Astra Militarum – Armoured Sentinels
 ]
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
3

Armoured Sentinels

NoNAME  M WS BS S T W A Ld Sv Base
35
Armoured Sentinel (base: 60mm)
1‑3
35
Armoured Sentinel
8" 4+ 4+ 5 6 6 1 7 3+ 60mm
This unit contains 1 Armoured Sentinel. It can include 1 additional Armoured Sentinel (Power Rating +3) or 2 additional Armoured Sentinels (Power Rating +6). Each model is equipped with a multi-laser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Autocannon
+10
Autocannon
48"
Heavy 2
7
-1
2
-
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+15
Lascannon
+15
Lascannon
48"
Heavy 1
9
-3
D6
-
+15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
+15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Multi-laser
Multi-laser
36"
Heavy 3
6
0
1
-
+15
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+15
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+2
Sentinel chainsaw
+2
Sentinel chainsaw
Melee
Melee
User
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its multi-laser with a heavy flamer, autocannon, missile launcher, lascannon or plasma cannon.
 • Any model may take a Sentinel chainsaw.
 • Any model may take a hunter-killer missile.
ABILITIES
ABILITIES
Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this unit can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target it.
FACTION KEYWORDS: IMPERIUM, ASTRA MILITARUM,
KEYWORDS: VEHICLE, ARMOURED SENTINELS

Datasheet-related Stratagems

1CP

RELENTLESS

Astra Militarum Stratagem

Astra Militarum vehicles are so rugged and robust that they can be pushed beyond their limits temporarily in times of emergency, even if they have sustained damage.

Use this Stratagem at the start of your turn. Select one VEHICLE model (except a TITANIC model) that has a damage table on its datasheet. Until the end of that turn, that model uses the top row of its damage table, regardless of how many wounds it has lost.
1CP

STRIKE FIRST, STRIKE HARD

Astra Militarum Stratagem

From advanced positions, Sentinels take careful aim and often strike at key targets before battle begins.

Use this Stratagem in your Shooting phase in the first battle round, when an ARMOURED SENTINELS or SCOUT SENTINELS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit, add 2 to the hit roll.
1CP

DEFT MANOEUVRING

Astra Militarum Stratagem

When under fire, Armoured Sentinels skilfully manoeuvre to face their front armour towards the enemy.

Use this Stratagem in your opponent’s Shooting phase, when an ARMOURED SENTINELS unit from your army is chosen as the target for an attack. Until the end of that phase, when resolving an attack made against that unit, halve any damage inflicted (rounding up).
1CP

CRUSH THEM!

Astra Militarum Stratagem

Should the enemy be too close to engage with heavy cannons, Imperial armour will simply rumble forward to crush them beneath their grinding treads.

Use this Stratagem at the start of your Charge phase. Select an ASTRA MILITARUM VEHICLE unit from your army. This unit can charge even if it Advanced this turn. In the following Fight phase, attacks made by this unit hit on a 2+.
1CP

JURY RIGGING

Astra Militarum Stratagem

Imperial tank jockeys and Enginseers have devised a number of improvised mechanical techniques to get their damaged steeds back into the fight.

Use this Stratagem at the start of your turn. Select an ASTRA MILITARUM VEHICLE from your army. It cannot move, charge or pile in this turn, but immediately heals 1 wound. You can only use this Stratagem once per turn.
1CP

DEFENSIVE GUNNERS

Astra Militarum Stratagem

As enemy anti-armour troops advance upon their vehicles, sponson and turret gunners unleash a devastating hail of fire.

Use this Stratagem when a charge is declared against one of your ASTRA MILITARUM VEHICLE units. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6.
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.
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.
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.
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.

Missile launcher used in the following datasheets:

Heavy Support

– may take Missile launcher as an option.
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.
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.
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.
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.

Plasma cannon used in the following datasheets:

Fast Attack
Elites
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.
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.

Sentinel chainsaw 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.
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.

The ARMOURED SENTINELS keyword is used in the following Astra Militarum datasheets:

The SCOUT SENTINELS keyword is used in the following Astra Militarum datasheets:

Fast Attack

The ARMOURED SENTINELS keyword is used in the following Astra Militarum datasheets:

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.
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.
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.
Army List
Datasheets collated
© Vyacheslav Maltsev 2013-2021