battle Tactic Stratagem

Ordered to hit the deck and aim from a prone position, Astra Militarum soldiers allow other members of their platoon to shoot over their heads.

Use this Stratagem in your Shooting phase. Select one ASTRA MILITARUM CORE unit from your army. Until the end of the phase, models in that unit are ignored for the purposes of determining visibility for models in other friendly units.
UNWAVERING DETERMINATION1CP
Astra Militarum – Boarding Actions – Strategic Ploy Stratagem

No matter how perilous the situation, Tempestus Scions never waver, continuing to fight on regardless.

Use this Stratagem in your Movement phase, when a MILITARUM TEMPESTUS unit from your army is selected to Fall Back. Until the end of the turn, that unit is eligible to shoot and is eligible to declare a charge even though it Fell Back this turn.
CAREFUL PLANNING1CP
Astra Militarum – Boarding Actions – Strategic Ploy Stratagem

The officers of this regiment carefully plan their tactics ahead of battle and drill their troops in what to expect.

Use this Stratagem in your Command phase, when an OFFICER model from your army is selected to issue an Order. When issuing that Order, it can be issued to any friendly PLATOON unit on the battlefield.
SUPERCHARGED LAS1CP
Astra Militarum – Boarding Actions – Wargear Stratagem

With advanced cell shielding - and said to harbour bellicose spirits - hot-shot lasguns can be temporarily overcharged to deadly effect.

Use this Stratagem in your Shooting phase, when a KASRKIN or MILITARUM TEMPESTUS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a hot-shot weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted each time this Stratagem is used).

Heirlooms of Conquest

If your army is led by an ASTRA MILITARUM WARLORD, you can, when mustering your army, give one of the following Heirlooms of Conquest Relics to an ASTRA MILITARUM CHARACTER model from your army. Note that some of these Relics are restricted to specific models in COMMAND SQUAD units (e.g. the Clarion Proclamatus) even though such models do not have the CHARACTER keyword. Named characters cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Heirlooms of Conquest your models have on your army roster.

ARMOUR OF GRAF TOSCHENKO

Toschenko, famous on Vostroya 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.


CLARION PROCLAMATUS

Demands to hand this elaborate master vox over for crypto-mechanical analysis have somehow always been misfiled. Some believe its seamless case contains the bound essence of an Astropath, for its commanding transmissions are capable of reaching into the very minds of those the orders are intended for.

COMMAND SQUAD model equipped with master vox only. Each time an OFFICER in the bearer’s unit issues an Order, when selecting a target for that Order, you can ignore the range restriction for that type of Order, but if you do so, you can only select a unit with the VOX-CASTER keyword as the target for that Order (all other rules for issuing Orders still apply).

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 large, curved power sword was crafted by master artisans and is embellished with emblems of the desert.

Model equipped with power sword or power sabre only. This Relic replaces a power sword or power sabre and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Claw of the Desert Tigers
Claw of the Desert Tigers
Melee
Melee
+2
-3
2
Abilities: Each time the bearer fights, it can make 2 additional attacks with this weapon.

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’ death mask has been revered as a holy relic; loyal soldiers in the ancient artefact’s presence are 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 Death Mask will weep tears of blood.

INFANTRY model only. Models in the bearer’s unit have a 4+ invulnerable save.

FINIAL OF THE NEMRODESH 1ST

Formed during the Nemrodesh Crusade from regimental fragments, the Nemrodesh 1st was reconstituted after every engagement, yet fresh recruits somehow retained the regiment’s signature accuracy. Varying standards were flown by the regiment, but this ornate finial of a wreathed skull sat atop them all, its laurels miraculously untouched by war. The unflinching gaze of the skull is said to bestow a divine guidance to those fighting beneath it, their most improbable shots hitting their mark.

COMMAND SQUAD model equipped with regimental standard only. The bearer gains the following ability:

Finial of the Nemrodesh 1st (Aura): While a friendly ASTRA MILITARUM CORE unit is within 6" of this model’s unit, each time a model in that unit makes a ranged attack, if that attack is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.

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 now destroyed, its machine spirit yearns for vengeance.

TANK COMMANDER equipped with Leman Russ battle cannon only. This Relic replaces a Leman Russ battle cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gatekeeper
Gatekeeper
72"
Heavy D3+6
9
-3
3
Abilities: Blast, Turret 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 guidance. In response, the servitor’s blindfolded head will vocalise the most relevant vox-ghost in Kurov’s stentorian tones, lecturing its owner on counter-tactics. 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 manoeuvres of wars long past.

Once per battle, after your opponent uses a Stratagem (excluding Command Re-roll), the bearer can use this Relic. If it does so, until the end of the battle, the Command point cost your opponent must pay to use that Stratagem again is increased by 1.

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 model only. Once per battle, at the start of any phase in your opponent’s turn, the bearer can issue one Order it knows from the following list, as if it were your Command phase (this cannot be an Order it has already issued this battle round): Fix Bayonets!; Take Cover!; At All Costs!; Show Them Steel, Show Them Contempt!; Remain Vigilant!; Shock and Awe!

LEGACY OF KALLADIUS

When the blood-soaked victory fields of Kalladius Secundus were scoured in the battle’s aftermath, the corpse of a giant champion of the Heretic Astartes was discovered. Hundreds of soldiers lay butchered around him, most of their bayonets barely having scratched the ancient power armour. Yet embedded in the corrupted flesh were dozens that had struck true. From their recovered tips were forged the teeth of this chainsword, its every swing said to strike like a host of vengeful troopers.

Model equipped with chainsword only. This Relic replaces a chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Legacy of Kalladius
Legacy of Kalladius
Melee
Melee
+1
-2
2
Abilities: Each time the bearer fights, it makes 3 additional attacks with this weapon.

NULL COAT

This void-black greatcoat was worn by the infamous Commissar Aygart, whom some Inquisitors suspect of being a psychic null. Some repressive and anti-empyric miasma saturates the coat, seemingly magnifying the wearer’s distaste for heretical witchcraft.

TEMPESTOR PRIME or COMMISSAR model only.
  • In your opponent’s Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER.
  • Add 1 to Deny the Witch tests taken for the bearer.

ORDER OF THE BASTIUM STELLARIS

This magnificent decoration is worn in varying styles depending on the traditions - or ego - of those whose grim tenacity has earned it. Some carry a single medallion, while others may direct each of their aides to bear the Order’s insignia, which is said to carry a fraction of the Emperor’s warding grace.

INFANTRY model only. Each time an attack is made against the bearer’s unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making the attack may have.

PSY-SIGIL OF SANCTION

Within this psycho-active icon - evoking the sanctioning authority of the Adeptus Astra Telepathica - empyric crystalline lattices enable the bearer to risk drawing even more power from the warp.

PSYKER model only.
  • The bearer knows one additional psychic power from the Psykana discipline.
  • The bearer can attempt to manifest one additional psychic power in your Psychic phase.

REFRACTOR FIELD GENERATOR

The Adeptus Mechanicus gifted a regiment of the Militarum Tempestus with this advanced prismatic projector after the troopers successfully cleansed Lurea IX of a Genestealer infestation.

TEMPESTOR PRIME model only. The bearer gains the following ability:

Refractor Field Generator (Aura): While a friendly MILITARUM TEMPESTUS INFANTRY unit is within 6" of this model, models in that unit have a 5+ invulnerable save.

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 resonate with energies of defiance, inspiring those around them to acts of retribution.

CADIAN model only. Once per battle, in any Command phase, the bearer can use this Relic. If it does so, until the end of the turn, the bearer gains the following ability:

Relic of Lost Cadia (Aura): While a friendly CADIAN INFANTRY unit is within 6" of this model, improve the Weapon Skill and Ballistic Skill characteristics of models in that unit by 1 and add 1 to the Attacks and Leadership characteristics of models in that unit.

TACTICAL AUTO-RELIQUARY OF TYBERIUS

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

OFFICER model only. In your Command phase, the bearer can issue one additional Order that it knows.

THE BARBICANT’S KEY

Grand-Barbicant Feodorica Telluran was a glory-hungry front-line commander and a hoarder of prizes from those she defeated - including this delicate curved dagger, whose strange proportions make it impractical as a weapon. In her final decades, Telluran’s myth was such that it was said she would vanish in the fog of war, only to suddenly be seen in the midst of the enemy lines, leading her troops in a sudden and deadly charge. In the centuries since her passing, this rapier-thin blade has passed from officer to officer. Those with the daring to use its strange power are able to cut a ragged hole in reality, somehow opening up a shimmering passageway to a strategic location held in the wielder’s mind. Passing through, they are able to lead their soldiers in daring raids deep into the heart of enemy territory.

INFANTRY model only. Once per battle, in your Movement phase, the bearer can use this Relic. If it does so, remove the bearer’s unit from the battlefield and set it back up anywhere on the battlefield that is more than 9" away from any enemy models. Until the end of that turn, you can re-roll charge rolls made for the bearer’s unit.

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 views 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 model equipped with bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Emperor’s Benediction
The Emperor’s Benediction
18"
Pistol 3
4
-1
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

THE EMPEROR’S FURY

The wielder of this weapon brings the fury of a stellar eruption onto every darkened battlefield, illuminating the heretic, the xenos and the mutant in every ruined and nightmarish domain where they abide.

Model equipped with plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Emperor’s Fury
The Emperor’s Fury
12"
Pistol 3
8
-3
2

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Ranged Weapons). When this is the case, the unit may take any item from the appropriate list below.

RANGED WEAPONS

 • Bolt pistol

 • Boltgun

 • Plasma pistol

SPECIAL WEAPONS

 • Sniper rifle

 • Flamer

 • Grenade launcher

 • Meltagun

 • Plasma gun

 • Breacher charge1

 • Lascutter1

1 ELYSIAN only.

HEAVY WEAPONS

 • Mortar

 • Autocannon

 • Heavy bolter

 • Missile launcher

 • Lascannon

MELEE WEAPONS

 • Power axe1

 • Power maul1

 • Power sword

 • Power fist

1 Not included in Codex: Astra Militarum

VEHICLE EQUIPMENT

 • Augur array

 • Dozer blade

 • Heavy stubber1

 • Hunter-killer missile

 • Storm bolter1

 • Track guards

1 A vehicle cannot have both a heavy stubber and a storm bolter.


Wargear Reference

Glossary

Below you will find a glossary that contains a number of terms used in this Codex. These are intended to provide precise definitions to help resolve some of the more complex rules interactions that may arise, and players should feel under no obligation to memorise this list.

Any number of models can each have their Weapon A replaced with 1 Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have that weapon replaced with Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

ASTRA MILITARUM Detachment: A Detachment in a Battle-forged army where every model has the ASTRA MILITARUM keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords).

Campaign Medal: A Crusade reward you can use to upgrade ASTRA MILITARUM units on your Order of Battle at the end of a Tour of Duty. Each Campaign Medal costs a number of Commendation points to award. A unit cannot have more than 3 Campaign Medals, and named characters cannot have any. A unit cannot have the same Campaign Medal more than once. A unit with Campaign Medals must increase its Crusade points accordingly.

Chain of Command: Detachment ability for ASTRA MILITARUM Detachments.

Commendation points: A resource generated by your Crusade force while it is on a Tour of Duty. You gain 1 Commendation point for each battle you played where your result was a loss or a draw, and D3 Commendation points for each battle you played that you won.

Deficiency: While a Logistics category has 0 Logistics points assigned to it, that category is said to have a Deficiency, and the Deficiency rules for that category will apply to your Crusade force until the current Tour of Duty has finished.

Heirlooms of Conquest: A type of Relic that can be given to ASTRA MILITARUM CHARACTER models.

Hot-shot weapon: A ranged weapon whose profile includes the word ‘hot-shot’, a Relic that replaces such a weapon, and URSULA CREED’s pistols Duty and Vengeance.

Las weapon: A ranged weapon whose profile includes the word ‘las’, or a Relic that replaces such a weapon. Note that all hot-shot weapons are also las weapons.

Logistics categories: The four categories that you can assign your Logistics points to: Military Intelligence, Tithe Pool, Materiel and Morale. No more than 2 Logistics points can be assigned to the same category.

Logistics points: Each time you start a Tour of Duty you will gain 4 Logistics points to assign to the four Logistics categories (see above).

Orders (affected by): When an Order is issued to a unit, that unit is said to be affected by that Order. If an Order is issued that affects a unit already being affected by an Order, the new Order’s effects immediately replace the previous Order’s effects.

Orders (issued): Each time an OFFICER uses its Voice of Command ability, it issues one or more Orders. If the OFFICER can issue more than one Order, issue them one at a time. An Order can also affect PLATOON/SQUADRON units via the Regimental Tactics ability, when a friendly PLATOON/SQUADRON unit within 6" has an Order issued to it.

Orders (target): Each time an OFFICER issues an Order, they must select a target for that Order. The targets for an Order depend on that Order’s type (see above).

Orders (types): There are three different types of Orders: Regimental, Prefectus and Mechanised. If an OFFICER knows Orders of a particular type, they know all of the individual Orders listed within that type.

Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing, Malediction and Witchfire.

Regimental Doctrine: REGIMENTAL units in ASTRA MILITARUM Detachments have the Born Soldiers Regimental Doctrine. This can be replaced, when a player is mustering their army, with two individual doctrines chosen from Regimental Doctrines list.

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Astra Militarum; Battle Tactic; Epic Deed, Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label; for example, a Stratagem with ‘Astra Militarum - Wargear Stratagem’ has both the Astra Militarum and Wargear labels.

Surplus: While a Logistics category has 2 Logistics points assigned to it, that category is said to have a Surplus, and the Surplus rules for that category will apply to your Crusade force until the current Tour of Duty has finished.

Tank Ace skills: Upgrades that can be applied to BATTLE TANK and SUPER-HEAVY models from your army.

Tour of Duty: If your Crusade force includes any ASTRA MILITARUM units, it can go on a Tour of Duty. The Tour of Duty lasts until a certain number of battles have been fought, and a certain number of battles have been won.

Turret weapon: A ranged weapon whose profile has the Turret Weapon ability.

Reference

Below you will find a bullet-pointed summary of several Astra Militarum rules.

BORN SOLDIERS
  • Gain the BORN SOLDIERS keyword.
  • OFFICER models gain the following aura ability: Born Soldiers (Aura): While a friendly PLATOON unit is within 6" of this model, models in that PLATOON unit can use this OFFICER’s Leadership characteristic instead of their own.’
  • Each time a model makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.

CHAIN OF COMMAND
  • Cannot select a non-OFFICER model to be your WARLORD if your army contains any OFFICERS.
  • Can only include one COMMANDANT in each Detachment.
  • If your army includes a COMMANDANT, you cannot select any other OFFICER to be your WARLORD (except LORD SOLAR LEONTUS),
  • If your army includes LORD SOLAR LEONTUS that model must be your WARLORD.

DETACHMENT ABILITIES
  • ASTRA MILITARUM Detachments gain the Chain of Command ability.
  • REGIMENTAL units in ASTRA MILITARUM Detachments gain the Born Soldiers Regimental Doctrine (this can be replaced with 2 other doctrines).
  • TEMPESTUS SCIONS units have the Troops Battlefield Role if every ASTRA MILITARUM unit in their Detachment has the MILITARUM TEMPESTUS, OFFICIO PREFECTUS and/or MILITARUM AUXILLA keywords.
  • Troops units in ASTRA MILITARUM Detachments gain the Objective Secured ability.

MECHANISED ORDERS
  • Pound Them to Dust! When determining how many attacks are made with the unit’s Blast weapons, double the number of models in the target unit.
  • Full Throttle! Add 2" to the unit’s Movement. When shooting, the unit counts as having Remained Stationary if it Advanced.
  • Gunners, Kill on Sight! Each time a model in the unit makes ranged attack, re-roll a hit roll of 1.
  • Blitz Them! Add 1 to charge rolls and, if a charge move is made, select one enemy unit in Engagement Range and roll one D6 (+1 with the DOZER BLADE keyword): on 4+, that unit suffers D3 mortal wounds.
  • Shock and Awe! The unit gains the Objective Secured ability.
  • Pinning Fire! Can only target one INFANTRY unit, but if 5 or more hits are scored, the target is pinned and must subtract 2" from Movement.

PREFECTUS ORDERS
  • Forwards, for the Emperor! When shooting, the unit counts as having Remained Stationary if it made a Normal Move or Advanced.
  • Duty and Honour! The unit can perform actions even if it Fell Back or Advanced, and shooting does not cause actions to fail.
  • Get Back in the Fight! The unit can shoot or charge (but not both) in the same turn it Fell Back.
  • At All Costs! Unit gains Objective Secured (its models each count as 1 extra model if it already has this ability).
  • Show Them Steel, Show Them Contempt! Add 1 to the unit’s Leadership, and its models can ignore mortal wounds on a 5+.
  • Remain Vigilant! Enemy Reinforcement units cannot be set up within 12", and the unit can Hold Steady if charged (and its Overwatch hits on 5+).

REGIMENTAL ORDERS
  • First Rank, Fire! Second Rank, Fire! Lasguns and hot-shot lasguns change their Type to Heavy 3.
  • Take Aim! Each time a model in this unit makes a ranged attack, +1 to the hit roll and improve the AP of that attack by 1.
  • Fix Bayonets! Each time a model in this unit makes a melee attack, +1 to the hit roll and improve the AP of that attack by 1.
  • Take Cover! Models receive the benefits of Light Cover. If already receiving this benefit, they receive the benefits of Dense Cover.
  • Move! Move! Move! Either add 2" to the unit’s Movement if making a Normal Move, or add 6" to the unit’s Movement if Advancing (instead of making an Advance roll).
  • Suppression Fire! Can only target one INFANTRY unit, but if 5 or more hits are scored, the target is suppressed and must subtract 1 from hit rolls.

REGIMENTAL TACTICS
  • Only applies if every model from your army has the ASTRA MILITARUM keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED models).
  • Each time a Regimental or Prefectus Order is issued to a unit, you can select one or more other friendly PLATOON units within 6" of it to be affected too.
  • Each time a Mechanised Order is issued to a unit, you can select one or more other friendly SQUADRON units within 6" of it to be affected too.

TANK ACES
  • You can upgrade BATTLE TANK and SUPER-HEAVY models to have a Tank Ace skill.
  • Doing so increases a model’s Power Rating and points value.
  • A model can only have one Tank Ace skill.
  • Your army cannot contain more than one model with the same Tank Ace skill.
  • Crusade forces must use the Tank Ace Requisition to gain a Tank Ace skill.

TOUR OF DUTY
  • If your Crusade force contains any ASTRA MILITARUM units, you can go on a Tour of Duty.
  • When you start a Tour of Duty, assign 4 Logistics points to the following 4 categories: Military Intelligence, Tithe Pool, Materiel and Morale.
  • If a category has either 0 or 2 Logistics points assigned to it, that category has a Deficiency or a Surplus respectively, and additional rules will apply to your Crusade force until the Tour of Duty ends.
  • A Tour of Duty ends after your Crusade force has played 2D3+2 games and won D3+2 games.
  • While on a Tour of Duty, gain 1 Commendation point for each battle played, or D3 for each battle won.
  • When a Tour of Duty ends, use Commendation points to award Campaign Medals to ASTRA MILITARUM units in your Crusade force.

VOICE OF COMMAND
  • In your Command phase, OFFICERS can issue Orders.
  • Regimental and Prefectus Orders can be issued to one PLATOON unit within 6".
  • Mechanised Orders can be issued to one SQUADRON unit within 12".
  • If an Order is issued to a unit that is already being affected by an Order, the new Order replaces the previous Order.
  • If an Officer disembarks from a TRANSPORT model, it can issue Orders as if it were your Command phase (but the Regimental Tactics ability won’t apply).

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

LASGUN

WEAPON
RANGE
TYPE
S
AP
D
Lasgun
Lasgun
24"
Rapid Fire 1
3
0
1

HOT-SHOT LASGUN

WEAPON
RANGE
TYPE
S
AP
D
Hot-shot lasgun
Hot-shot lasgun
24"
Rapid Fire 1
3
-2
1
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Regimental Orders

Forging their battle plans in the flesh and blood of the Astra Militarum’s soldiers, officers dictate the shape of the unfolding war with sweeping strategies.

First Rank, Fire! Second Rank, Fire!

By sheer weight of fire, the soldiers of the Astra Militarum can annihilate whole armies of enemies when correctly organised.

Until the end of your next Shooting phase, change the Type of all lasguns and hot-shot lasguns models in this unit are equipped with to Heavy 3.

Take Aim!

Amidst battle’s din, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Until the end of your next Shooting phase, each time a model in this unit makes a ranged attack, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic of that attack by 1.

Fix Bayonets!

Officers stir their soldiers’ ire, exhorting them to aim for the enemy’s weaknesses.

Until the end of the next Fight phase, each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic of that attack by 1.

Take Cover!

Often the most efficient response to overwhelming enemy fire is to maximise available cover, ensuring soldiers survive to retaliate.

Until the start of your next Command phase, each time an attack is allocated to a model in this unit, models in this unit receive the benefits of Light Cover against that attack. If a unit affected by this Order is already receiving the benefits of Light Cover, it additionally receives the benefits of Dense Cover against that attack.

Move! Move! Move!

When need dictates, Imperial Guard soldiers are ordered to move double-time to close with the enemy or secure an open flank.

  • Until the end of your next Movement phase, if this unit makes a Normal Move, add 2" to the Move characteristic of models in this unit.
  • Until the end of your next Movement phase, if this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.

Suppression Fire!

Ordered to focus a rapid and repeated volley of fire, soldiers are able to rattle even the staunchest foe with a blizzard of shots.

In your next Shooting phase, the first time this unit is selected to shoot, you can select one enemy INFANTRY unit that is visible to it. If you do so:

  • Models in this unit can only make attacks against that enemy unit that phase (and only if that enemy unit is an eligible target for those attacks).
  • If this unit scores 5 or more hits against that enemy unit, then until the end of your opponent’s next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Prefectus Orders

With visionary inspiration and explicit threats, Commissars’ commands speak to the very souls of the soldiers they lead, steeling them against laxity.

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.

Until the end of your next Shooting phase, when this unit is selected to shoot, if it made a Normal Move or Advanced in your previous Movement phase, then until the end of that Shooting phase it counts as having Remained Stationary.

Duty and Honour!

With a flurry of directives, a brutal regimen of organisation can be imposed with absolute authority, reminding soldiers of their duty.

Until the start of your next Command phase, this unit can still perform actions in a turn in which it Fell Back or Advanced, and it can shoot without any actions it is performing failing.

Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities to demonstrate loyalty.

Until the start of your next Command phase, this unit is eligible to shoot or charge (but not both) in a turn in which it Fell Back.

At All Costs!

In the face of a stentorian ultimatum, even wavering soldiers can be induced to doggedly hold the line, no matter the odds.

Until the end of your next Command phase, this unit gains the Objective Secured ability. If this unit already has this ability, until the end of your next Command phase, models in this unit count as one additional model when determining control of an objective marker.

Show Them Steel, Show Them Contempt!

With the officer’s clarion call ringing in their ears, soldiers lose all sense of doubt, faith shielding their souls from malevolence.

Until the start of your next Command phase:

  • Add 1 to the Leadership characteristic of models in this unit.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Remain Vigilant!

Loudly cautioning against laxity and indolence, the officer instigates searches and watches on every front, guarding against flanks being overrun, enemy ambushes and unforeseen assaults.

Until the start of your next Command phase:

  • Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit.
  • If an enemy unit declares a charge against this unit and this unit is not within Engagement Range of any enemy units, it can Hold Steady. If it does so, then until the end of the phase, any Overwatch attacks made by models in this unit score hits on unmodified rolls of 5+, instead of 6.

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

The DOZER BLADE keyword is used in the following Astra Militarum datasheets:


– if equipped with the Dozer blade the bearer gains the DOZER BLADE keyword.
Mechanised Orders

Crews of Astra Militarum war engines respond like a well-oiled machine to the specialist directives of officers steeped in armoured warfare.

Pound Them to Dust!

Drilled endlessly, gunners crewing the largest ordnance are directed to make every shot count in a precision barrage.

Until the end of your next Shooting phase, each time this unit is selected to shoot, for the purposes of determining how many attacks are made by Blast weapons models in this unit are equipped with, double the number of models in the target unit.

Full Throttle!

The officer commands crews to rouse their engines, pushing past tolerances to roll forward at speed and outmanoeuvre the foe.

  • Until the end of your next Movement phase, add 2" to the Move characteristic of models in this unit.
  • Until the end of your next Shooting phase, when this unit is selected to shoot, if it Advanced during your previous Movement phase, then until the end of the phase it counts as having Remained Stationary.

Gunners, Kill on Sight!

Collating gunnery data, the officer relays it to their crews. Trigger fingers at the ready, they know exactly where the foe will be.

Until the end of your next Shooting phase, each time a model in this unit makes a ranged attack, re-roll a hit roll of 1.

Blitz Them!

With a sudden alteration of speed and direction, crews turn their war engine into a weapon, ploughing into the foe like an iron grox.

Until the end of your next Charge phase:

  • Add 1 to charge rolls made for this unit.
  • If this unit makes a charge move this turn, select one enemy unit within Engagement Range of this unit and roll one D6, adding 1 if this unit has the DOZER BLADE keyword: on a 4+, that enemy unit suffers D3 mortal wounds.

Shock and Awe!

Ordered to seal hatches, deploy deafening countermeasures and commit aggressive advances, tanks become intimidating bastions.

Until the end of your next Command phase, this unit gains the Objective Secured ability.

Pinning Fire!

Via area denial bombardments or delayed blast shells, tank crews can paralyse enemy advances, pinning down the swiftest foe.

In your next Shooting phase, the first time this unit is selected to shoot, you can select one enemy INFANTRY unit that is visible to it. If you do so:

  • Models in this unit can only make attacks against that enemy unit this phase (and only if that enemy unit is an eligible target for those attacks).
  • If this unit scores 5 or more hits against that enemy unit, then until the end of your opponent’s next turn, that enemy unit is pinned. While a unit is pinned, subtract 2" from the Move characteristic of models in that unit.

Voice of Command

Raised and trained to instil unwavering obedience, officers of the Imperial Guard command authority and respect and issue orders with imperious bellows that cut through the clamour of war.

In your Command phase, OFFICERS from your army can issue Orders. There are three types of Orders - Regimental Orders, Prefectus Orders and Mechanised Orders. The Commanding Authority section of each OFFICER’s datasheet will specify which types of Orders that OFFICER knows, and how many Orders it can issue per turn.

Each time an OFFICER issues an Order, you must select one of the Orders it knows. This can be an Order that was already issued by another friendly OFFICER this turn, but the same OFFICER cannot attempt to issue the same Order more than once in the same battle round.

You must then select a target unit for that Order to be issued to. If issuing a Regimental or Prefectus Order, select one friendly PLATOON unit within 6" of that OFFICER’s unit. If issuing a Mechanised Order, select one friendly SQUADRON unit within 12" of that OFFICER’s unit.

The unit you selected is then affected by that Order. A unit can only be affected by one Order at a time. If a unit is being affected by an Order when it is selected to be affected by another Order, the new Order immediately replaces the old one.

  • OFFICERS can issue Orders in your Command phase.
  • The types of Order an OFFICER knows and the number they can issue are described on their datasheet.
  • Regimental and Prefectus Orders: select one friendly PLATOON unit within 6".
  • Mechanised Orders: select one friendly SQUADRON unit within 12".
  • A unit can only be affected by one Order at a time.
Regimental Tactics

Imperial Guardsmen do not fight alone, but alongside their brother and sister soldiers in supporting platoons, companies, squadrons and regiments. When an order is issued, it is carried down the chain of command, spreading to every soldier.

If every model from your army (excluding AGENT OF THE IMPERIUM and UNALIGNED models) has the keyword:
  • Each time an OFFICER from your army issues a Regimental or Prefectus Order to a unit with this ability, you can select one or more other friendly PLATOON units within 6" of that unit; those PLATOON units are also affected by that Order.
  • Each time an OFFICER from your army issues a Mechanised Order to a unit with this ability, you can select one or more other friendly SQUADRON units within 6" of that unit; those SQUADRON units are also affected by that Order.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Disembarking Officers
If, in your Movement phase, an OFFICER from your army disembarks from a TRANSPORT model, after that OFFICER’s unit has been set up it can issue Orders as if it were your Command phase. However, when doing so, the Regimental Tactics ability does not apply, even if every model from your army has the keyword. Note that an OFFICER cannot issue Orders in this way when disembarking from a destroyed TRANSPORT model.

  • OFFICERS can issue Orders after disembarking from a TRANSPORT model (unless it was destroyed).
  • When doing so, Regimental Tactics does not apply.
FIELD PROMOTION1CP
Astra Militarum – Epic Deed Stratagem

Should a force's senior officers be slain, it will fall to a junior officer to see victory forged with unwavering adherence to the battle plan.

Use this Stratagem when an WARLORD from your army is destroyed. Select one OFFICER model from your army that does not have a Warlord Trait. Then, select a Warlord Trait that no model from your army has and that the selected model is eligible for. Until the end of the battle, that model gains that Warlord Trait and for all rules purposes now counts as your WARLORD. If any mission objective, secondary objective, tactical objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until after the new WARLORD is destroyed. You can only use this Stratagem once.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The BATTLE TANK and SQUADRON keywords are used in the following Astra Militarum datasheets:

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

OLD GRUDGES

This warlord has learnt their nemesis’ weakness, and will exploit it ruthlessly in a flurry of orders to nearby troops, sealing their old enemy’s doom with a storm of firepower.

At the start of the first battle round, select one enemy unit. Until the end of the battle, this WARLORD gains the following ability:

Old Grudges (Aura): While a friendly PLATOON or BATTLE TANK SQUADRON unit is within 6" of this WARLORD, each time a model in that friendly unit makes an attack against that enemy unit, add 1 to the wound roll.

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

HOT-SHOT VOLLEY GUN

WEAPON
RANGE
TYPE
S
AP
D
Hot-shot volley gun
Hot-shot volley gun
30"
Rapid Fire 2
4
-2
1

The URSULA CREED keyword is used in the following Astra Militarum datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

DUTY AND VENGEANCE

WEAPON
RANGE
TYPE
S
AP
D
Duty and Vengeance
Duty and Vengeance
12"
Pistol 4
5
-3
2

LASPISTOL

WEAPON
RANGE
TYPE
S
AP
D
Laspistol
Laspistol
12"
Pistol 1
3
0
1

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

Force stave used in the following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The AERONAUTICA IMPERIALIS keyword is used in the following Astra Militarum datasheets:

Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

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


- if accompanied by ATTACHÉ models.

The MASTER OF ORDNANCE keyword is used in the following Astra Militarum datasheets:


- if accompanied by an MASTER OF ORDNANCE model.

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


- if accompanied by an OFFICER OF THE FLEET model.

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


- if accompanied by an ASTROPATH model.

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


- if accompanied by an ASTROPATH model.
Regimental Attachés
+2

Regimental Attachés

NoNAME  M WS BS S T W A Ld Sv Base
25
Master of Ordnance (base: ?)
1
25
Master of Ordnance
6" 4+ 4+ 3 3 1 1 6 5+ ?
25
Officer of the Fleet (base: ?)
1
25
Officer of the Fleet
6" 4+ 4+ 3 3 1 1 6 5+ ?
40
Astropath (base: ?)
1
40
Astropath
6" 4+ 4+ 3 3 1 1 6 5+ ?
  • A Master of Ordnance is equipped with: laspistol.
  • An Officer of the Fleet is equipped with: laspistol.
  • An Astropath is equipped with: force stave.
Power Rating +2 for each ATTACHÉ model added to the COMMAND SQUAD unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
ABILITIES (Master of Ordnance)
ABILITIES (Master of Ordnance)
Artillery Commander: In your Command phase, select one enemy unit within 30" of and visible to this model. Until the start of your next Command phase, each time a friendly ARTILLERY model makes a ranged attack against that enemy unit, re-roll a hit roll of 1.
ABILITIES (Officer of the Fleet)
ABILITIES (Officer of the Fleet)
Aeronautica Commander: In your Command phase, select one enemy unit within 30" of and visible to this model. Until the start of your next Command phase, each time a friendly AERONAUTICA IMPERIALIS model makes a ranged attack against that enemy unit, re-roll a hit roll of 1.
ABILITIES (Astropath)
ABILITIES (Astropath)
Divination: This model can attempt to perform the following psychic action:

Divination (Psychic Action - Warp Charge 7): In your Psychic phase, one ASTROPATH model from your army can attempt to perform this psychic action. If completed, you gain 1 Command point.
PSYKER
PSYKER
This unit’s ASTROPATH model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Psykana discipline. Each time this unit’s ASTROPATH model attempts to Deny the Witch, manifest a psychic power or perform a psychic action, measure distances and draw line of sight from this unit’s ASTROPATH model. If enemy units have any abilities that require measuring distances or drawing line of sight to PSYKER units, do so to this unit’s ASTROPATH model.
FACTION KEYWORDS: IMPERIUM,
KEYWORDS: INFANTRY, MILITARUM AUXILLA, ATTACHÉ
KEYWORDS (Master of Ordnance): MASTER OF ORDNANCE
KEYWORDS (Officer of the Fleet): OFFICER OF THE FLEET
KEYWORDS (Astropath): PSYKER, ASTROPATH
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Frag bombs used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Bodyguards
+3

Bodyguards

NoNAME  M WS BS S T W A Ld Sv Base
50
Ogryn Bodyguard (base: ?)
1
50
Ogryn Bodyguard
6" 3+ 4+ 6 5 6 5 8 5+ ?
60
Nork Deddog (base: ?)
1
60
Nork Deddog
6" 2+ 3+ 6 5 7 6 8 4+ ?
  • An Ogryn Bodyguard is equipped with: ripper gun; huge knife; frag bombs.
  • Nork Deddog is equipped with: ripper gun; huge knife; frag bombs. Your army can only include one NORK DEDDOG model.
Power Rating +3 for each BODYGUARD model added to the INFANTRY OFFICER unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Grenadier gauntlet
Grenadier gauntlet
18"
Assault D6
4
-1
1
Blast
Blast
Ripper gun (shooting)
Ripper gun (shooting)
18"
Assault 3
5
-2
2
-
+5
Bullgryn maul
+5
Bullgryn maul
Melee
Melee
+1
-1
2
-
Huge knife
Huge knife
Melee
Melee
+2
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Ripper gun (melee)
Ripper gun (melee)
Melee
Melee
User
-1
1
-
Frag bombs
Frag bombs
6"
Grenade D6
3
-2
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
Ogryn Bodyguard
Brute shield
The bearer has a 4+ invulnerable save.
Brute shield
The bearer has a 4+ invulnerable save.
+5
Bullgryn plate
The bearer has a Save characteristic of 4+.
+5
Bullgryn plate
The bearer has a Save characteristic of 4+.
+5
Slabshield
The bearer has a Save characteristic of 2+.
+5
Slabshield
The bearer has a Save characteristic of 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Ogryn Bodyguard ripper gun can be replaced with one of the following: 1 grenadier gauntlet; 1 Bullgryn maul.
 • Ogryn Bodyguard huge knife can be replaced with one of the following: 1 brute shield; 1 slabshield.
 • Ogryn Bodyguard can be equipped with 1 Bullgryn plate.
ABILITIES
ABILITIES
Wall of Muscle: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Point-blank Barrage: This model can make attacks with its ripper gun even while its unit is within Engagement Range of enemy units, but it can only make such attacks against enemy units that its unit is within Engagement Range of. In such circumstances, this model can target an enemy unit even if other friendly units are within Engagement Range of that enemy unit.
Big Target: Each time an attack targets this model’s unit, use this model’s Toughness characteristic when making wound rolls for that attack. Each time an attack is allocated to a model in this model’s unit, it must be allocated to this model. Each time a model in this model’s unit suffers a mortal wound, this model must suffer that mortal wound.
ABILITIES (Nork Deddog)
ABILITIES (Nork Deddog)
Make Way: Each time this model makes a pile-in or consolidation move, it can move up to an additional 3".
Thunderous Headbutt: Each time this model makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
FACTION KEYWORDS: IMPERIUM,
KEYWORDS: INFANTRY, MILITARUM AUXILLA, ABHUMAN, BODYGUARD
KEYWORDS (Ogryn Bodyguard): OGRYNS
KEYWORDS (Nork Deddog): OGRYNS, NORK DEDDOG
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
SEQUESTER SUPPORT STAFF1RP

With growing influence and authority, officers are able to requisition aides and guards from across the war zone.

Purchase this Requisition when you add an INFANTRY OFFICER unit (excluding named characters) to your Order of Battle, or when an INFANTRY OFFICER unit from your Order of Battle gains a rank. You can add one or more ATTACHÉ models or one BODYGUARD model to that unit. These must be models that are eligible to be added to that unit. Make a note of any new models on that OFFICER unit’s Crusade card and increase its Power Rating appropriately. If doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit, increase your Supply Limit by the minimum amount required to add these models.

The OFFICIO PREFECTUS keyword is used in the following Astra Militarum datasheets:

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

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

The LORD SOLAR LEONTUS keyword is used in the following Astra Militarum datasheets:

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
CONSOLIDATED REGIMENTS0RP/2RP

Attrition has forced fragmented regiments to merge, their formations learning new skills to fight together.

Purchase this Requisition at any time. Create a new Regimental Doctrine for your Crusade force by selecting either Born Soldiers or two other doctrines, and make a note of it on your Order of Battle. All REGIMENTAL units on your Order of Battle now use that Regimental Doctrine, as do any new REGIMENTAL units added to your Order of Battle. The first time you use this Requisition on your Crusade force, it costs 0RP; after that, each use of this Requisition costs 2RP.

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

The VOX-CASTER keyword is used in the following Astra Militarum datasheets:


– if equipped with the Master vox the bearer gains the VOX-CASTER keyword.
– if equipped with the Vox-caster the bearer gains the VOX-CASTER keyword.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You deci