Astra Militarum – Chimera (Legendary)
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Chimera (Legendary)

NoNAME MWSBSSTW!ALdSvBase
65
Chimera (base: Use model)
1
65
Chimera
12"6+4+676-10373+Use model
8"6+5+673-5D373+
4"6+6+671-2173+
A Chimera is a single model equipped with a multi-laser, a heavy bolter and two lasgun arrays.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
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.
Lasgun array
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
+5
Multi-laser
+5
Multi-laser
36"
Heavy 3
6
0
1
-
+25
Twin heavy bolter
+25
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Autocannon
+10
Autocannon
48"
Heavy 2
7
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its heavy bolter with a heavy flamer.
 • This model may replace its multi-laser with a heavy flamer or a heavy bolter.
 • This model may take items from the Vehicle Equipment list.
 • This model can have its multi-laser replaced with 1 twin heavy bolter.
 • This model can have its multi-laser replaced with 1 autocannon.
ABILITIES
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
TRANSPORT
TRANSPORT
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models.
FACTION KEYWORDS: IMPERIUM, ASTRA MILITARUM, BROOD BROTHERS
KEYWORDS: VEHICLE, TRANSPORT, CHIMERA

Datasheet-related Stratagems

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.
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

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

HEAD FIRST

Astra Militarum Stratagem

Mechanised infantry units often drill to strike the enemy hard and fast the instant they disembark.

Use this Stratagem in your Charge phase, when a unit from your army is chosen to charge with. Until the end of that phase, if that unit disembarked from a CHIMERA unit this turn, when making a charge roll for that unit, add 2 to the result.
1CP

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.

Optional Wargear

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

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.


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy stubber
+5
Heavy stubber
36"
Heavy 3
4
0
1
-
+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.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
+5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
+5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
+5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
+5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).

This datasheet has Dedicated Transport Battlefield Role. Full list of Astra Militarum units sharing same Battlefield Role follows:

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.

Lasgun array used in the following datasheets:

Dedicated Transport
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.

Twin heavy bolter used in the following datasheets:

Dedicated Transport
Heavy Support
Vehicle Equipment
 • Augur array
+5
 • Dozer blade
+5
 • Heavy stubber1
+5
 • Hunter-killer missile
+5
 • Storm bolter1
+3
 • Track guards
+5

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

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.
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.
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.

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

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

Dedicated Transport

The COMPANY COMMANDER keyword is used in the following Astra Militarum datasheets:

The PLATOON COMMANDER keyword is used in the following Astra Militarum datasheets:

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

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

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

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

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

Dedicated Transport
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.
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.
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.

Augur array used in the following datasheets:

Dedicated Transport

– may take Augur array as an option.

Dozer blade used in the following datasheets:


– may take Dozer blade as an option.

Track guards used in the following datasheets:


– may take Track guards as an option.
Army List
Datasheets collated
© Vyacheslav Maltsev 2013-2021