Astra Militarum – Officer of the Fleet
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Officer of the Fleet

NoNAME  M WS BS S T W A Ld Sv
25
Officer of the Fleet
1
25
Officer of the Fleet
6" 4+ 3+ 3 3 3 2 6 5+
An Officer of the Fleet is a single model armed with a laspistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
ABILITIES
ABILITIES
Air Raid Requested: Once per battle, in your Shooting phase, you can pick an enemy unit, other than a CHARACTER, that is visible to this model anywhere on the battlefield, and then roll a D6. On a roll of 1-3, nothing happens. On a roll of 4-5 the target unit suffers D3 mortal wounds. On a roll of 6, the target unit suffers 3 mortal wounds. You may only call in one air raid per turn, regardless of the number of Officers of the Fleet.
Strafing Coordinates: At the start of the Shooting phase, pick an enemy unit, other than one which can FLY, within 18" of this model. For the duration of the phase, you can re-roll hit rolls of 1 for any friendly AERONAUTICA IMPERIALIS units that can FLY that target the unit you picked.
FACTION KEYWORDS: IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS: CHARACTER, INFANTRY, OFFICER, OFFICER OF THE FLEET

Datasheet-related Stratagems

1CP

TACTICAL AIR CONTROL

Militarum Tempestus Stratagem

Many Tempestus Scions receive advanced training in calling for devastating air strikes and strafing runs.

Use this Stratagem at the start of your Shooting phase. Select one OFFICER OF THE FLEET model from your army. Until the end of that phase, when picking an enemy unit for that model’s Air Raid Requested or Strafing Coordinates abilities, you can measure the range and visibility from any friendly MILITARUM TEMPESTUS unit on the battlefield that has a vox-caster, instead of from that model. When rolling a D6 for that model’s Air Raid Requested ability, add 2 to the roll.
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.
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.
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.
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 OFFICER OF THE FLEET keyword is used in following Astra Militarum datasheets:

The MILITARUM TEMPESTUS keyword is used in following Astra Militarum datasheets:

Dedicated Transport
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.
Army List
Datasheets collated
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