Astra Militarum – Deathstrike
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8

Deathstrike

NoNAME MWSBSSTW!ALdSvBase
150
Deathstrike (base: Use model)
1
150
Deathstrike
12"6+4+676-11373+Use model
8"6+5+673-5D373+
4"6+6+671-2173+
A Deathstrike is a single model equipped with a Deathstrike missile and a heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Deathstrike missile
Deathstrike missile
200"
Heavy 3D6
*
*
*
Blast. This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. Each time you hit the target with this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a D6 for every other unit within 6" of the target unit – on a 4+ that unit also suffers D3 mortal wounds.
Blast. This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. Each time you hit the target with this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a D6 for every other unit within 6" of the target unit – on a 4+ that unit also suffers D3 mortal wounds.
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Heavy flamer
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its heavy bolter with a heavy flamer.
 • This model may take items from the Vehicle Equipment list.
ABILITIES
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
The Hour is Nigh: The Deathstrike missile cannot be fired normally in the Shooting phase or during Overwatch. In one of your Shooting phases, if you wish to fire the Deathstrike missile, roll a D6 and add the battle round number. If the result is 8 or more, you can fire the Deathstrike missile during this Shooting phase. For example, in the third battle round, a roll of 5+ would be needed to fire the Deathstrike missile.
FACTION KEYWORDS: IMPERIUM, ASTRA MILITARUM,
KEYWORDS: VEHICLE, DEATHSTRIKE

Datasheet-related Stratagems

1CP

TANK ACE

Astra Militarum Stratagem

Imperial armoured regiments fight in countless wars across the galaxy. Though many tank crews are lost, some survive a number of battles, their experience and success earning them renown as tank aces.

Use this Stratagem before the battle. Select one ASTRA MILITARUM VEHICLE model (without the BROOD BROTHERS keyword) from your army. That model can be given a Tank Ace ability from the corresponding list below. Named characters cannot be given a Tank Ace ability, and no model can have more than one Tank Ace ability. You can only use this Stratagem once per battle.
1CP

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.
3CP

VORTEX MISSILE

Astra Militarum Stratagem

Vortex Missiles are amongst the most lethal and horrific warheads available to the Astra Militarum. Upon impact, these weapons tear a hole in the very fabric of reality, draining everything within a wide blast radius into the warp.

Use this Stratagem before you fire a Deathstrike missile. You can re-roll failed hit rolls for this shot. In addition, add 1 to the roll made to determine whether other units within 6" are hit. If a model is wounded but not slain by the attack, roll another dice; on a 6, the model suffers a further D6 mortal wounds.
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).
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.
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.
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.
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.

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.
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.
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.
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.

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