Catachan is one of the most notorious death worlds in the Imperium, and its planet-wide jungles are lethal beyond reason.Yet despite the exceptionally perilous nature of the Catachan ecosystem, the servants of the Emperor inhabit this vast world in surprising numbers. Thanks to the brutal environment in which they are raised, Catachans are physically and mentally resilient on a level that much of Humanity simply cannot match.

This section contains all of the datasheets that you will need in order to fight battles with your Astra Militarum miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Astra Militarum units – these are described below and referenced on the datasheets.

Contents

Books

BookKindEditionVersionLast update
  Astra Militarum
  Astra MilitarumCodex8Indomitus 1.1October 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.2January 2021
  Psychic Awakening: The Greater Good
  Psychic Awakening: The Greater GoodExpansion8Indomitus 1.3January 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.0December 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Warhammer Legends: Astra Militarum
  Warhammer Legends: Astra MilitarumDataslate8December 2019
  Chapter Approved ’2018
  Chapter Approved ’2018Expansion81.2September 2019
  Warhammer Quest: Blackstone Fortress – Escalation
  Warhammer Quest: Blackstone Fortress – EscalationBoxset8August 2019
  Games Workshop: Commissar Severina Raine
  Games Workshop: Commissar Severina RaineDataslate8February 2019
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018
  Sly Marbo
  Sly MarboMade to Order8

FAQ

Codex: Astra Militarum

 Q: Can I issue the Move! Move! Move! order to a unit which has Fallen Back this turn?
A:
No. The Move! Move! Move! order states the unit must Advance, and a unit which has Fallen Back cannot Advance.
 Q: How many dice does the Brutal Strength Regimental Doctrine allow me to re-roll when a VEHICLE in my army fires a ranged weapon that makes a random number of attacks? Is it one dice per vehicle, or one dice per weapon?
A:
You can re-roll one dice per weapon.
 Q: When do I pay the Command Point cost for the Vortex Missile Stratagem?
A:
After you’ve had a result of 8 or more for the Hour is Nigh ability, allowing you to fire the Deathstrike missile, but before resolving the shot.
 Q: If I have, for example, a TALLARN unit of Leman Russ Battle Tanks with three tanks, can I use the Ambush Stratagem once to place all three models in ambush?
A:
Yes. The same is true for any other TALLARN vehicle squadron (Basilisks, Hellhounds, etc.).
 Q: Can I use The Laurels of Command to issue the same order twice to the same unit?
A:
No, the second order issued must be a different order.
 Q: How do The Laurels of Command and Superior Tactical Training interact? For example, my Warlord is a Cadian Company Commander and I give him The Laurels of Command and the Superior Tactical Training Warlord Trait. How many orders is he potentially allowed to issue each turn, and how many units can those orders affect?
A:
If he issues an order to a CADIAN INFANTRY unit within 6" (unit A) using his Voice of Command ability, first roll a dice for Superior Tactical Training; on a 4+, you can pick another CADIAN INFANTRY unit (unit B) within 6" for that order to affect. Then roll a dice for The Laurels of Command; on a 4+ he can issue a second order to the first unit (unit A). You can then roll again for Superior Tactical Training; on a 4+, you can pick another CADIAN INFANTRY unit within 6" for the second order to affect (this does not have to be unit B, but can be).

Note that when you use Superior Tactical Training, an order is not issued – rather, an already issued order affects an additional unit. So you cannot use The Laurels of Command to generate further orders as a result of using Superior Tactical Training, but you can use Superior Tactical Training to make secondary orders caused by The Laurels of Command affect an additional unit.

Expansion: Psychic Awakening: The Greater Good

 Q: Can the Full Payload Tank Ace ability be used to affect the mortal wound output of Deathstrike missiles?
A:
No. Full Payload only affects the Damage characteristic of a weapon, not any abilities the weapon may have.
 Q: Are units who have been ordered to Move! Move! Move! Considered to have Advanced for the purposes of the Wilderness Survivors Regimental Doctrine?
A:
Yes, they are considered to have Advanced.
 Q: Are the Militarum Tempestus Regimental Doctrines taken in addition to the Storm Troopers Regimental Doctrine listed in Codex: Astra Militarum, or instead of it?
A:
They are taken instead of the Storm Troopers Regimental Doctrine in Codex: Astra Militarum. Note, if you wish to continue using your Militarum Tempestus Detachments as you currently have been, you can simply select the Storm Troopers Regimental Doctrine from page 65 in Psychic Awakening: The Greater Good.

Expansion: Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: Can an Emperor’s Fist unit that Advanced use the Unyielding Advance Stratagem to shoot its turret weapon twice?
A:
Yes.
 Q: Does the Hammer of Sunderance Relic count as a turret weapon for the purposes of Grinding Advance?
A:
Yes.

Keywords

Throughout this section you will come across a keyword that is within angular brackets, specifically <REGIMENT>. This is shorthand for a keyword of your own choosing, as described below.

<REGIMENT>

Most Astra Militarum units are drawn from a regiment. Some datasheets specify which regiment the unit is drawn from (e.g. Sergeant Harker has the CATACHAN keyword, so is drawn from the Catachan Regiment). If an ASTRA MILITARUM datasheet does not specify which regiment it is drawn from, it will have the <REGIMENT> keyword. When you include such a unit in your army, you must nominate which regiment that unit is from. You then simply replace the <REGIMENT> keyword in every instance on that unit’s datasheet with the name of your chosen regiment. Units with the MILITARUM TEMPESTUS keyword treat this as their <REGIMENT> keyword in all respects, but the MILITARUM TEMPESTUS keyword cannot be used to replace the <REGIMENT> keyword on any other datasheet.

For example, if you included a Command Squad in your army and wanted them to be from Vostroya, their <REGIMENT> Faction keyword is changed to VOSTROYAN and their Regimental Standard ability would say: ‘All friendly VOSTROYAN units add 1 to their Leadership whilst they are within 6" of any VOSTROYAN Veteran with a regimental standard.’

Abilities

The following abilities are common to several ASTRA MILITARUM units.

Grinding Advance

If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; eradicator nova cannon; exterminator autocannon; vanquisher battle cannon; demolisher cannon; executioner plasma cannon; punisher gatling cannon.

Regimental Orders

Many Astra Militarum regiments maintain specialised training regimes, tactics and even entire battlefield languages to direct their troops. The table below contains additional orders for use with the Voice of Command ability which may be used by officers with the appropriate regiment keyword. For example, CATACHAN officers may issue the Catachan ‘Burn them out!’ order in addition to any of the standard orders. Some of the orders below are noted as being Tank Orders. These may only be issued by a TANK COMMANDER with the appropriate <REGIMENT> keyword, in addition to those listed on their datasheet and using the rules for Tank Orders as described on their datasheet.
REGIMENTADDITIONAL ORDER
Cadian (Tank Order)Pound Them to Dust!

After endless drilling, Cadian tank gunners are sure to make every shot count on the battlefield.

For the duration of this phase, you can re-roll the dice when determining the number of attacks the ordered model can make with turret weapons (as described in the Grinding Advance ability) that use a randomly determined number (e.g. Heavy D6). 
CatachanBurn Them Out!

Hacking their way through countless tangled death worlds has made the Jungle Fighters experts at flushing out foes with burning promethium.

You can re-roll the dice when determining the number of attacks the ordered unit can make with flamers and heavy flamers until the end of the phase. In addition, units targeted by models from the ordered unit with these weapons do not gain any bonus to their saving throws for being in cover this phase. 
ValhallanFire on My Command!

Life is cheap on Valhalla, and the officers of the Ice Warriors regiments will not sacrifice victory to reduce casualties.

The ordered unit can shoot at enemy units that are within 1" of friendly units until the end of the phase, but each time you roll a hit roll of 1 for such an attack, resolve that attack against a friendly unit within 1" of the target unit instead. You may choose which friendly unit is hit. This order may not be issued to a unit which is within 1" of an enemy unit. 
VostroyanRepel the Enemy!

The Firstborn regiments are drawn from those who have learned to fight in the cramped ruins and alleys of their home world.

Until the end of the phase, the ordered unit can fire any of its weapons while it is within 1" of the enemy, regardless of the weapon’s type. If they do so, they must target enemy units within 1", even if friendly units are within 1" of these units. 
ArmageddonMount Up!

Rapid mechanised redeployments are paramount to success in the choking ash wastes of Armageddon.

Until the end of the phase, the ordered unit can shoot and then immediately embark within a friendly ARMAGEDDON TRANSPORT VEHICLE, as long as all models in the unit are within 3" of the vehicle. This order may not be issued to a unit which disembarked in the preceding Movement phase
Tallarn (Tank Order)Get Around Behind Them!

Tallarns use their tanks not as simple hammers, but as rapiers – darting swiftly into combat to deliver the killing blow.

The ordered model can move up to 6" in this phase, either before or after it shoots, as if it were the Movement phase. This does not affect how far the vehicle has moved for the purposes of determining how many times it can fire its turret weapon (as described in the Grinding Advance ability). 
Militarum TempestusElimination Protocol Sanctioned!

In the Schola Progenium, the shock troopers of the Militarum Tempestus are trained to eradicate even the most fearsome enemies of the Imperium.

You can re-roll failed wound rolls for models from the ordered unit when attacking any enemy VEHICLES or MONSTERS this phase. 
MordianForm Firing Squad!

With but a word from their commanding officer, the Mordian infantry take on the role of executioners.

Until the end of the phase, the ordered unit can target CHARACTERS with their Rapid Fire weapons, even if they are not the closest enemy unit. 

Voice of Command

This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase

Acts of Faith

If your army includes any models with this ability, you will start the battle with 3 Faith Points, plus 1 additional Faith Point for every 10 models with this ability in your army (rounding down). These can be spent to attempt the Acts of Faith listed below. Each can only be attempted once per battle round, and you must spend one Faith Point each time you do so (if you have no Faith Points remaining, you cannot attempt an Act of Faith). To attempt an Act of Faith, select a unit in your army that has the Acts of Faith ability and then choose the Act of Faith you wish to attempt. Then make a Test of Faith for the unit by rolling a D6; if the result is less than that Act of Faith’s devotion value, or is an unmodified roll of 1, the test fails and nothing happens. Otherwise the test is successful and the Act of Faith takes effect.

Hand of the Emperor
Devotion value 4
Use this Act of Faith at the start of your Movement phase. If successful, add 3" to the selected unit’s Move characteristic until the end of that phase.

Spirit of the Martyr
Devotion value 3
Use this Act of Faith at the start of your Movement phase. If successful, one model in the selected unit regains D3 lost wounds, or, if there are no wounded models and any models in the unit have been slain, you can return one slain model to the unit with 1 wound remaining (this model is set up in unit coherency and cannot be set up within 1" of any enemy models – if it is not possible to place this model, it is not returned to the unit).

Aegis of the Emperor
Devotion value 3
Use this Act of Faith at the start of your opponent’s Psychic phase. If successful, then until the end of that phase, roll a D6 each time the selected unit suffers a mortal wound. On a 4+ that mortal wound is ignored.

Divine Guidance
Devotion value 4
Use this Act of Faith at the start of your Shooting phase. If successful, add 1 to hit rolls for attacks made with this unit’s ranged weapons until the end of the phase.

The Passion
Devotion value 5
Use this Act of Faith at the start of your Fight phase. If successful, the selected unit can be chosen to Fight with twice in that phase, instead of only once.

Light of the Emperor
Devotion value 3
Use this Act of Faith at the start of the Morale phase. If successful, the selected unit automatically passes Morale tests that phase.

Detachment Rules

In this section you will find rules for Battle-forged armies that include ASTRA MILITARUM Detachments – that is, any Detachment which includes only ASTRA MILITARUM units.

Defenders of Humanity

The Astra Militarum is the shield of Mankind. Only by its sacrifice and heroism are the worlds of the Imperium kept safe.

If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Regimental Doctrines

Each Astra Militarum regiment has its own distinct traditions, training regimes, tactics and methods of waging war.

If your army is Battle-forged, all <REGIMENT> units in an ASTRA MILITARUM Detachment (excluding those in Super-heavy Auxiliary Detachments) gain a Regimental Doctrine, so long as every unit in that Detachment (apart from the exceptions: Militarum Tempestus & Advisors and Auxilla rules) is drawn from the same regiment. The Regimental Doctrine gained depends upon the regiment they are drawn from, as shown below. For example, a CADIAN unit with the Regimental Doctrines ability gains the Born Soldiers doctrine.

If your chosen regiment does not have an associated Regimental Doctrine, you may pick the doctrine that you feel best represents your army. For example, as your army of Ventrillian Nobles does not have an associated Regimental Doctrine, you can decide that the Vostroyan Heirloom Weapons doctrine best suits these wealthy and well-equipped fighters.

Militarum Tempestus

MILITARUM TEMPESTUS units can be included in an ASTRA MILITARUM Detachment without preventing other units in that Detachment from gaining a Regimental Doctrine. Note, however, that the MILITARUM TEMPESTUS units do not themselves benefit from any Regimental Doctrine unless every unit in that Detachment is from the Militarum Tempestus (in which case they will gain the Storm Troopers doctrine).

Advisors and Auxilla

The units listed below can be included in an ASTRA MILITARUM Detachment without preventing other units in that Detachment from gaining a Regimental Doctrine. Note, however, that the units listed below can never themselves benefit from a Regimental Doctrine.

Matched Play Rule: Command Squads

If you are playing a matched play game, then in a Battle-forged army, you can include a maximum of one <REGIMENT> Command Squad in a Detachment for each <REGIMENT> OFFICER in that Detachment. Similarly, if you are playing a matched play game, then in a Battle-forged army, you can include a maximum of one Militarum Tempestus Command Squad in a Detachment for each Tempestor Prime in that Detachment.


Specialist Detachments

Emperor’s Blade Assault Company

Though the Astra Militarum are not known for their mobility, there are regiments and battalions that specialise in mechanised warfare. Each rugged transport is packed with warriors ready to spring out the moment the debarkation klaxons sound, lasguns spitting death.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If an EMPEROR’S BLADE CHARACTER is your Warlord, you can give them the following Warlord Trait.

MECHANISED COMMANDER

This officer excels at leading their troops into the fray from within their Chimera transports. Their orders booming over the vehicle’s vox array, they deftly deploy their forces for war.

OFFICER from your army with the Voice of Command ability only. Your Warlord can issue orders whilst embarked within an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX (measuring ranges from any point on the vehicle) and is treated as being within 3" of a vox-caster. When doing so, these orders can only be issued to friendly EMPEROR’S BLADE units.

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Blade Specialist Detachments, you can give the following relic to an EMPEROR’S BLADE CHARACTER in your army.

THE SHIELD OF MORTWALD

This archeotech from Grand Castellan Deinos’ personal collection is rumoured to date back to the Age of Strife.

The bearer has a 3+ invulnerable save, which cannot be re-rolled for any reason. The first time this invulnerable save is failed, the Shield of Mortwald ceases to function for the rest of the battle.

STRATAGEMS
If your army includes any Emperor’s Blade Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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

RAPID REDEPLOY

Astra Militarum Stratagem

The soldiers of an Emperor’s Blade Assault Company are expertly drilled in disembarking from their transport at the last moment to secure critical points on the battlefield.

Use this Stratagem at the end of your Movement phase. An EMPEROR’S BLADE unit embarked within an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX can disembark. That unit cannot move further in this phase, but can otherwise act normally for the rest of the turn. That unit counts as having moved for any rules purposes, such as shooting Heavy weapons.

Emperor’s Conclave Infantry Company

The Emperor’s Conclave is no ordinary gathering of Astra Militarum manpower, but a well-honed fighting force united in its aggressive pursuance of victory and its faith in the old Imperial Guard maxim, ‘The Emperor Protects.’ They give no quarter, whether at range or in melee.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

EMPEROR’S CONCLAVE INFANTRY COMPANY

Specialist Detachment Stratagem

Regiments raised from shrine worlds and other centres of the Imperial Creed have an unshakeable faith in the Emperor.

Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Conclave Specialist Detachment. COMPANY COMMANDERS, PLATOON COMMANDERS, COMMAND SQUADS, INFANTRY SQUADS, CONSCRIPTS, MINISTORUM PRIESTS and CRUSADERS units in that Detachment gain the EMPEROR’S CONCLAVE keyword.

WARLORD TRAIT
If an EMPEROR’S CONCLAVE CHARACTER is your Warlord, you can give them the following Warlord Trait.

FIERY DENOUNCER

This leader’s damning rhetoric fills their followers with a bitter hatred for the foe that drives their every action.

Re-roll hit rolls of 1 for your Warlord and friendly EMPEROR’S CONCLAVE units within 6" of your Warlord in the Fight phase.

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Conclave Specialist Detachments, you can give the following relic to an EMPEROR’S CONCLAVE CHARACTER in your army.

LITANIES OF THE HOLY SYNOD

To hear the psalms of this ancient Terran manuscript recanted fills the common soldier with faith and valour.

If a friendly EMPEROR’S CONCLAVE unit within 6" of the bearer takes a Morale test, roll two D6 and use the lowest result to determine the outcome of the Morale test. In addition, if the bearer is slain, before removing the model from the battlefield, pick another friendly EMPEROR’S CONCLAVE unit within 6" of the bearer. For the rest of the battle that unit does not have to take Morale tests and can add 1 to its Attacks characteristic.

STRATAGEMS
If your army includes any Emperor’s Conclave Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

NO QUARTER GIVEN!

Astra Militarum Stratagem

With fervent belief, these warriors fight till their last breath.

Use this Stratagem at the start of the Fight phase. Pick an EMPEROR’S CONCLAVE unit from your army. Until the end of that phase, when a model from that unit is slain, that model is not removed from the battlefield as normal, but can instead immediately pile in and fight, even if it has already been chosen to fight that phase. After its attacks have been resolved, it is then removed from the battlefield.
1CP

SANCTIMONIOUS CHARGE

Astra Militarum Stratagem

Singing a glorious hymn to the Emperor’s divine power, these soldiers fear not the alien or the heretic as they fix bayonets and charge into the fray.

Use this Stratagem after an EMPEROR’S CONCLAVE MINISTORUM PRIEST makes a charge move. Until the end of that phase, add 1 to charge rolls for other friendly EMPEROR’S CONCLAVE units while they are within 12" of that MINISTORUM PRIEST.

Emperor’s Fist Tank Company

One of the most iconic sights on the battlefields of the Imperium is a massed tank charge, the ground trembling beneath the tracks of dozens of armoured juggernauts. Their turret weapons roar together, the sound like a pride of godly lions roused to destructive wrath.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

EMPEROR’S FIST TANK COMPANY

Specialist Detachment Stratagem

Designed to smash the enemy battle lines asunder, the massed might of an Emperor’s Fist Tank Company is a terrifying sight, squadron after squadron of Leman Russ tanks roaring across the battlefield.

Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Fist Specialist Detachment. LEMAN RUSS units in that Detachment gain the EMPEROR’S FIST keyword.

WARLORD TRAIT
If an EMPEROR’S FIST CHARACTER is your Warlord, you can give them the following Warlord Trait.

UNFLINCHING RESOLVE

This warlord’s cool head is legendary. Even as the foe charges directly into their front lines, this warlord and his troops keep their nerve and take aim carefully, their accurate salvoes ripping through the onrushing enemy ranks and decimating their lines.

You can re-roll hit rolls when your Warlord, and friendly EMPEROR’S FIST units within 6" of your Warlord, fire Overwatch.

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Fist Specialist Detachments, you can give the following relic to an EMPEROR’S FIST CHARACTER in your army.

HAMMER OF SUNDERANCE

The Hammer of Sunderance is a battle cannon with glorious reputation. It is said the blows it deals the enemy are the Emperor’s wrath made manifest, and as it punches into enemy tanks and fortifications, it leaves grievous wounds and crippled armour in its wake.

Model with battle cannon only. Hammer of Sunderance replaces the bearer’s battle cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Hammer of Sunderance
Hammer of Sunderance
72"
Heavy D6
8
-2
3
Abilities: Blast

STRATAGEMS
If your army includes any Emperor’s Fist Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

UNYIELDING ADVANCE

Astra Militarum Stratagem

The tank crew of this Leman Russ are experts in maintaining a steady rate of fire, even when escorting convoys or racing down highly mobile foes.

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S FIST unit from your army. That unit can shoot its turret weapon twice as described in the Grinding Advance ability no matter how far it moved in the preceding Movement phase.
1CP

STEEL PHALANX

Astra Militarum Stratagem

The impetus of this phalanx’s charge is such that the combined Leman Russ Battle Tanks are able to smash aside all impediments, routing infantry and overturning enemy armour with their sheer belligerence and bulk.

Use this Stratagem at the start of your Charge phase. Pick an enemy unit. Each time an EMPEROR’S FIST unit from your army finishes a charge move within 1" of that enemy unit, roll a D6; on a 4+ that enemy unit suffers D3 mortal wounds.

Emperor’s Wrath Artillery Company

The pounding impacts of an artillery company’s devastating bombardment have been likened to the Emperor’s own fury descending from the heavens. Rightly so, for their commanders are experts in turning the brute force of their charges into a true weapon of terror.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
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.

WARLORD TRAIT
If an EMPEROR’S WRATH CHARACTER is your Warlord, you can give them the following Warlord Trait.

LORD OF ORDNANCE

As this officer surveys the land, they shrewdly identify strategic enemy locations an artillery strike would best disrupt, succinctly directing the crews under their command on where to fire.

Each time you roll a wound roll of 6+ for an attack made by a friendly EMPEROR’S WRATH unit while they are within 6" of your Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is improved by 1 (i.e. AP0 becomes AP-1, AP-1 becomes AP-2).

HEIRLOOM OF CONQUEST
If your army includes any Emperor’s Wrath Specialist Detachments, you can give the following relic to an EMPEROR’S WRATH CHARACTER in your army.

AGRIPINAA-CLASS ORBITAL TRACKER

After crushing a Chaos incursion in the Agripinaa System, the surviving Astra Militarum regiments were gifted with a dozen of these sophisticated pieces of archeotech. From low orbit, these devices scan the planet’s surface and relay detailed data to the troops on the ground.

In your Shooting phase, pick an EMPEROR’S WRATH unit from your army within 6" of the bearer. Until the end of that phase, enemy units do not receive the benefit of cover when targeted by shooting attacks made by that unit.

STRATAGEMS
If your army includes any Emperor’s Wrath Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

SUPPRESSIVE FIRE

Astra Militarum Stratagem

Artillery rounds rain down from the sky. The shells are inaccurate, but serve to disrupt enemy infantry movement.

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S WRATH VEHICLE unit from your army. That unit cannot shoot this phase. Instead, it lays down suppressive fire; pick an enemy INFANTRY unit that is within range of at least one of its weapons. Until the start of your next turn, that enemy unit cannot fire Overwatch and halves its Move characteristic.
2CP

POUNDING BARRAGE

Astra Militarum Stratagem

Focusing on coordinates voxed in from forward spotters, the crews of each artillery piece continue to load and fire, load and fire, filling the air with a steady rain of high explosives.

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S WRATH VEHICLE unit from your army. Pick one of that unit’s ranged weapons. That unit can shoot twice with that weapon this phase.

Tempestus Drop Force

The Militarum Tempestus specialise in the rapid delivery of exceptionally well-trained warriors. When such a force disembarks from a low-hovering Valkyrie it becomes all the more lethal, for their pinpoint attacks can tear out the heart of an enemy battle line in seconds.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

TEMPESTUS DROP FORCE

Specialist Detachment Stratagem

Deployed on Vigilus to adapt to the ever-changing theatres of war, Drop Forces are highly mobile kill teams, experts in rapid redeployment from Valkyrie and neutralisation of key enemy threats in the thick of battle.

Use this Stratagem when choosing your army. Pick a MILITARUM TEMPESTUS Detachment from your army to be a Tempestus Drop Force Specialist Detachment. TEMPESTOR PRIMES, TEMPESTUS SCIONS, TEMPESTUS COMMAND SQUADS and VALKYRIES in that Detachment gain the TEMPESTUS DROP FORCE keyword.

WARLORD TRAIT
If an TEMPESTUS DROP FORCE CHARACTER is your Warlord, you can give them the following Warlord Trait.

GRAVE-CHUTE COMMANDO

An veteran of planning and leading airborne assaults by grav-chute, this warlord and his company are highly sought after when aerial deployment is the order of the day.

Add 1 to hit rolls for attacks made by friendly TEMPESTUS DROP FORCE INFANTRY units that disembarked from a friendly TEMPESTUS DROP FORCE VALKYRIE this turn while they are within 6" of your Warlord.

RELICS OF THE PROGENIUM
If your army includes any Tempestus Drop Force Specialist Detachments, you can give the following relic to a TEMPESTUS DROP FORCE CHARACTER in your army.

CYPRA MUNDI NULL-EMITTER

Forged on Cypra Mundi, this small device is granted to officers of the Schola Progenium serving as escort upon the Black Ships of the Astra Telepathica. Emitting a minor null-field, it protects the wearer from psychic attack.

If the bearer is targeted or affected by a psychic power, roll a D6; on a 2+ the psychic power has no effect on the bearer.

STRATAGEMS
If your army includes any Tempestus Drop Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

PRECISION DROP

Astra Militarum Stratagem

These elite troops have deployed via low altitude grav-chutes into dozens of war zones.

Use this Stratagem at the start of your Movement phase. Pick a TEMPESTUS DROP FORCE VALKYRIE from your army. Until the end of that phase, if models embarked within that VALKYRIE use the Grav-chute Insertion ability to disembark, do not roll a D6 for each model to determine if any are slain. Instead, no models from that unit are slain by that ability.
1CP

AERIAL FIRE SUPPORT

Astra Militarum Stratagem

After deploying the soldiers within, Drop Force Valkyries quickly identify and eliminate enemy threats on the ground.

Use this Stratagem in the enemy Charge phase after a TEMPESTUS DROP FORCE INFANTRY unit from your army is chosen as the target of an enemy unit’s charge. Pick a TEMPESTUS DROP FORCE VALKYRIE from your army within 6" of the unit being charged. That VALKYRIE 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.

Militarum Tempestus Detachment Rules

This section contains new and updated rules for the Militarum Tempestus that can be used when fielding a MILITARUM TEMPESTUS Detachment, including Regimental Doctrines, Relics, Warlord Traits and Stratagems.

<TEMPESTUS REGIMENT>

MILITARUM TEMPESTUS units in your army gain the <TEMPESTUS REGIMENT> keyword. When you include a unit with the <TEMPESTUS REGIMENT> keyword in your army, you must nominate which Tempestus Regiment it is from, and then replace all instances of the <TEMPESTUS REGIMENT> keyword on that unit’s datasheet with the name of your chosen Tempestus Regiment. The <TEMPESTUS REGIMENT> keyword can only be replaced by one of the following:
  • 54TH PSIAN JAKALS
  • 32ND THETOID EAGLES
  • 133RD LAMBDAN LIONS
  • 43RD IOTAN DRAGONS
  • 55TH KAPPIC EAGLES
  • 9TH IOTAN GORGONNES
If your army contains any units with both the <REGIMENT> and <TEMPESTUS REGIMENT> keywords, you must choose a different keyword to replace each of those keywords on those units’ datasheets.

Regimental Doctrines

If your army is Battle-forged, all <TEMPESTUS REGIMENT> units in a MILITARUM TEMPESTUS Detachment gain a Regimental Doctrine selected from those presented below, so long as every unit in that Detachment (excluding the Advisors and Auxilla mentioned below) has the same <TEMPESTUS REGIMENT> keyword.

Advisors and Auxilla

The units listed below can be included in a MILITARUM TEMPESTUS Detachment, despite not having the MILITARUM TEMPESTUS keyword. In addition, they do not prevent other units in that Detachment from gaining a Regimental Doctrine. Note, however, that the units listed below can never themselves benefit from a Regimental Doctrine.

Crusade

Each time you add a MILITARUM TEMPESTUS unit to your Crusade force’s Order of Battle, you can choose for that unit to be from a Tempestus Regiment from those listed above. If you do so, that unit gains the relevant <TEMPESTUS REGIMENT> Faction keyword.

When mustering a Crusade army:
  • MILITARUM TEMPESTUS units cannot gain a new <TEMPESTUS REGIMENT> Faction keyword.
  • If all of the MILITARUM TEMPESTUS units in a Detachment are from the same Tempestus Regiment, it gains access to the Regimental Doctrines, Warlord Traits, Heirlooms of the Regiments and Stratagems rules, as outlined below.

Regimental Doctrines

Catachan: Brutal Strength

In the deadly jungles of Catachan, only the strongest survive. The sons and daughters of this death world are ferocious warriors, taller and more powerful than typical humans.

INFANTRY units with this doctrine add 1 to their Strength characteristic. In addition, they can add 1 to their Leadership characteristic if they are within 6" of a friendly CATACHAN OFFICER. Each time a VEHICLE with this doctrine fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.) you can re-roll one of the dice used to determine the number of attacks made.

Militarum Tempestus: Storm Troopers

The warriors of the Militarum Tempestus are the best of the best, merciless killers trained to obliterate their foes in a pinpoint fusillade of hot-shot las rounds.

If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.

Custom Regimental Doctrines

Every planet in the Imperium raises regiments for the Astra Militarum. Each world’s troops have their own distinct traditions, training regimes, tactics and preferred methods of waging war. Even regiments from the same planet can vary, and the rules below will help you develop your own unique fighting force.

Codex: Astra Militarum describes how the <REGIMENT> keyword can be substituted with the name of your chosen regiment, as well as describing the abilities that units in ASTRA MILITARUM Detachments gain. One of these abilities is Regimental Doctrines. If your chosen regiment does not have an associated Regimental Doctrine in Codex: Astra Militarum, you can create its Regimental Doctrine by selecting two rules from the following list:

Agile Warriors

The soldier is the most deadly weapon of all in the eyes of some Astra Militarum regiments, whose rigorous training regimens place an emphasis on forward assault.

When an INFANTRY unit with this doctrine Advances, you can re-roll the Advance roll.

Combined Auspex

The vehicles of this regiment share auspex readings to best track and target charging enemies, protecting their comrades from harm.

When resolving an Overwatch attack made by a <REGIMENT> VEHICLE model with this doctrine whilst within 3" of another friendly <REGIMENT> VEHICLE unit, a hit roll of 5+ scores a hit.

Disciplined Shooters

There are few skills more explicitly soldierly than that of marksmanship. Having spent countless hours on ranges, the warriors of this regiment have honed their skills with all manner of weapons to ensure controlled fire even in the harshest battlefield conditions. Remaining calm under immense pressure, these soldiers are capable of pouring vast quantities of accurate fire on enemies that draw close enough, demonstrating impressive clarity of thought.

When an INFANTRY model with this doctrine shoots with a Rapid Fire weapon against a unit that is within 18", double the number of attacks that weapon makes, rather than following the normal rules for Rapid Fire weapons.

Fire from the Hip

Some regiments develop sophisticated mobile warfare tactics, specialising in rapid assaults and flexible defences. Their soldiers learn to fire accurately on the move, and are able to pour suppressing fire on the enemy even whilst rushing from cover to cover.

INFANTRY models with this doctrine can shoot Rapid Fire weapons they are equipped with even if they Advanced, but when resolving such an attack, subtract 1 from the hit roll.

Gunnery Experts

The troops of some Astra Militarum armoured regiments spend countless weeks drilling with their vehicles’ weapons, ensuring every reload is swift and precise even when the crew are under immense pressure.

When you roll to determine the Type characteristic of any weapon a VEHICLE model with this doctrine is equipped with, you can re-roll one of the dice.

Jury-rigged Repairs

Last minute vehicle tune-ups before a battle can stop a track breaking or a weapon misfiring in combat, but the ability to repair damage mid-battle can be the difference between life and death, and many Astra Militarum vehicle crews are drilled in these vital skills.

At the start of your turn, roll one D6 for each VEHICLE model from your army with this doctrine that has lost any wounds. On a 2-4 that model regains 1 lost wound. On a 5+ that model regains up to D3 lost wounds.

Lords’ Approval

Hailing from a world where being seen to fight well in the eyes of one’s betters means social advancement, soldiers of this regiment fight hard in the presence of their officers.

When resolving an attack made with a melee weapon by a <REGIMENT> INFANTRY model with this doctrine whilst within 9" of a friendly <REGIMENT> OFFICER model, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Monster Hunters

The million worlds of the Imperium crawl with myriad deadly xenofauna, and some human populations have become adept at hunting such creatures. When regiments of soldiers are raised from these worlds, their monsterhunting skills prove hugely valuable in battle.

When resolving an attack made with a Heavy weapon by a model with this doctrine against a MONSTER unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Pyromaniacs

There are few better ways of scouring a foe from a world than with torrents of burning promethium. Some regiments embrace this fact, mastering the use of flamer weapons and upgrading them with increased power.

When resolving an attack made with a flamer, heavy flamer or twin heavy flamer by a model with this doctrine, you can re-roll a wound roll of 1.

Slum Fighters

Across the Imperium, billions of its citizens live in untold squalor, in places where might is right and violence is a way of life. Such hardship breeds brutal soldiers who fight as fiercely against the enemies of Mankind as they once did against rival gangs.

When resolving an attack made with a melee weapon by an INFANTRY model with this doctrine, an unmodified hit roll of 6 scores 1 additional hit.

Spotter Details

Drawing on extensive training, the gunners and spotters of this regiment form extremely effective partnerships that can have devastating consequences for the enemy.

Add 6" to the Range characteristic of Heavy weapons with a range of at least 24" that models with this doctrine are equipped with.

Wilderness Survivors

Many peoples of the Imperium dwell in harsh wildlands, becoming experts in tracking and camouflage. The Astra Militarum puts these hard-earned skills to great use.

When resolving an attack made with a ranged weapon against an INFANTRY unit with this doctrine, if that unit did not Advance in its previous Movement phase, it is treated as receiving the benefit of cover to its saving throws.

Militarum Tempestus Regimental Doctrines

Where the Astra Militarum places importance on huge numbers, the regiments of the Militarum Tempestus emphasise tactical ability, superior weaponry and rigorous training in diverse conditions. As a result, these elite regiments are far more scarce, yet their brave deeds are famed throughout the Imperium.

Storm Troopers

The warriors of the Militarum Tempestus are the best of the best, merciless killers trained to obliterate their foes in a pinpoint fusillade of hot-shot las rounds.

If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.

133rd Lambdan Lions: Prized Weaponry

The 133rd Lambdan Lions work extensively with the Adeptus Mechanicus in the recovery of lost knowledge and arcane technologies. In exchange for their service, the Adeptus Mechanicus sees fit to reward them with esoteric augmentations for their vehicles, armour and weaponry.

Improve the Armour Penetration characteristic of weapons models with this doctrine are equipped with by 1 (e.g. AP 0 becomes AP -1).

32nd Thetoid Eagles: Predatory Strike

Known for their particularly vicious methods of warfare, the 32nd Thetoid Eagles are specialists in close-ranged firefights and rarely take prisoners.

When resolving an attack made with a ranged weapon by a model with this doctrine against a unit that is within half range, an unmodified hit roll of 6 scores 1 additional hit.

43rd Iotan Dragons: Crack Shots

Highly adept in counter-insurgency operations, the 43rd Iotan Dragons learn their patient and bloody trade in darkened cave labyrinths. Experts in combatting Tyranid Genestealers and other outlier organisms, they have learned the importance of being able to fire with precision rapidly even at longer ranges. Those who cannot do this are slaughtered by their preternaturally fast enemies.

Add 6" to the Range characteristic of Rapid Fire weapons models with this doctrine are equipped with.

54th Psian Jakals: Death from the Dark

The Psian Jakals go to war in armour of jet black and with fearsome skulls painted on their masks. This, combined with incredible tracking skills and determination, makes them a truly terrifying enemy.

Each model destroyed by an attack made by a model with this doctrine in your Shooting phase is treated as 2 destroyed models in the following Morale phase.

55th Kappic Eagles: Mobilised Infantry

A regiment with a long and illustrious history of defeating the Emperor’s foes, the 55th Kappic Eagles typify the obedience, excellence and efficiency for which the Militarum Tempestus is renowned.

INFANTRY models with this doctrine do not suffer the penalty for moving and firing Heavy weapons. When resolving an attack made by a model with this doctrine in a turn in which it disembarked from a TRANSPORT, add 1 to the hit roll.

9th Iotan Gorgonnes: Resolute Heroism

The 9th Iotan Gorgonnes frequently fight alongside the Adepta Sororitas Order of the Glowing Chalice, both forces having originated from the same Schola Progenium facility of Vedill I. Their allies’ devotion to the Imperial Creed inspires them to seek the utter destruction of their enemies.

When resolving an attack made with a ranged weapon by an INFANTRY model with this doctrine against the closest enemy unit, an unmodified hit roll of 6 scores 1 additional hit.

Stratagems by Phase

Before battle

IMPERIAL COMMANDER’S ARMOURY (Astra Militarum)

TANK ACE (Astra Militarum)

ADVANCED COUNTER-MEASURES (Militarum Tempestus)

PROGENY OF CONFLICT (Militarum Tempestus)

During deployment

PRELIMINARY BOMBARDMENT (Astra Militarum)

Battle Round

At the start of battle round

OFFICIO PREFECTUS COMMAND TANK (Astra Militarum)

At the start of your turn

JURY RIGGING (Astra Militarum)

MOBILE COMMAND VEHICLE (Astra Militarum)

RELENTLESS (Astra Militarum)

Movement phase

CONSOLIDATE SQUADS (Astra Militarum)

DARING DESCENT (9th Iotan Gorgonnes)

PRECISION DROP (Militarum Tempestus)

Enemy Movement phase

SUPERIOR INTELLIGENCE (Militarum Tempestus)

Psychic phase

PSYCHIC CONCLAVE (Astra Militarum)

Shooting phase

AERIAL SPOTTER (Astra Militarum)

GO! RECON! (Astra Militarum)

INSPIRED TACTICS (Astra Militarum)

VORTEX MISSILE (Astra Militarum)

CONCENTRATED FIRE (Astra Militarum)

DIRECT ONSLAUGHT (Astra Militarum)

EXPERIENCED EYE (Astra Militarum)

FOCUSED BOMBARDMENT (Astra Militarum)

HAIL OF FIRE (Astra Militarum)

ROLLING DEATH (Astra Militarum)

SPLASH DAMAGE (Astra Militarum)

STRIKE FIRST, STRIKE HARD (Astra Militarum)

GRENADIERS (Astra Militarum)

VENGEANCE FOR CADIA! (Astra Militarum)

TACTICAL AIR CONTROL (Militarum Tempestus)

FULL CHARGE (32nd Thetoid Eagles)

GIFTS FROM THE MECHANICUS (133rd Lambdan Lions)

HAMMER BLOW (Militarum Tempestus)

KILLING ZONE (Militarum Tempestus)

POINT-BLANK EFFICACY (Militarum Tempestus)

TACTICAL MISDIRECTION (55th Kappic Eagles)

Enemy Shooting phase

SHIELD OF FLESH (Astra Militarum)

TAKE COVER! (Astra Militarum)

Being targeted

DEFT MANOEUVRING (Astra Militarum)

SHIELD OF FLESH (Astra Militarum)

ELUSIVE HUNTERS (54th Psian Jakals)

Charge phase

CRUSH THEM! (Astra Militarum)

HEAD FIRST (Astra Militarum)

FURIOUS CHARGE (Astra Militarum)

Enemy Charge phase

DEFENSIVE GUNNERS (Astra Militarum)

GRENADIERS (Astra Militarum)

VENGEANCE FOR CADIA! (Astra Militarum)

DRILLED TO PERFECTION (43rd Iotan Dragons)

VICIOUS TRAPS

Morale phase

FIGHT TO THE DEATH (Astra Militarum)

UNQUESTIONING OBEDIENCE (Militarum Tempestus)

Taking casualties

FIRE ON MY POSITION (Astra Militarum)


Stratagems

If your army is Battle-forged and includes any ASTRA MILITARUM Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Imperial Guard on the battlefield.

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.
3CP

FIRE ON MY POSITION

Astra Militarum Stratagem

Even as they are overwhelmed, brave soldiers of the Astra Militarum may carry out one last act of vengeful defiance, calling in a creeping bombardment on their own position.

Use this Stratagem when the last model is slain from an ASTRA MILITARUM unit from your army equipped with a vox-caster. Before removing the model, roll a D6 for each unit within 3" of it. On a 4+ that unit suffers D3 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+.
2CP

AERIAL SPOTTER

Astra Militarum Stratagem

Aeronautica Imperialis recon planes send back pinpoint coordinates to artillery positions, allowing them to unleash a punishingly accurate salvo.

Use this Stratagem at the start of the Shooting phase. Select a BASILISK or WYVERN model from your army. You can re-roll failed hit rolls for this unit in this phase.
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

CONSOLIDATE SQUADS

Astra Militarum Stratagem

Astra Militarum officers must quickly learn to adapt in the thick of battle, forming ad hoc fire teams from the fragments of depleted infantry squads.

Use this Stratagem at the end of your Movement phase. Choose an Infantry Squad from your army that is within 2" of another of your Infantry Squads from the same <REGIMENT>. You can merge these squads into a single unit and they are treated as such for the rest of the battle.
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.
2CP

OFFICIO PREFECTUS COMMAND TANK

Astra Militarum Stratagem

Many regimental Commissars prefer to bellow threats and orders from the cupola of a Leman Russ battle tank.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select a LEMAN RUSS from your army. All friendly ASTRA MILITARUM units have a Leadership characteristic of 9 (unless it would otherwise be higher) whilst they are within 6" of this vehicle.
1CP

MOBILE COMMAND VEHICLE

Astra Militarum Stratagem

Command vehicles allow intrepid officers to lead from the front of the battle, racing across the lines, raising the spirits of their warriors and reacting with speed to any emerging threats.

Use this Stratagem at the start of any turn. Choose a Chimera from your army. Until the end of the turn, an OFFICER from your army with the Voice of Command ability may still issue orders whilst embarked within that Chimera (measuring ranges from any point on the vehicle), and is treated as being within 3" of a vox-caster.
2CP

PRELIMINARY BOMBARDMENT

Astra Militarum Stratagem

An Astra Militarum assault often begins with an initial bombardment of the enemy line, softening up the foe before the mass advance of infantry and armour.

Use this Stratagem after both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. 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

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.
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

GRENADIERS

Astra Militarum Stratagem

Against packed formations of enemy infantry, a favoured tactic of Astra Militarum assault troops is to hurl an opening salvo of grenades en masse.

Use this Stratagem before an ASTRA MILITARUM INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so.
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

GO! RECON!

Astra Militarum Stratagem

Scout Sentinels can sacrifice firepower for speed, darting across the battlefield in search of new threats.

Use this Stratagem at the start of your Shooting phase. Select a unit of Scout Sentinels from your army. This unit can immediately move 2D6" but cannot shoot or charge this turn. This move cannot bring this model within 1" of any enemy models. This move cannot bring this unit within Engagement Range of any enemy models.
1CP

VENGEANCE FOR CADIA!

Astra Militarum Stratagem

Soldiers of the Astra Militarum yearn to visit destruction upon those responsible for the fall of mighty Cadia.

Use this Stratagem when you select one of your ASTRA MILITARUM units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit that target CHAOS units until the end of the phase.
1CP

SUPERIOR INTELLIGENCE

Militarum Tempestus Stratagem

Storm troopers of the Militarum Tempestus have access to the latest operational intelligence, and are ready to greet enemy reinforcements with a hail of hot-shot rounds.

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your MILITARUM TEMPESTUS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
1CP

VICIOUS TRAPS

Catachan Stratagem

Catachan Jungle Fighters lace the ground ahead of their defences with all manner of lethal devices, including snare mines, razor-shard tripwires and incendiary charges.

Use this Stratagem when an enemy unit finishes a charge move within 1" of a CATACHAN unit from your army that is wholly on or within a terrain feature. Roll a dice; on a 4+ that enemy unit suffers D3 mortal wounds.

Stratagems (The Greater Good)

If your army is Battle-forged and includes any Astra Militarum Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Astra Militarum on the battlefield.

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

DIRECT ONSLAUGHT

Astra Militarum Stratagem

Normally used for indirect fire missions, when a target becomes visible to Manticores and Wyverns they are capable of unleashing a devastating barrage upon it.

Use this Stratagem in your Shooting phase when a MANTICORE or WYVERN model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a storm eagle rocket or wyvern quad stormshard mortar by that model against a unit that is visible to it, add 1 to the hit roll.
1CP

EXPERIENCED EYE

Astra Militarum Stratagem

War on numerous battlefields against many foes has taught experienced Astra Militarum soldiers how to identify and exploit weak points in enemy armour.

Use this Stratagem in your Shooting phase, when an ASTRA MILITARUM VETERANS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a weapon by a model in that unit, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
1CP

FURIOUS CHARGE

Astra Militarum Stratagem

The brute power of Ogryns is such that when they charge, the impact is devastating.

Use this Stratagem in your Charge phase, when an OGRYN unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound.
1CP

SPLASH DAMAGE

Astra Militarum Stratagem

Cover offers little protection against Hellhounds and their variants, and often becomes the target’s tomb.

Use this Stratagem in your Shooting phase, when a HELLHOUND model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a chem cannon, inferno cannon or melta cannon by that model against a unit that is receiving the benefit of cover, you can re-roll the wound roll.
1CP

CONCENTRATED FIRE

Astra Militarum Stratagem

By focusing their fire on one target, gunners can follow their comrades’ tracers and maximise damage.

Use this Stratagem in your Shooting phase, when a HEAVY WEAPONS SQUADunit from your army is chosen to shoot with. Select one enemy unit. Until the end of that phase, attacks made by models in that HEAVY WEAPONS SQUAD unit must target that enemy unit, and when resolving those attacks, add 1 to the hit and wound rolls for any attack made with a weapon from the Heavy Weapons list.
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

SHIELD OF FLESH

Astra Militarum Stratagem

Heavily armoured and immensely tough, Bullgryns can be a superlative shield against incoming fire.

Use this Stratagem in the Shooting phase, when an INFANTRY unit from your army that is within 3" of a friendly BULLGRYNS unit is chosen as the target of an attack. Until the end of that phase, when resolving an attack made against that INFANTRY unit, if that BULLGRYNS unit is closer to the attacking model than that INFANTRY unit is, subtract 1 from the hit roll.
2CP

HAIL OF FIRE

Astra Militarum Stratagem

Rapid reloading is at the core of tank crew training.

Use this Stratagem in your Shooting phase, when a LEMAN RUSS model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a weapon by that model against a VEHICLE unit, do not roll to determine the Type characteristic of that weapon; it has the maximum value (e.g. a Heavy D6 weapon makes 6 shots).
1CP

ROLLING DEATH

Astra Militarum Stratagem

Taurox drivers strike the perfect balance between advancing and maximising their firepower.

Use this Stratagem in your Shooting phase, when a TAUROX model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model, if that model moved less than half its Move characteristic in the preceding Movement phase, add 1 to the hit roll.
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

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

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

PSYCHIC CONCLAVE

Astra Militarum Stratagem

When they fight together, the psychic power of Primaris Psykers and Wyrdvane Psykers is magnified to a level far greater than the sum of their parts.

Use this Stratagem at the start of your Psychic phase. Select one WYRDVANE PSYKERS unit from your army and one friendly ASTRA MILITARUM PRIMARIS PSYKER unit within 6" of that WYRDVANE PSYKERS unit. Until the end of that phase, when a Psychic test is taken for a model in either of those units, add 2 to the result. In addition, until the end of that phase, each of those units can attempt to manifest one additional psychic power.

Militarum Tempestus Stratagems

If your army is Battle-forged and includes any Militarum Tempestus Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. When one of these Stratagems refers to a unit from your army, that unit must be in a Militarum Tempestus Detachment from your army.

1CP

POINT-BLANK EFFICACY

Militarum Tempestus Stratagem

When timed correctly, a hail of hot-shot las at close range can be devastating to the enemy.

Use this Stratagem in your Shooting phase, when a MILITARUM TEMPESTUS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit against a unit within half range, add 1 to the Strength characteristic of that weapon for that attack.
1CP

UNQUESTIONING OBEDIENCE

Militarum Tempestus Stratagem

The soldiers of the Militarum Tempestus are renowned for their staunch discipline and unwavering obedience.

Use this Stratagem in the Morale phase. Select one TEMPESTOR PRIME or COMMISSAR model from your army. Until the end of that phase, when a Morale test is taken for a friendly MILITARUM TEMPESTUS unit within 12" of that model, do not roll the dice; it is automatically passed.
1CP

PRECISION DROP

Militarum Tempestus Stratagem

So skilled are some Tempestus Scions at combat drops that they can undertake aerial insertions that would be simply impossible for other troops.

Use this Stratagem in your Movement phase. Select one AERONAUTICA IMPERIALIS model with the Flyer Battlefield Role and the Grav-chute Insertion ability from your army. Until the end of that phase, when a MILITARUM TEMPESTUS unit with the Aerial Drop ability embarked aboard that model disembarks, that unit must be set up more than 5" away from any enemy models, instead of more than 9". In addition, if that model moved more than 20" that phase, do not roll a D6 for each model disembarking; no models are destroyed.
2CP

HAMMER BLOW

Militarum Tempestus Stratagem

The concentrated firepower of Imperial aircraft is so overwhelming that it can pin down the enemy and deny them whole areas of the battlefield.

Use this Stratagem in your Shooting phase, when a model is destroyed by an attack made by an AERONAUTICA IMPERIALIS model with the Flyer Battlefield Role from your army. That destroyed model’s unit is pinned until the start of your next turn. Halve the result of any Advance and charge rolls made for pinned units. When resolving an attack made with a ranged weapon by a model from a pinned unit, subtract 1 from the hit roll.
1CP

ADVANCED COUNTER-MEASURES

Militarum Tempestus Stratagem

When expecting to insert into particularly perilous drop zones, Tempestus Scions fit their dropships with additional defences to ward off incoming fire.

Use this Stratagem before the battle. Select one VALKYRIE model from your army. When you declare that model will hover, it does not lose the Hard to Hit ability.
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

PROGENY OF CONFLICT

Militarum Tempestus Stratagem

The Scions are bred for war, each a born leader.

Use this Stratagem before the battle, after nominating your Warlord. Select one MILITARUM TEMPESTUS CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

KILLING ZONE

Militarum Tempestus Stratagem

Tempestus Scions frequently use fields of enfilading fire to destroy their enemies.

Use this Stratagem in your Shooting phase, after you have shot with a <TEMPESTUS REGIMENT> INFANTRY unit from your army. Select one enemy unit that had any models destroyed as a result of attacks made by models from that unit in that phase. Until the end of that phase, when resolving an attack made by a friendly <TEMPESTUS REGIMENT> INFANTRY model against that enemy unit, add 1 to the wound roll.
1CP

TACTICAL MISDIRECTION

55th Kappic Eagles Stratagem

The 55th Kappic Eagles destroy each target for a reason.

Use this Stratagem in your Shooting phase, when a unit is destroyed by an attack made by a model in a 55TH KAPPIC EAGLES unit from your army. In your opponent’s next Shooting phase, when resolving an attack made by an enemy model against a unit other than that 55th Kappic Eagles unit, subtract 1 from the hit roll if that 55TH KAPPIC EAGLES unit is the closest visible unit from your army to that model and it is not within 1" of any enemy models.
1CP

DRILLED TO PERFECTION

43rd Iotan Dragons Stratagem

The 43rd stand firm, weapons readied, before their foe.

Use this Stratagem in your opponent’s Charge phase, before a 43RD IOTAN DRAGONS unit from your army fires Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4+ scores a hit.
1CP

ELUSIVE HUNTERS

54th Psian Jakals Stratagem

The 54th Psian Jakals are masters of camouflage.

Use this Stratagem in your opponent’s Shooting phase, when a 54TH PSIAN JAKALS unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack made with a ranged weapon by an enemy model against that unit whilst that unit is not within half range, subtract 1 from the hit roll.
1CP

GIFTS FROM THE MECHANICUS

133rd Lambdan Lions Stratagem

Many squads of the 133rd Lambdan Lions have been gifted with enhanced power packs for their weapons.

Use this Stratagem in your Shooting phase, when a 133RD LAMBDAN LIONS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends.
1CP

FULL CHARGE

32nd Thetoid Eagles Stratagem

Mounted in rapid Taurox Primes, the 32nd Thetoid Eagles unleash hell upon the enemy at close range.

Use this Stratagem in your Shooting phase, when a 32ND THETOID EAGLES TAUROX PRIME model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model against an enemy unit within 12", you can re-roll the hit roll.
1CP

DARING DESCENT

9th Iotan Gorgonnes Stratagem

Incredibly courageous, the 9th drop into the hotzone.

Use this Stratagem in your Movement phase. Select one 9TH IOTAN GORGONNES unit from your army that was set up in a high-altitude transport. Until the end of that phase, when you set up that unit on the battlefield using the Aerial Drop ability, that unit must be set up more than 5" away from any enemy models, instead of more than 9". You cannot charge with that unit this turn.

Psykana Discipline

The psykers who accompany the soldiery of the Astra Militarum perform a variety of battlefield roles, but each one is a deadly tool of war. Whether channelling the energies of the warp to protect and embolden their allies, or to confound and destroy the foe, each commands powers capable of turning the tide of battle.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Psykana discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

D6PSYCHIC POWER
1

TERRIFYING VISIONS

The psyker fills his enemies’ minds with nightmarish images and visions of torment, seeking to send them fleeing in terror.

Terrifying Visions has a warp charge value of 7. If manifested, choose an enemy unit within 18" of the psyker. That unit subtracts 2 from its Leadership until the start of your next turn.

2

GAZE OF THE EMPEROR

The psyker cages the immense power of the immaterium within his physical form, and his eyes blaze with the Emperor’s vengeful fury.

Gaze of the Emperor has a warp charge value of 6. If manifested, draw a straight line 2D6" long directly away from the psyker. Roll a dice for each model the centre of the line passes over. On a 4+ that model’s unit suffers a mortal wound.

3

PSYCHIC BARRIER

The psyker weaves an aegis of pure psychic energy around his allies, against which enemy fire sparks and spatters harmlessly.

Psychic Barrier has a warp charge value of 6. If manifested, select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit’s saving throws.

4

NIGHTSHROUD

Calling upon the power of the empyrean, the psyker cloaks his allies in a flowing curtain of shadow, concealing them from the enemy.

Nightshroud has a warp charge value of 6. If manifested, choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls.

5

MENTAL FORTITUDE

Drawing on boundless reserves of inner strength, the psyker shields his allies’ minds from mortal fears and the threat of sorcerous assault.

Mental Fortitude has a warp charge value of 4. If manifested, select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, that unit automatically passes Morale tests.

6

PSYCHIC MAELSTROM

The psyker unleashes the full might of his mind, summoning a roiling psychic tempest that envelops his enemy, lifting them from the ground and wrenching them about like a rag doll.

Psychic Maelstrom has a warp charge value of 7. If manifested, select an enemy unit within 18" of the psyker. Roll a D6. On a 2+, that unit suffers a mortal wound. Unless this mortal wound is negated, you can then roll another dice. On a 3+ that enemy unit suffers another mortal wound. Continue this process, adding 1 to the dice roll required each time (so the next roll would need 4+, then 5+, etc.) until you fail to cause a mortal wound, or the enemy unit is destroyed.


Warlord Traits

The generals of the Astra Militarum come from a variety of backgrounds, either born into their rank, schooled in an academy, or from climbing the ranks through personal achievement. Some are great strategists whilst others are inspirational fighters.

If a <REGIMENT>, MILITARUM TEMPESTUS or OFFICIO PREFECTUS CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general’s temperament and preferred style of waging war.

D6WARLORD TRAIT
1

GRAND STRATEGIST

This Warlord is capable of precisely anticipating the ebb and flow of war.

Whilst your Warlord is alive, you can re-roll a single hit roll, wound roll or saving throw per battle. In addition, if your army is Battle-forged and this Warlord is on the battlefield, roll a D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is immediately refunded.

2

OLD GRUDGES

The Warlord has learned his nemesis’ weakness, and will exploit it ruthlessly.

After deployment, but before the first battle round begins, choose a unit in your opponent’s army. You can re-roll failed wound rolls for ASTRA MILITARUM units from your army that target the unit you chose whilst they are within 6" of your Warlord.

3

IMPLACABLE DETERMINATION

The Warlord is known for leading swift and inexorable advances.

When your Warlord and a single friendly unit within 3" of them Advances, they may both add 6" to their Move characteristic for that Movement phase instead of rolling a dice.

4

DRACONIAN DISCIPLINARIAN

The Warlord believes that to spare the lash is to spoil the soldier, and is never hesitant in dealing out despotic punishments. His men fear his wrath more than any mortal foe.

You can re-roll failed Morale tests for friendly ASTRA MILITARUM INFANTRY units within 6" of your Warlord in the Morale phase. If a COMMISSAR has this Warlord Trait, then their Summary Execution ability takes precedence, but if the re-rolled Morale test is also failed then D3 additional models are slain and the test is then considered to have passed.

5

BELLOWING VOICE

Every order given by this Warlord is bellowed to his men with perfect clarity and at ear-splitting volume, ensuring those under his command know his will and act on it without hesitation.

Add 3" to the range of any abilities on your Warlord’s datasheet (such as Aura of Discipline or Voice of Command).

6

MASTER OF COMMAND

This Warlord commands his forces with a masterful knowledge of their abilities and even individual personalities, ensuring he gets the best from the men around him.

Your Warlord gains the Voice of Command ability. If your Warlord already has the Voice of Command or Tank Orders ability, they may instead issue one additional order per turn. If your Warlord is a COMMISSAR, it can issue an order to any <REGIMENT> INFANTRY unit (irrespective of what regiment that unit is from – e.g. MILITARUM TEMPESTUS, CADIAN, etc.)


Regimental Warlord Traits

If you wish, you can pick a Regimental Warlord Trait from the list below instead of from the Astra Militarum Warlord Traits, but only if your Warlord is from the appropriate regiment.
REGIMENTTRAIT
CadianSuperior Tactical Training:

Cadian officers are known for their strategic excellence, as are those they command. Their long training and curt, well-established battle cant allows them to issue the right order at the right time with consummate speed and efficiency.

Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an additional CADIAN unit of the same type as the original target (INFANTRY or LEMAN RUSS) within 6" of the Warlord. 
CatachanLead From the Front:

Catachan officers dive into the thick of the fray without hesitation, their blades and their teeth bared – mortal enemies hold little fear for those who have fought the mega-fauna of a death world jungle and survived.

This Warlord can perform a Heroic Intervention if, after the enemy has completed all their charge moves, they are within 6" of any enemy units. This Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them. 
ValhallanTenacious:

Valhallan officers are famously merciless, and freely sacrifice the lives of their men in order to carry the day – yet they are not afraid of danger, and will fight on even when sustaining deep wounds, the better to inspire obedience in their men.

Roll a dice each time your Warlord suffers a wound or mortal wound. On a 5+, the wound is ignored. If your Warlord has the VEHICLE keyword, the wound is ignored on a roll of a 6+ instead. 
VostroyanHonoured Duellist:

The sword-forms of the Vostroyan aristocracy are steeped in tradition, yet at their heart is a deadly efficacy of movement – those trained in such honour duels make formidable opponents at close quarters.

Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord. 
ArmageddonEx-gang Leader:

It is common amongst the regiments of Armageddon to recruit from the underhive gangs of the planet’s towering metropoli – those who once led gangs in urban warfare fight dirty even on the field of open war.

Add 1 to this Warlord’s Attacks characteristic. In addition, add 1 to any wound rolls made for your Warlord in the Fight phase
TallarnSwift Attacker:

The Tallarn way of war is to ebb and flow, to fall back and to sprint forward at a single barked command from their leaders. To fight them is to fight a hurricane of blades, bolts and las blasts that can change direction in a heartbeat.

Your Warlord and all friendly TALLARN units within 6" of them can charge even if they Fell Back that turn. 
Militarum TempestusFaithful Servant of the Throne:

The Scions of the Militarum Tempestus, raised by the punitively strict Schola Progenia, are possessed of an iron mental fortitude. The strongest amongst them have a faith that can turn aside hostile psychic emanations.

Your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker
MordianIron Discipline:

The steel in the soul of Mordian’s officers is further hardened by a lifetime of oppression and conflict – those who fight under their stern gaze are inspired to battle on even against impossible odds.

Roll a dice for each model that flees from any friendly MORDIAN units within 6" of your Warlord in the Morale phase. On a 4+, that model does not flee. 

Named Characters and Warlord Traits

If a named character with a specific regiment keyword is your Warlord, they must be given the associated Warlord Trait. For example, Colonel ‘Iron Hand’ Straken must take the Catachan ‘Lead From the Front’ Warlord Trait as he has the CATACHAN keyword.

If Commissar Yarrick is your Warlord, he must have the Master of Command Warlord Trait.

Militarum Tempestus Warlord Traits

The troops of the Militarum Tempestus are bred for war. They are unshakeable in their faith and possessed of immense surety of purpose. Their Tempestor Primes are highly experienced soldiers, who in their long careers develop unique skills, characters and tastes in battle.

If a MILITARUM TEMPESTUS unit in a MILITARUM TEMPESTUS Detachment from your army is your Warlord, you can pick a Militarum Tempestus Warlord Trait from the list below instead of from the Warlord Traits table in Codex: Astra Militarum, but only if your Warlord is from the relevant Tempestus Regiment.

133rd Lambdan Lions: Keys to the Armoury

The warlord has access to rare equipment, such as unusual augur arrays and oculus equipment normally kept by the Adeptus Mechanicus for its own use.

Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly 133RD LAMBDAN LIONS units whilst their unit is within 6" of this Warlord.

32nd Thetoid Eagles: Uncompromising Prosecution

The warlord has taught his troops to always aim for a target’s most vulnerable points, to maximise the damage they suffer in combat.

When resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a friendly 32ND THETOID EAGLES model whilst within 6" of this Warlord, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -4 for that attack.

43rd Iotan Dragons: Precision Targeting

The warlord is a mathematical genius as well as a highly experienced combatant. Combined, these skills make him extremely adept at pinpointing where an enemy will be and directing accurate and lethal fire against them.

At the start of your Shooting phase, select one enemy unit within 18" of this Warlord. Until the end of that phase, when resolving an attack made by a friendly 43RD IOTAN DRAGONS model whilst its unit is within 6" of this Warlord, that enemy unit does not receive the benefit of cover.

54th Psian Jakals: Skilled Tracker

The warlord has developed his proficiency in hunting and surveillance to levels bordering on prescience, and always knows where best to deploy his warriors.

At the start of the first battle round, before the first turn begins, select up to three 54TH PSIAN JAKALS units from your army on the battlefield. Remove those units from the battlefield then set them up again as described in the Deployment section of the mission being played (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).

55th Kappic Eagles: Master Vox

The warlord has in his possession a master vox with which he can directly command his forces over a wide area, enacting far-ranging strategies.

When using this Warlord’s Voice of Command ability, it can issue orders to friendly 55TH KAPPIC EAGLES INFANTRY units within 24". In addition, while this Warlord is embarked within a TRANSPORT model it can still use its Voice of Command ability; when doing so, make any measurements from that TRANSPORT model’s hull.

9th Iotan Gorgonnes: Sanctity of Spirit

The warlord has fought on multiple battlefields with his regiment’s allies of the Order of the Glowing Chalice. They have been blessed countless times by the battle sisters, and have drunk sacred water from holy cups held by the Order’s preceptories. As a result the warlord’s roll of honour from fighting for the Ecclesiarchy is as long as he is tall, extolling him as a beacon of faith.

When a Psychic test is taken for an enemy PSYKER model within 24" of this Warlord, that model suffers Perils of the Warp on a roll of any double.

Tank Aces

In the grim dark future of the 41st Millennium, armies of Astra Militarum tanks thousands strong wage war on vast battlefields across countless worlds. Among their number, some commanders and crews become legendary for their skills.

If an ASTRA MILITARUM CHARACTER is your Warlord, rather than determining a Warlord Trait for that model, you can instead select one Tank Ace ability for an ASTRA MILITARUM VEHICLE model from your army. To do so, before the battle begins select one ASTRA MILITARUM VEHICLE model (without the BROOD BROTHERS keyword) from your army, and select a Tank Ace ability from the corresponding list below – note that some VEHICLE models cannot be given Tank Ace abilities. That Tank Ace ability applies to the selected model until the end of the battle. Write down any Tank Ace abilities your models have on your army roster. Named characters cannot be given a Tank Ace ability, and no model can have more than one Tank Ace ability.

If you have an ASTRA MILITARUM CHARACTER model in your army, you also have access to the Tank Ace Stratagem below:

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.

Main Battle Tank Aces

If the selected VEHICLE model has the LEMAN RUSS keyword, you can select from the following Tank Ace abilities:

Armoured Rush

The ace loves nothing more than the thrill of firing their tank’s main cannon as they rush at the foe.

In your Shooting phase, this model can shoot with turret weapons it is equipped with even if it Advanced this turn.

Master Mechanic

The ace knows their vehicle’s ways and foibles in great detail, and is able to repair minor damage with ease.

When resolving an attack made with a ranged weapon against this unit, reduce the Damage characteristic of that weapon by 1 (to a minimum of 1) for that attack.

Slow and Purposeful

The ace is incredibly deliberate in their actions, taking their time to make the perfect shot.

In your Shooting phase, when resolving an attack made by this model, if it did not move or moved a distance less than half its Move characteristic in the preceding Movement phase, re-roll a wound roll of 1.

Steel Commander

The ace is a master of conducting armoured warfare, calmly responding to every ebb and flow of battle.

TANK COMMANDER models with this ability can issue one additional Tank Order each turn.

Up-armoured

The ace has invested considerable time in bolstering the armour of their vehicle.

This model has a Save characteristic of 2+.

Weapon Expert

The ace has truly mastered their vehicle’s primary weapon, using it to deliver killing shots against the odds.

Improve the Armour Penetration characteristic of turret weapons (see Grinding Advance ability) this model is equipped with by 1 (e.g. AP 0 becomes AP -1).

Support Aces

If the selected VEHICLE model has the BASILISK, WYVERN, HYDRA, MANTICORE or DEATHSTRIKE keywords, you can select from the following Tank Ace abilities:

Full Payload

The ace always utilises their vehicle’s weapons to their fullest effect, determined to destroy their enemies.

Do not roll to determine the Damage characteristic of weapons this model is equipped with; they have their maximum values (e.g. a weapon with a Damage characteristic of D3 inflicts 3 damage).

Shatterer of Will

The ace bombards foes whose morale has been sapped by battle, completely shattering their will to fight on.

In the Shooting phase, after you have resolved all of the attacks made by this model, select one enemy unit that any of those attacks scored a hit against. Until the end of the turn, subtract 2 from the Leadership characteristic of that unit.

Well-stocked Magazines

The ace knows the importance of always having enough ammunition to hand.

When rolling to determine the Type characteristic of a ranged weapon this model is equipped with, you can re-roll any or all of the dice.

Super-heavy Aces

If the selected VEHICLE model has the TITANIC keyword, you can select from the following Tank Ace abilities:

Hull-down Deployment

The tank ace is an expert in maximising the available cover to shield their huge vehicle from attack.

This model receives the benefit of cover until the first time it moves in the battle.

Inspiring Might

Such is the ace’s reputation for snatching victory from the jaws of defeat that they are an inspiration to all.

When a Morale test is taken for a friendly ASTRA MILITARUM unit within 6" of this model, roll one additional D6 and discard one of the dice.

Steadfast Leviathan

This super-heavy tank ace has fought alongside their allies for so long that they have learned to work seamlessly with them and adopt their ways of war.

If your army is Battle-forged, this model gains the Regimental Doctrine of its <REGIMENT> even if it is in a Super-heavy Auxiliary Detachment.

Heirlooms of Conquest

Since the dawn of the Imperium, Humanity’s greatest heroes have wielded weapons and equipment of extraordinary power. Some of these have been lost, whilst others are held in great shrines where pilgrims flock to see them. A few, however, are still in use, borne by those on the front lines of battle against the enemies of the Emperor.

If your army is led by an ASTRA MILITARUM Warlord, then before the battle you may give one of the following Heirlooms of Conquest to an ASTRA MILITARUM CHARACTER. Named characters such as Lord Castellan Creed already have one or more artefacts, and cannot be given any of the following relics.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Heirlooms of Conquest your characters may have on your army roster.

CLAW OF THE DESERT TIGERS

Famously used by Captain Al’rahem of the Tallarn 3rd to take the head of the Aeldari Autarch Kaliell, this power sword was crafted by master artisans and embellished with emblems of the desert.

TALLARN model with power sword only. Claw of the Desert Tigers replaces the model’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Claw of the Desert Tigers
Claw of the Desert Tigers
Melee
Melee
+1
-3
2
Abilities: Each time the bearer fights, it can make 2 additional attacks with this weapon.

KUROV’S AQUILA

General Kurov was one of the most gifted officers in Imperial history. Upon retirement, he recorded dozens of tactical treatises that were translated into vox-ghosts and uploaded into a two-headed avian servitor referred to as ‘Kurov’s Aquila’. An officer who possesses this prestigious tool can turn to it for tactical guidance. In response, the servitor’s blindfolded head will vocalise the most relevant vox-ghost in Kurov’s stentorian tones. The other head’s eyes glow above its bound-shut beak as they project a hololithic display of Kurov himself, his image flickering as it reveals the secrets of the foe.

OFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point.

MAMORPH TUSKBLADE

This viciously sharp blade was quenched in the blood of a Shambling Mamorph. It is said by the Jungle Fighters that the strength of that great beast – a mass of muscle and hair that can eviscerate an Ogryn with a single sweep of its oversized tusks – lives in the sword’s edge.

CATACHAN model with power sword only. The Mamorph Tuskblade replaces the model’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mamorph Tuskblade
Mamorph Tuskblade
Melee
Melee
+2
-3
2

ORDER OF THE IRON STAR OF MORDIAN

The Mordians are resolute and tenacious, and none more so than one who has earned the Order of the Iron Star. This impressive medallion is said to carry a fraction of the Emperor’s protective grace.

MORDIAN INFANTRY model only. Each time the bearer suffers a wound or mortal wound, roll a dice; on a 4+ the wound is negated and has no effect.

PIETROV’S MK 45

Commander Wladislaw Pietrov was well-known for the bulky Valhallan Mk 45 bolt pistol with which he dispensed rough justice – he who wields it is both inspiring and daunting to all Valhallans.

VALHALLAN model with bolt pistol only. Pietrov’s Mk 45 replaces the model’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Pietrov’s Mk 45
Pietrov’s Mk 45
12"
Pistol 2
4
-1
2
Abilities: Friendly VALHALLAN units within 6" of the bearer can never lose more than one model as the result of any single failed Morale test.

RELIC OF LOST CADIA

Though Cadia was destroyed by the Thirteenth Black Crusade, its most sacred artefacts live on. The most meaningful amongst the medals and skulls of fallen heroes resonates with energies of defiance and inspires those around them to acts of retribution.

CADIAN model only. Once per battle, the bearer can unveil this relic at the start of any turn. Until the end of that turn, you can re-roll hit and wound rolls of 1 for all CADIAN units within 12" of the bearer. You can instead re-roll all failed hit and wound rolls for these units until the end of the turn if they are targeting a CHAOS unit.

SKULL MASK OF ACHERON

Possessing an almost totemic quality, the Skull Mask has been worn by a succession of Steel Legion commanders – he who dons it puts aside his identity, but carries a fell reputation as a killer of xenos.

ARMAGEDDON CHARACTER only. Enemy units within 3" of the bearer suffer a -1 penalty to their Leadership. ORK units suffer a -2 penalty instead.

THE ARMOUR OF GRAF TOSCHENKO

Toschenko, famous throughout the Firstborn for his indomitability against the T’au during the Nimbosa crusade, wore ornate augmetic armour that has since been passed to a dozen spiritual descendants.

VOSTROYAN INFANTRY model only. Increase the model’s Toughness characteristic to 4 and Save characteristic to 2+.

THE BLADE OF CONQUEST

The greatest Imperial Guard commander ever to bestride the stars, Warmaster Solar Macharius reclaimed a thousand worlds for the Emperor. Upon his death he was enshrined as a saint; the six ornate blades of his subordinate generals laid upon the altar to his glory. Only one of these weapons has been reclaimed to active service. Any man who wields this sword can light a righteous fire in the hearts of his men, for they fight in the shadow of Saint Solar himself.

Model with power sword only. The Blade of Conquest replaces the model’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Conquest
Blade of Conquest
Melee
Melee
+2
-4
D3

THE DAGGER OF TU’SAKH

Tu’Sakh Khan of the 2nd Attilan Rough Riders was known as a particularly cunning and bold commander, with an almost preternatural ability to find the perfect time and place to strike. On his death bed, he dictated that his ornate dagger be gifted to an ally as a gesture of respect. Over the decades since, this gifting has become tradition, each owner presenting the dagger to a fellow commander upon arrival at a new war zone. Many an owner has found themselves inspired by the rash spirit of Tu’Sakh, leading their men in daring raids deep in the heart of the enemy’s territory.

INFANTRY OFFICER model only. During deployment, you can set up the bearer and one ASTRA MILITARUM INFANTRY unit from your army behind enemy lines instead of placing them on the battlefield. The infantry unit must have the same <REGIMENT> keyword as the bearer if the bearer has one. At the end of any of your Movement phases these units can launch their daring attack – set them up within 3" of each other, anywhere on the battlefield that is wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

THE DEATHMASK OF OLLANIUS

Ollanius the Pious is the epitome of Imperial sainthood, believed martyred at the hands of Horus himself. In the millennia since his passing, Ollanius’ deathmask has been revered as a holy relic; whosoever wears this ancient artefact is granted the determination and endurance of the famous martyr himself. The mask is a terrifying piece of craftsmanship, depicting in obsidian and void- fired bronze the agonised visage of a tortured angel. It is said that, in the presence of traitors, the Deathmask will weep tears of blood.

INFANTRY model only. The bearer of this item has a 4+ invulnerable save. In addition, once per game, at the start of any of your turns, the bearer may immediately heal D3 wounds.

THE EMPEROR’S BENEDICTION

Wielded by a succession of brutal, uncompromising Commissars, this masterwork bolt pistol is feared by all. Its elementary but bloodthirsty machine spirit has been blamed for a series of unfortunate ‘accidents’ on the field of battle. In spite of this, the Officio Prefectus view the Emperor’s Benediction as an artefact of some distinction – some say that it can taste cowardice even before the reprehensible act has been committed.

COMMISSAR or LORD COMMISSAR with a bolt pistol only. The Emperor’s Benediction replaces the model’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Emperor’s Benediction
The Emperor’s Benediction
12"
Pistol 3
4
-1
2
Abilities: This weapon can target a CHARACTER even if it is not the closest enemy unit, unless the bearer is within 1" of an enemy unit.

THE LAURELS OF COMMAND

The Laurels of Command are a callous and controversial means to ensure obedience. Concealed within their peerless artistry is a band of empathic-impulsion circuitry which allows the wearer limited control over the minds of indoctrinated individuals via subliminal suggestion. Under their effects even cowards fight to the last, while orders are executed in perfect synchronisation.

OFFICER with Voice of Command ability only. Roll a dice each time the bearer issues an order to a friendly <REGIMENT> unit within 6" of them. On a 4+ the bearer can immediately issue another order to the same unit. This does not count towards the maximum number of orders this model may issue each turn.

THE TACTICAL AUTO-RELIQUARY OF TYBERIUS

Built into the gold-chased skull of Lord Commander Lucellin Tyberius himself, this device contains a web of psycho-circuitry containing Tyberius’ memory engrams and tactical acumen – and with it, his curmudgeonly and overbearing personality. Borne aloft by its own gravitic motors, the device observes and evaluates an officer’s decisions. The moment it considers an order poorly chosen, the skull cuts into the vox and loudly overrides its exasperated owner.

MILITARUM TEMPESTUS model only. When using the Voice of Command ability, this model can issue one additional order per turn. Roll a dice before issuing this additional order. On a roll of 1, the Reliquary issues contradictory nonsense and nothing happens.

Heirlooms of the Regiments

If your army is led by a Warlord in a MILITARUM TEMPESTUS Detachment, you can give one of the following Relics to a CHARACTER model in a MILITARUM TEMPESTUS Detachment from your army instead of giving them a Relic from Codex: Astra Militarum.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

BLESSED BOLT PISTOL

Two-dozen sisters of the Order of the Glowing Chalice have prayed over this holy bolt pistol.

9TH IOTAN GORGONNES model equipped with a bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blessed bolt pistol
Blessed bolt pistol
12"
Pistol 2
5
-2
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon against a PSYKER unit, this weapon has a Damage characteristic of 3 for that attack.

DISTRACTION CHARGES

The 55th Kappic Eagles deploy these charges, packed with stunshot and smoke canisters, to disrupt attacking troops while the Scions manoeuvre to another position.

55TH KAPPIC EAGLES model only. When resolving an Overwatch attack made by a friendly 55TH KAPPIC EAGLES model within 3" of a model with this Relic, if that attack scores a hit, the target is slowed until the end of the phase. When a charge roll is made for a slowed unit, halve the result (rounding up).

EMPEROR’S FURY

The wielder of this weapon brings the fury of a sun into every subterranean hellhole.

43RD IOTAN DRAGONS model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile:

When you choose this weapon to shoot with, select one of the profiles below.
WEAPON
RANGE
TYPE
S
AP
D
Standard
Standard
12"
Pistol 3
7
-3
1
Supercharge
Supercharge
12"
Pistol 3
8
-3
2
Abilities: If any unmodified hit rolls of 1 are made for attacks with this weapon’s supercharge profile, the bearer is destroyed after shooting with this weapon.

FIRE OF JUDGEMENT

This weapon slew countless cultists during the Xinon Wars, honouring the vicious Scions it belongs to.

32ND THETOID EAGLES model equipped with a hot-shot laspistol only. This Relic replaces a hot-shot laspistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fire of Judgement
Fire of Judgement
12"
Pistol 2
3
*
*
Abilities: When resolving an attack made with this weapon, a successful hit roll inflicts 1 mortal wound on the target and the attack sequence ends.

REFRACTOR FIELD GENERATOR

The Adeptus Mechanicus gifted the 133rd Lambdan Lions with this advanced refractor field generator after the Lions successfully cleansed Lurea IX of a Genestealer infestation.

133RD LAMBDAN LIONS model only. Friendly 133RD LAMBDAN LIONS models have a 5+ invulnerable save whilst within 6" of a model from your army with this Relic.

THE HOUND’S TEETH

The machine spirit of this ferocious weapon has a deep hatred for the Aeldari, against whom the 54th Psian Jakals have fought bitter guerilla wars for years.

54TH PSIAN JAKALS model equipped with a chainsword only. This Relic replaces a chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Hound’s Teeth
The Hound’s Teeth
Melee
Melee
+1
-2
2
Abilities: When the bearer fights, it makes 3 additional attacks with this weapon. When resolving an attack made with this weapon against an AELDARI unit, you can re-roll the wound roll.

Wargear

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

RANGED WEAPONS

 • Bolt pistol

 • Boltgun

 • Plasma pistol

SPECIAL WEAPONS

 • Sniper rifle

 • Flamer

 • Grenade launcher

 • Meltagun

 • Plasma gun

 • Breacher charge1

 • Lascutter1

1 ELYSIAN only.

HEAVY WEAPONS

 • Mortar

 • Autocannon

 • Heavy bolter

 • Missile launcher

 • Lascannon

MELEE WEAPONS

 • Power axe1

 • Power maul1

 • Power sword

 • Power fist

1 Not included in Codex: Astra Militarum

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.


Reference


Wargear


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.
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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound 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 wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
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.
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Grinding Advance
If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; eradicator nova cannon; exterminator autocannon; vanquisher battle cannon; demolisher cannon; executioner plasma cannon; punisher gatling cannon.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase

The TANK COMMANDER keyword is used in following Astra Militarum datasheets:

Grinding Advance
If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; eradicator nova cannon; exterminator autocannon; vanquisher battle cannon; demolisher cannon; executioner plasma cannon; punisher gatling cannon.
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.

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

Grinding Advance
If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; eradicator nova cannon; exterminator autocannon; vanquisher battle cannon; demolisher cannon; executioner plasma cannon; punisher gatling cannon.
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.
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.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
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 LEMAN RUSS keyword is used in following Astra Militarum datasheets:

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

Dedicated Transport

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

The OFFICIO PREFECTUS keyword is used in following Astra Militarum datasheets:

The SCHOLASTICA PSYKANA keyword is used in following Astra Militarum datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase

The CHIMERA keyword is used in following Astra Militarum datasheets:

Dedicated Transport

The TAUROX 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.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

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

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

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

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

The VETERANS keyword is used in following Astra Militarum datasheets:

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

The CHIMERA keyword is used in following Astra Militarum datasheets:

Dedicated Transport

The TAUROX keyword is used in following Astra Militarum datasheets:

Dedicated Transport

The CHIMERA keyword is used in following Astra Militarum datasheets:

Dedicated Transport

The TAUROX keyword is used in 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.

The CHIMERA keyword is used in following Astra Militarum datasheets:

Dedicated Transport

The TAUROX keyword is used in following Astra Militarum datasheets:

Dedicated Transport
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.
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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

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

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

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

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

The CONSCRIPTS keyword is used in following Astra Militarum datasheets:

The MINISTORUM PRIEST keyword is used in following Astra Militarum datasheets:

The CRUSADERS keyword is used in following Astra Militarum datasheets:

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.

The MINISTORUM PRIEST keyword is used in following Astra Militarum datasheets:

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.
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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
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.
Grinding Advance
If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; eradicator nova cannon; exterminator autocannon; vanquisher battle cannon; demolisher cannon; executioner plasma cannon; punisher gatling cannon.
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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

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

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

The BASILISKS keyword is used in following Astra Militarum datasheets:

The HYDRAS keyword is used in following Astra Militarum datasheets:

Heavy Support

The WYVERNS keyword is used in following Astra Militarum datasheets:

Heavy Support
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The VALKYRIES keyword is used in following Astra Militarum datasheets:

Flyers

The TEMPESTOR PRIME keyword is used in following Astra Militarum datasheets:

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

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

The VALKYRIES keyword is used in following Astra Militarum datasheets:

Flyers

The VALKYRIES keyword is used in following Astra Militarum datasheets:

Flyers

The VALKYRIES keyword is used in following Astra Militarum datasheets:

Flyers
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
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.
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.
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.
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
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.
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.
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.
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

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.

The VALKYRIES keyword is used in following Astra Militarum datasheets:

Flyers
1CP

ADVANCED COUNTER-MEASURES

Militarum Tempestus Stratagem

When expecting to insert into particularly perilous drop zones, Tempestus Scions fit their dropships with additional defences to ward off incoming fire.

Use this Stratagem before the battle. Select one VALKYRIE model from your army. When you declare that model will hover, it does not lose the Hard to Hit ability.

The MILITARUM TEMPESTUS and CHARACTER keywords are used in following Astra Militarum datasheets:

1CP

PROGENY OF CONFLICT

Militarum Tempestus Stratagem

The Scions are bred for war, each a born leader.

Use this Stratagem before the battle, after nominating your Warlord. Select one MILITARUM TEMPESTUS CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
2CP

PRELIMINARY BOMBARDMENT

Astra Militarum Stratagem

An Astra Militarum assault often begins with an initial bombardment of the enemy line, softening up the foe before the mass advance of infantry and armour.

Use this Stratagem after both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. You can only use this Stratagem once per battle.
2CP

OFFICIO PREFECTUS COMMAND TANK

Astra Militarum Stratagem

Many regimental Commissars prefer to bellow threats and orders from the cupola of a Leman Russ battle tank.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select a LEMAN RUSS from your army. All friendly ASTRA MILITARUM units have a Leadership characteristic of 9 (unless it would otherwise be higher) whilst they are within 6" of this vehicle.
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

MOBILE COMMAND VEHICLE

Astra Militarum Stratagem

Command vehicles allow intrepid officers to lead from the front of the battle, racing across the lines, raising the spirits of their warriors and reacting with speed to any emerging threats.

Use this Stratagem at the start of any turn. Choose a Chimera from your army. Until the end of the turn, an OFFICER from your army with the Voice of Command ability may still issue orders whilst embarked within that Chimera (measuring ranges from any point on the vehicle), and is treated as being within 3" of a vox-caster.
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

CONSOLIDATE SQUADS

Astra Militarum Stratagem

Astra Militarum officers must quickly learn to adapt in the thick of battle, forming ad hoc fire teams from the fragments of depleted infantry squads.

Use this Stratagem at the end of your Movement phase. Choose an Infantry Squad from your army that is within 2" of another of your Infantry Squads from the same <REGIMENT>. You can merge these squads into a single unit and they are treated as such for the rest of the battle.
1CP

DARING DESCENT

9th Iotan Gorgonnes Stratagem

Incredibly courageous, the 9th drop into the hotzone.

Use this Stratagem in your Movement phase. Select one 9TH IOTAN GORGONNES unit from your army that was set up in a high-altitude transport. Until the end of that phase, when you set up that unit on the battlefield using the Aerial Drop ability, that unit must be set up more than 5" away from any enemy models, instead of more than 9". You cannot charge with that unit this turn.
1CP

PRECISION DROP

Militarum Tempestus Stratagem

So skilled are some Tempestus Scions at combat drops that they can undertake aerial insertions that would be simply impossible for other troops.

Use this Stratagem in your Movement phase. Select one AERONAUTICA IMPERIALIS model with the Flyer Battlefield Role and the Grav-chute Insertion ability from your army. Until the end of that phase, when a MILITARUM TEMPESTUS unit with the Aerial Drop ability embarked aboard that model disembarks, that unit must be set up more than 5" away from any enemy models, instead of more than 9". In addition, if that model moved more than 20" that phase, do not roll a D6 for each model disembarking; no models are destroyed.

The MILITARUM TEMPESTUS and INFANTRY keywords are used in following Astra Militarum datasheets:

1CP

SUPERIOR INTELLIGENCE

Militarum Tempestus Stratagem

Storm troopers of the Militarum Tempestus have access to the latest operational intelligence, and are ready to greet enemy reinforcements with a hail of hot-shot rounds.

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your MILITARUM TEMPESTUS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

The WYRDVANE PSYKERS keyword is used in following Astra Militarum datasheets:

The ASTRA MILITARUM and PRIMARIS PSYKER keywords are used in following Astra Militarum datasheets:

1CP

PSYCHIC CONCLAVE

Astra Militarum Stratagem

When they fight together, the psychic power of Primaris Psykers and Wyrdvane Psykers is magnified to a level far greater than the sum of their parts.

Use this Stratagem at the start of your Psychic phase. Select one WYRDVANE PSYKERS unit from your army and one friendly ASTRA MILITARUM PRIMARIS PSYKER unit within 6" of that WYRDVANE PSYKERS unit. Until the end of that phase, when a Psychic test is taken for a model in either of those units, add 2 to the result. In addition, until the end of that phase, each of those units can attempt to manifest one additional psychic power.

The BASILISK keyword is used in following Astra Militarum datasheets:

The WYVERNS keyword is used in following Astra Militarum datasheets:

Heavy Support
2CP

AERIAL SPOTTER

Astra Militarum Stratagem

Aeronautica Imperialis recon planes send back pinpoint coordinates to artillery positions, allowing them to unleash a punishingly accurate salvo.

Use this Stratagem at the start of the Shooting phase. Select a BASILISK or WYVERN model from your army. You can re-roll failed hit rolls for this unit in this phase.
1CP

GO! RECON!

Astra Militarum Stratagem

Scout Sentinels can sacrifice firepower for speed, darting across the battlefield in search of new threats.

Use this Stratagem at the start of your Shooting phase. Select a unit of Scout Sentinels from your army. This unit can immediately move 2D6" but cannot shoot or charge this turn. This move cannot bring this model within 1" of any enemy models. This move cannot bring this unit within Engagement Range of any enemy models.
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.

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

Heavy Support
Heavy Weapons
 • Mortar
+10
 • Autocannon
 • Heavy bolter
 • Missile launcher
 • Lascannon
1CP

CONCENTRATED FIRE

Astra Militarum Stratagem

By focusing their fire on one target, gunners can follow their comrades’ tracers and maximise damage.

Use this Stratagem in your Shooting phase, when a HEAVY WEAPONS SQUADunit from your army is chosen to shoot with. Select one enemy unit. Until the end of that phase, attacks made by models in that HEAVY WEAPONS SQUAD unit must target that enemy unit, and when resolving those attacks, add 1 to the hit and wound rolls for any attack made with a weapon from the Heavy Weapons list.

The MANTICORE keyword is used in following Astra Militarum datasheets:

Heavy Support

The WYVERNS keyword is used in following Astra Militarum datasheets:

Heavy Support
1CP

DIRECT ONSLAUGHT

Astra Militarum Stratagem

Normally used for indirect fire missions, when a target becomes visible to Manticores and Wyverns they are capable of unleashing a devastating barrage upon it.

Use this Stratagem in your Shooting phase when a MANTICORE or WYVERN model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a storm eagle rocket or wyvern quad stormshard mortar by that model against a unit that is visible to it, add 1 to the hit roll.

The ASTRA MILITARUM and VETERANS keywords are used in following Astra Militarum datasheets:

1CP

EXPERIENCED EYE

Astra Militarum Stratagem

War on numerous battlefields against many foes has taught experienced Astra Militarum soldiers how to identify and exploit weak points in enemy armour.

Use this Stratagem in your Shooting phase, when an ASTRA MILITARUM VETERANS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a weapon by a model in that unit, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

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

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.
2CP

HAIL OF FIRE

Astra Militarum Stratagem

Rapid reloading is at the core of tank crew training.

Use this Stratagem in your Shooting phase, when a LEMAN RUSS model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a weapon by that model against a VEHICLE unit, do not roll to determine the Type characteristic of that weapon; it has the maximum value (e.g. a Heavy D6 weapon makes 6 shots).

The TAUROX keyword is used in following Astra Militarum datasheets:

Dedicated Transport
1CP

ROLLING DEATH

Astra Militarum Stratagem

Taurox drivers strike the perfect balance between advancing and maximising their firepower.

Use this Stratagem in your Shooting phase, when a TAUROX model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model, if that model moved less than half its Move characteristic in the preceding Movement phase, add 1 to the hit roll.

The HELLHOUND keyword is used in following Astra Militarum datasheets:

1CP

SPLASH DAMAGE

Astra Militarum Stratagem

Cover offers little protection against Hellhounds and their variants, and often becomes the target’s tomb.

Use this Stratagem in your Shooting phase, when a HELLHOUND model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a chem cannon, inferno cannon or melta cannon by that model against a unit that is receiving the benefit of cover, you can re-roll the wound roll.

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

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

Fast Attack
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

GRENADIERS

Astra Militarum Stratagem

Against packed formations of enemy infantry, a favoured tactic of Astra Militarum assault troops is to hurl an opening salvo of grenades en masse.

Use this Stratagem before an ASTRA MILITARUM INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so.
1CP

VENGEANCE FOR CADIA!

Astra Militarum Stratagem

Soldiers of the Astra Militarum yearn to visit destruction upon those responsible for the fall of mighty Cadia.

Use this Stratagem when you select one of your ASTRA MILITARUM units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit that target CHAOS units until the end of the phase.

The OFFICER OF THE FLEET keyword is used in following Astra Militarum datasheets:

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.

The 32ND THETOID EAGLES and TAUROX PRIME keywords are used in following Astra Militarum datasheets:

Dedicated Transport
1CP

FULL CHARGE

32nd Thetoid Eagles Stratagem

Mounted in rapid Taurox Primes, the 32nd Thetoid Eagles unleash hell upon the enemy at close range.

Use this Stratagem in your Shooting phase, when a 32ND THETOID EAGLES TAUROX PRIME model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model against an enemy unit within 12", you can re-roll the hit roll.
1CP

GIFTS FROM THE MECHANICUS

133rd Lambdan Lions Stratagem

Many squads of the 133rd Lambdan Lions have been gifted with enhanced power packs for their weapons.

Use this Stratagem in your Shooting phase, when a 133RD LAMBDAN LIONS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends.
2CP

HAMMER BLOW

Militarum Tempestus Stratagem

The concentrated firepower of Imperial aircraft is so overwhelming that it can pin down the enemy and deny them whole areas of the battlefield.

Use this Stratagem in your Shooting phase, when a model is destroyed by an attack made by an AERONAUTICA IMPERIALIS model with the Flyer Battlefield Role from your army. That destroyed model’s unit is pinned until the start of your next turn. Halve the result of any Advance and charge rolls made for pinned units. When resolving an attack made with a ranged weapon by a model from a pinned unit, subtract 1 from the hit roll.
1CP

KILLING ZONE

Militarum Tempestus Stratagem

Tempestus Scions frequently use fields of enfilading fire to destroy their enemies.

Use this Stratagem in your Shooting phase, after you have shot with a <TEMPESTUS REGIMENT> INFANTRY unit from your army. Select one enemy unit that had any models destroyed as a result of attacks made by models from that unit in that phase. Until the end of that phase, when resolving an attack made by a friendly <TEMPESTUS REGIMENT> INFANTRY model against that enemy unit, add 1 to the wound roll.
1CP

POINT-BLANK EFFICACY

Militarum Tempestus Stratagem

When timed correctly, a hail of hot-shot las at close range can be devastating to the enemy.

Use this Stratagem in your Shooting phase, when a MILITARUM TEMPESTUS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit against a unit within half range, add 1 to the Strength characteristic of that weapon for that attack.
1CP

TACTICAL MISDIRECTION

55th Kappic Eagles Stratagem

The 55th Kappic Eagles destroy each target for a reason.

Use this Stratagem in your Shooting phase, when a unit is destroyed by an attack made by a model in a 55TH KAPPIC EAGLES unit from your army. In your opponent’s next Shooting phase, when resolving an attack made by an enemy model against a unit other than that 55th Kappic Eagles unit, subtract 1 from the hit roll if that 55TH KAPPIC EAGLES unit is the closest visible unit from your army to that model and it is not within 1" of any enemy models.

The BULLGRYNS keyword is used in following Astra Militarum datasheets:

Elites
1CP

SHIELD OF FLESH

Astra Militarum Stratagem

Heavily armoured and immensely tough, Bullgryns can be a superlative shield against incoming fire.

Use this Stratagem in the Shooting phase, when an INFANTRY unit from your army that is within 3" of a friendly BULLGRYNS unit is chosen as the target of an attack. Until the end of that phase, when resolving an attack made against that INFANTRY unit, if that BULLGRYNS unit is closer to the attacking model than that INFANTRY unit is, subtract 1 from the hit roll.
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.

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

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).

The BULLGRYNS keyword is used in following Astra Militarum datasheets:

Elites
1CP

SHIELD OF FLESH

Astra Militarum Stratagem

Heavily armoured and immensely tough, Bullgryns can be a superlative shield against incoming fire.

Use this Stratagem in the Shooting phase, when an INFANTRY unit from your army that is within 3" of a friendly BULLGRYNS unit is chosen as the target of an attack. Until the end of that phase, when resolving an attack made against that INFANTRY unit, if that BULLGRYNS unit is closer to the attacking model than that INFANTRY unit is, subtract 1 from the hit roll.
1CP

ELUSIVE HUNTERS

54th Psian Jakals Stratagem

The 54th Psian Jakals are masters of camouflage.

Use this Stratagem in your opponent’s Shooting phase, when a 54TH PSIAN JAKALS unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack made with a ranged weapon by an enemy model against that unit whilst that unit is not within half range, subtract 1 from the hit roll.
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+.

The CHIMERA keyword is used in following Astra Militarum datasheets:

Dedicated Transport
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.

The OGRYN keyword is used in following Astra Militarum datasheets:

1CP

FURIOUS CHARGE

Astra Militarum Stratagem

The brute power of Ogryns is such that when they charge, the impact is devastating.

Use this Stratagem in your Charge phase, when an OGRYN unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound.
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.
1CP

DRILLED TO PERFECTION

43rd Iotan Dragons Stratagem

The 43rd stand firm, weapons readied, before their foe.

Use this Stratagem in your opponent’s Charge phase, before a 43RD IOTAN DRAGONS unit from your army fires Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4+ scores a hit.
1CP

VICIOUS TRAPS

Catachan Stratagem

Catachan Jungle Fighters lace the ground ahead of their defences with all manner of lethal devices, including snare mines, razor-shard tripwires and incendiary charges.

Use this Stratagem when an enemy unit finishes a charge move within 1" of a CATACHAN unit from your army that is wholly on or within a terrain feature. Roll a dice; on a 4+ that enemy unit suffers D3 mortal wounds.
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.

The TEMPESTOR PRIME keyword is used in following Astra Militarum datasheets:

The COMMISSAR keyword is used in following Astra Militarum datasheets:

1CP

UNQUESTIONING OBEDIENCE

Militarum Tempestus Stratagem

The soldiers of the Militarum Tempestus are renowned for their staunch discipline and unwavering obedience.

Use this Stratagem in the Morale phase. Select one TEMPESTOR PRIME or COMMISSAR model from your army. Until the end of that phase, when a Morale test is taken for a friendly MILITARUM TEMPESTUS unit within 12" of that model, do not roll the dice; it is automatically passed.
3CP

FIRE ON MY POSITION

Astra Militarum Stratagem

Even as they are overwhelmed, brave soldiers of the Astra Militarum may carry out one last act of vengeful defiance, calling in a creeping bombardment on their own position.

Use this Stratagem when the last model is slain from an ASTRA MILITARUM unit from your army equipped with a vox-caster. Before removing the model, roll a D6 for each unit within 3" of it. On a 4+ that unit suffers D3 mortal wounds.

The BASILISK keyword is used in following Astra Militarum datasheets:

The WYVERNS keyword is used in following Astra Militarum datasheets:

Heavy Support
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
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.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
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.
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.

The MANTICORE keyword is used in following Astra Militarum datasheets:

Heavy Support

The WYVERNS keyword is used in following Astra Militarum datasheets:

Heavy Support

The ASTRA MILITARUM and VETERANS keywords are used in following Astra Militarum datasheets:

The OGRYN keyword is used in following Astra Militarum datasheets:

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.

The HELLHOUND keyword is used in following Astra Militarum datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

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

Heavy Support
Heavy Weapons
 • Mortar
+10
 • Autocannon
 • Heavy bolter
 • Missile launcher
 • Lascannon

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

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

Fast Attack

The BULLGRYNS keyword is used in following Astra Militarum datasheets:

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.

The TAUROX keyword is used in following Astra Militarum datasheets:

Dedicated Transport

The CHIMERA keyword is used in following Astra Militarum datasheets:

Dedicated Transport
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.

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

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.

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

The WYRDVANE PSYKERS keyword is used in following Astra Militarum datasheets:

The ASTRA MILITARUM and PRIMARIS PSYKER keywords are used in following Astra Militarum datasheets:

Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

The TEMPESTOR PRIME keyword is used in following Astra Militarum datasheets:

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.

The VALKYRIES keyword is used in following Astra Militarum datasheets:

Flyers

The OFFICER OF THE FLEET keyword is used in following Astra Militarum datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The MILITARUM TEMPESTUS and CHARACTER keywords are used in following Astra Militarum datasheets:

The 32ND THETOID EAGLES and TAUROX PRIME keywords are 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.

The MILITARUM TEMPESTUS and CHARACTER keywords are used in following Astra Militarum datasheets:

The OFFICIO PREFECTUS and CHARACTER keywords are used in following Astra Militarum datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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.
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
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.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.