Astra Militarum 8th Edition

Astra Militarum Summary as of 11-12-17

The Astra Militarum have come full circle, once one of the most dominate armies 10 years ago, they have finally returned to the top of heap in 8th edition. Now they have a codex to go along with all the wonderful toys they possess across both the Games Workshop and Forge World range. So powerful indeed that they have needed a few rounds of nerfs to bring them in line with the rest of the game.

The bane of Conscript spam is now over and a new hope some variety can return to the still powerful Astra Militarum. The new codex does a great job of making the Astra Militarum an army again, not just a couple of tricks wrapped in a set of Orders. The Astra Militarum codex also brings things that should never been separated in the first place together; like the Militarum Tempestus are combined. It is the Regiments that makes the Astra Militarum truly stand out and Games Workshop even went has far to give some guidance on converting your plastic models to look like the rare expensive metal Regiments of years past.

As for the units themselves, some are more powerful than others, but the a few old greats have returned to the tabletop. The Lemun Russ tank is back thanks to point reductions and some cool abilities in the new codex. Mortars are surprisingly powerful, along with Sentinels might actually be playable. Even with an injection of some new old freshness, units like Wyverns, Scions, and Tauroxs are still extremely powerful.

With the constant change forced on to the Astra Militarum it is hard to say how they will maintain their status, but they certainly have the tools to still be one of the top armies in match play for years to come.

Below you will find quick reference material for building Astra Militarum armies.

As of 11-12-2017 Astra Militarum Stratagems groups are…

  • Universal Stratagems
  • Astra Militarum Stratagems
  • Regiment Stratagems

(See tabs for details)

As of 08-03-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

 

As of 11-12-2017 Astra Militarum Stratagems are…

Vortex Missile: 3 CP

Use this 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.

Fire On My Position: 3 CP

Use this 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.

Crush Them!: 1 CP

Use at the start of the Charge phase. Select an Astra Militarum Vehicle unit from your army. This unit can charge even if it Advances this turn. In the following Fight phase, attacks made by this unit hit on 2+

Imperial Commander’s Armoury: 1/3 CP

Use before the battle. Your army can have one extra Heirlooms of Conquest for 1 CP, or two extra Heirlooms of Conquest for 3 CPs. All the Heirlooms of Conquest that you include must be different and be given to different Astra Militarum Characters.

Aerial Spotter: 2 CP

Use this 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.

Jury Rigging: 1 CP

Use this at the start of your turn. Select an Astra Miltarum Vehicle from your army. It cannot move, charge or pile in this turn, but immediately heals 1 wound.

Consolidate Squads: 1 CP

Use this 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.

Officio Prefectus Command Tank: 2 CP

Use this at the start of the first battle round, before the first turn begins. Select a Leman Russ from your army. All friendly Astra Miltarum units have a Leadership characteristic of 9 whilst they are within 6″ of this vehicle.

Mobile Command Vehicle: 1 CP

Use this at the start of any turn. Choose a Chimera from your army. Unit 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, and is treated as being within 3″ of a vox-caster.

Preliminary Bombardment: 2 CP

Use this 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.

Inspired Tactics: 1 CP

Use this after an Officer from your army has issued an order or tank order. That officer may immediately issue an additional order.

Defensive Gunners: 1 CP

Use this 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.

Take Cover: 1 CP

Use this in your opponent’s Shooting phase, when your opponent selects one of your units as a target you can add 1 to saving throws you make for this unit until the end of the phase.

Grenadiers: 1 CP

Use this before an Astra Militaum Infantry unit from your army shots or fires Overwatch. Up to ten models in the unit that are armed with grenades can thrown a grenade this phase, instead of only one model being able to do so.

Fight to the Death: 1 CP

Use this at the start of the Morale phase. Pick an Astra Miltarum Infantry unit from your army that is required to that a Morale test. You can roll a D3 for that unit, rather than a D6, when taking this test.

Masterful Marksmanship: 1 CP

Use when a Sternguard Veteran Squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.

Go! Recon!: 1 CP

Use this 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.

Vengeance for Cadia: 1 CP

Use this when you select one of your Astra Militarum units to shoot or fire Overwatch. Re-roll failed hit and wound rols for models in this unit that target Chaos units until the end of the phase.

 

As of 11-12-2017 Regiment Specific Stratagems are…

Volley Fire: 1 CP 

Use this before a Mordian Infantry unit from your army shots in the Shooting phase. Each time you make a hit roll 6+ for a model in that unit, that model can immediately shoot again with the same weapon at the same target.

Overlapping Fields of Fire: 2 CP 

Use this after a Cadian unit from your army has inflicted an unsaved wound on a enemy unit in the Shooting phase. You can add 1 to hit rolls for any other Cadian units from your army that target the same enemy unit this phase.

Send in the Next Wave!: 2 CP

Use this at the end of your Movement phase. Select a Valhallan Infantry unit from your army that was destroyed earlier in the battle. Set up this unit wholly within your deployment zone, within 6″ of the edge of the battlefield and more than 9″ from any enemy models.

Firstborn Pride: 1 CP

Use this at the start of your Shooting phase. Select a Vostroyan unit from your army. You ca add 1 to hit rolls made for this unit until the end of the phase.

Superior Intelligence: 1 CP

Use this 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.

Ambush: 3 CP

Use this during deployment. Choose up to three Tallarn units to set up in ambush instead of placing them on the battlefield. At the end of any of our Movement phases these units can strike from hiding – set each of them up wholly within 7″ of any battlefield edge and more than 9″ from any enemy models.

Armoured Fist: 1 CP

Use this at the start of your Shooting phase. Select an Armageddon Infantry unit from your army that disembarked from an Armageddon Transport Vehicle this turn. You can re-roll hit rolls of 1 for that unit until the end of the phase.

Vicious Traps: 1 CP

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

As of 11-12-2017 Astra Militarum Unique Item groups are…

  • Heirlooms of Conquest
  • Regiment Specific Relics

(See tabs for details)

If your army is led by a Astra Militarum Warlord, you may give one Heirlooms of Conquest to a Astra Militarum Character in your army. Named characters cannot be given Heirlooms of Conquest. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Emperor’s Benediction

Commissar or Lord Commissar with a bolt pistol only. Replace the bearer’s bolt pistol with the following profile: Range: 12″, Type: Pistol, S4, AP-1, D 2, 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

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 Deathmask of Ollanius

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

The Dagger of Tu’Sakh:

During deployment, you can set up the bearer and one Infantry unit from your army behind enemy lines instead of placing them on the battlefield. The infantry unit must be the same Regiment as the bearer if the bearer has one. At the end of the 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.

Kurov’s Aquila

Officers only. Each time your opponent uses a Strategem, roll a D6. On a 5+ you gain 1 Command point.

The Blade of Conquest

Model with power sword only. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee, S+2, AP-4, D D3, 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.

If your army is led by a Astra Militarum Warlord, you may give one Heirlooms of Conquest to a Astra Militarum Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced. 

Relic of Lost Cadia

Cadian model only. The bearer can unveil the 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 rols for these units until the end of the turn if they are targeting a Chaos unit.

Mamorph Tuskblade

Catcahan model with a power sword. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee S+2, AP-3, D 2

Pietrov’s Mk 45

Valhallan model with a bolt pistol only. Replaces the model’s bolt pistol with the following profile: Range: 12″, Type: Pistol S4, AP-1, D 2. Friendly Valhallan units within 6″ of the bearer can never lose more than one model as the result of any single failed Morale test.

The Armour of Graf Toschenko

Vostroyan Infantry model only. Increase the model’s Toughness to 4 and Save to 2+

Skull Mask of Acheron

Armageddon Character only. Enemy units within 3.” of the bearer suffer a -1 penalty to their Leadership. Ork units suffer a -2 penalty instead.

Claw of the Desert Tigers

Tallarn model with a power sword only. Replaces the model’s power sword with the following profile: Range: Melee, Type: Melee, S User, AP-3, D 2. Each time the bearer fights, it can make 2 additional attacks with this weapon.

The Tactical Auto-Reliquary of Tyberius

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 nothing happens.

Order of the Iron Star of Mordian

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.

As of 11-12-2017 Astra Militarum Warlord Trait groups are…

  • Universal Warlord Traits
  • Astra Militarum Warlord Traits
  • Regimental Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Astra Militarum Character, you can pick the Warlord Trait from the Astra Militarum Traits Table.

Grand Strategist:

While your Warlord is alive, you can re-roll a single hit roll, wound roll, or saving throw per battle. If your army is Battle-forged and this Warlord is on the battlefield roll a dice for each Command Point spent, on 5+ that Command Point is immediately refunded.

Old Grudes:

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

Implacable Determination: 

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.

Draconian Disciplinarian:

You can re-roll failed Morale tests for friendly Astra Militarum Infantry units within 6″ of your Warlord in the Morale phase.

Bellowing Voice:

Add 3″ to the range of abilities on your Warlord’s datasheet.

Master of Command: 

Your Warlord gains the Voice of Command ability. If your Warlord already has the Voice of Command o Tank Orders ability, they may instead issue one additional order per turn.

You can instead pick a Regimental Warlord Trait instead of the Astra Militarum Warlord Traits, but only if your Warlord is from the relevant Regiment.

Cadian: Superior Tactical Training

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 within 6″ of the Warlord.

Catachan: Lead from the Front

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 a 6″ performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. If you Warlord charged, was charged or performed a Heroic Intervention, then unit the end of the turn you can re-roll failed hit rolls made for that turn.

Valhallan: Tenacious

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

Vostroyan: Honoured Duellist

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

Armageddon: Ex-gang Leader

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

Tallarn: Swift Attacker

Your Warlord and all friendly Tallarn units within 6″ of them can charge even if they Fell Back that turn.

Militarum Tempestus: Faithful Servant of the Throne

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

Mordian: Iron Discipline

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.

Codex Astra Militarum 8th edition was released on 10-07-17

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