Astra Militarum – Master of Ordnance
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Master of Ordnance

NoNAME MWSBSSTWALdSvBase
35
Master of Ordnance (base: 25mm)
1
35
Master of Ordnance
6"4+3+333265+25mm
A Master of Ordnance is a single model armed with a laspistol and an artillery barrage.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Artillery barrage
Artillery barrage
100"
Heavy D6
8
-2
D3
Blast. This weapon can only be fired once per battle, and cannot be used if the bearer moves. This weapon can target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army.
Blast. This weapon can only be fired once per battle, and cannot be used if the bearer moves. This weapon can target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army.
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
ABILITIES
ABILITIES
Unquestioning Loyalty
Master of Ballistics: You can re-roll any hit rolls of 1 made for friendly <REGIMENT> BASILISKS, WYVERNS, MANTICORES or DEATHSTRIKES when they target enemy units over 36" away in the Shooting phase, if they are within 6" of this model.
FACTION KEYWORDS: IMPERIUM, ASTRA MILITARUM,
KEYWORDS: CHARACTER, INFANTRY, OFFICER, MASTER OF ORDNANCE

Datasheet-related Stratagems

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.
1CP

FOCUSED BOMBARDMENT

Astra Militarum Stratagem

At the precise moment, the Master of Ordnance calls every gun at their disposal to fire on a single point.

Use this Stratagem in your Shooting phase, when a MASTER OF ORDNANCE unit from your army is chosen to shoot with. Until the end of that phase, the artillery barrage that unit is equipped with has a Type characteristic of Heavy 6.
1CP/3CP

IMPERIAL COMMANDER’S ARMOURY

Astra Militarum Stratagem

By leveraging their considerable influence upon the Departmento Munitorum, high-ranking Imperial commanders can secure vital resources for their military campaigns.

Use this Stratagem before the battle. Your army can have one extra relic from the Heirlooms of Conquest for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different ASTRA MILITARUM CHARACTERS. You can only use this Stratagem once per battle.
1CP

INSPIRED TACTICS

Astra Militarum Stratagem

A skilled officer can turn a battle on its head, throwing the enemy into confusion and inspiring their own soldiers to acts of remarkable heroism.

Use this Stratagem after an OFFICER from your army has issued an order or tank order. That officer may immediately issue an additional order.
1CP

TAKE COVER!

Astra Militarum Stratagem

Sometimes the only possible response to overwhelming enemy fire is to hit the dirt and wait for the storm to pass, before springing up to unleash an answering volley.

Use this Stratagem in your opponent’s Shooting phase when your opponent selects one of your ASTRA MILITARUM INFANTRY units as a target. You can add 1 to armour saving throws you make for this unit until the end of the phase.
1CP

FIGHT TO THE DEATH

Astra Militarum Stratagem

They may be mere mortals in a galaxy of gods and monsters, but the soldiers of the Astra Militarum stand tall in the face of obliteration, lasguns blazing.

Use this Stratagem at the start of the Morale phase. Pick an ASTRA MILITARUM INFANTRY unit from your army that is required to take a Morale test. You can roll a D3 for the unit, rather than a D6, when taking this test.
1CP

VOLLEY FIRE

Mordian Stratagem

Mordian troops are trained to hold their fire until the perfect moment, before unleashing a single, devastatingly accurate volley that cuts the foe to pieces.

Use this Stratagem before a MORDIAN INFANTRY unit from your army shoots in the Shooting phase. Each time you roll a hit roll of 6+ for an attack made by a model in that unit, immediately make one additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls.
1CP

ARMOURED FIST

Armageddon Stratagem

The Armageddon Steel Legions have perfected the art of the mechanised assault. Gas-masked troopers leap from their transports into the heart of the foe, lasguns blasting.

Use this Stratagem at the start of your Shooting phase. Select an ARMAGEDDON INFANTRY unit from your army that disembarked from an ARMAGEDDON TRANSPORT VEHICLE this turn. You can re-roll hit rolls of 1 for that unit until the end of the phase.
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.
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.
Unquestioning Loyalty

So fanatically devoted are Genestealer Cultists that they would die for their masters.

Each time you fail a saving throw for a <CULT> CHARACTER model, and each time a <CULT> CHARACTER model suffers a mortal wound, before inflicting damage check to see if it is within 3" of any friendly <CULT> or BROOD BROTHERS units with this ability. If it is, you can select one of those units and roll a D6; on a 4+ you do not inflict any damage on the character, but one model in the selected unit (your choice) is slain. Otherwise, the character suffers damage as normal.
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 BASILISKS keyword is used in the following Astra Militarum datasheets:

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

Heavy Support

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

Heavy Support

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

Heavy Support

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

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

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

Heavy Support
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.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The ARMAGEDDON, TRANSPORT and VEHICLE keywords are used in the following Astra Militarum datasheets:

Army List
Datasheets collated
© Vyacheslav Maltsev 2013-2021