Astra Militarum 9th Edition
Codex Astra Militarum: Astra Militarum 9th edition was released on TBD
Unit points throughout Time
Name | Battlefield Role | Chapter Approved 2020 | Forgeworld 2020 | Imperial Armour Compendium 2020 | Munitorum Field Manual 2021 MK1 | Chapter Approved 2021 | Munitorum Field Manual 2022 MK1 |
---|---|---|---|---|---|---|---|
Death Korps Infantry Squad | Troops | 6 | - | - | - | - | |
Death Korps Grenadier Storm Squad | Troops | - | 7 | - | - | - | - |
Conscripts | Troops | 5 | - | - | - | - | - |
Infantry Squad | Troops | 5 | - | - | 55 | - | - |
Militarum tempestus scions | Troops | 9 | - | - | 9 | - | - |
Praetor | Lord of War | - | 400 | - | - | - | - |
Dominus Armoured Siege Bombard | Lord of War | - | 590 | - | - | - | - |
Baneblade | Lord of War | 385 | - | - | 450 | 410 | - |
Banehammer | Lord of War | 380 | - | - | 410 | 370 | - |
Banesword | Lord of War | 380 | - | - | 410 | 370 | - |
Doomhammer | Lord of War | 390 | - | - | 410 | 370 | - |
Hellhammer | Lord of War | 425 | - | - | 490 | 450 | - |
Stormlord | Lord of War | 430 | - | - | 470 | 430 | - |
Stormsword | Lord of War | 410 | - | - | 440 | 400 | - |
Shadowsword | Lord of War | 440 | - | - | 470 | 430 | - |
Stormblade | Lord of War | - | 425 | 420 | - | 380 | - |
Macharius Destroyer | Lord of War | - | 180 | 350 | - | - | - |
Macharius Vulcan | Lord of War | - | 415 | 340 | - | - | - |
Macharius Bomber | Lord of War | - | 260 | 320 | - | - | - |
Macharius | Lord of War | - | 400 | 310 | - | - | - |
Macharius Vanquisher | Lord of War | - | 410 | 310 | - | - | - |
Minotaur | Lord of War | - | 320 | 300 | - | - | - |
Crassus | Lord of War | - | 200 | 240 | - | - | - |
Death Korps Field Officer | HQ | - | 30 | - | - | - | - |
Death Korps Marshal | HQ | - | 35 | - | - | - | - |
Death Korps Death Rider Squadron Commander | HQ | - | 45 | - | - | - | - |
Death Korps Marshal Karis Venner | HQ | - | 65 | - | - | - | - |
Company Commander | HQ | 35 | - | - | - | - | - |
Knight Commander Pask | HQ | 185 | - | - | 200 | - | - |
Lord commissar | HQ | 35 | - | - | - | - | - |
Primaris psyker | HQ | 50 | - | - | - | - | - |
Tank Commander | HQ | 155 | - | - | 175 | - | 165 |
Tempestor prime | HQ | 40 | - | - | - | - | - |
Colonel 'Iron Hand' Straken | HQ | 80 | - | - | - | - | - |
Commissar Yarrick | HQ | 105 | - | - | - | - | - |
Lord Castellan Creed | HQ | 60 | - | - | - | - | - |
Guardsman Crewman | Heavy Support | - | 5 | - | - | - | - |
Death Korps Heavy Weapons Squad | Heavy Support | - | 7 | - | - | - | - |
Centaur Light Carrier | Heavy Support | - | 50 | - | - | - | - |
Gryphonne Pattern Chimera | Heavy Support | - | 65 | - | - | - | - |
Lemun Russ Annihilator | Heavy Support | - | 130 | - | - | - | - |
Death Korps Leman Russ Mars Alpha Battle Tanks | Heavy Support | - | 130 | - | - | - | - |
Manticore Battery | Heavy Support | - | 135 | - | - | - | - |
Lemun Russ Stygies Vanquisher | Heavy Support | - | 155 | - | - | - | - |
Malcador Heavy Tank | Heavy Support | - | 215 | - | - | - | - |
Basilisks | Heavy Support | 110 | - | - | 125 | - | - |
Deathstrike | Heavy Support | 135 | - | - | 150 | - | 120 |
Heavy Weapons Squad | Heavy Support | 7 | - | - | 50 | - | - |
Hydras | Heavy Support | 95 | - | - | 110 | - | - |
Leman Russ Battle Tanks | Heavy Support | 130 | - | - | 140 | - | 130 |
Manticore | Heavy Support | 130 | - | - | 145 | - | 140 |
Valdor Tank Hunter | Heavy Support | - | 400 | 335 | 335 | - | - |
Malcador Defender | Heavy Support | - | 200 | 260 | 260 | - | - |
Malcador Inferus | Heavy Support | - | 315 | 250 | 250 | - | - |
Malcador Annihilator | Heavy Support | - | 130 | 230 | - | - | - |
Colossus Bombards | Heavy Support | - | 155 | 150 | - | - | - |
Armageddon Pattern Medusa | Heavy Support | - | 120 | 140 | - | - | - |
Armageddon Pattern Basilisk | Heavy Support | - | 120 | 130 | - | - | - |
Medusa Carriage Battery | Heavy Support | - | 90 | 120 | - | - | - |
Earthshaker Carriage | Heavy Support | - | 100 | 120 | - | - | - |
Thunderer Siege Tank | Heavy Support | - | 135 | 120 | - | - | - |
Carnodon | Heavy Support | - | 60 | 110 | - | - | - |
Heavy Quad Launcher Battery | Heavy Support | - | 95 | 90 | - | - | - |
Rapier Laser Battery | Heavy Support | - | 90 | 85 | - | - | - |
Heavy Mortar Battery | Heavy Support | - | 65 | 70 | - | - | - |
Wyverns | Heavy Support | 120 | - | 135 | - | - | |
Tarantula Battery | Fortifications | - | 20 | 40 | - | - | - |
Lightning Strike Fighter | Flyer | - | 135 | - | - | - | - |
Avenger Strike Fighter | Flyer | - | 165 | - | - | - | - |
Valkyries | Flyer | 105 | - | - | 120 | - | - |
Vendetta Gunship | Flyer | - | 95 | 210 | - | - | - |
Thunderbolt Heavy Fighter | Flyer | - | 125 | 210 | - | - | - |
Vulture Gunship | Flyer | - | 140 | 180 | - | - | - |
Arvus Lighter | Flyer | - | 115 | 85 | - | - | - |
Hellhounds | Fast Attack | 95 | - | - | 100 | - | - |
Armored Sentinels | Fast Attack | 30 | - | - | 35 | - | - |
Scout Sentinels | Fast Attack | 30 | - | - | 35 | - | - |
Death Korps Death Rider Squadron | Fast Attack | - | 13 | 15 | - | 20 | - |
Medicae Servitor | Elites | - | 5 | - | - | - | - |
Hades Breaching Veterans | Elites | - | 6 | - | - | - | - |
Death Korps Grenadier Storm Squad | Elites | - | 7 | - | - | - | - |
Death Korps of Krieg Command Squad | Elites | - | 7 | - | - | - | - |
Death Korps Commissar | Elites | - | 20 | - | - | - | - |
Artemia Pattern Hellbound | Elites | - | 115 | - | - | - | - |
Bullgryns | Elites | 38 | - | - | 35 | - | - |
Command Squad | Elites | 6 | - | - | 25 | - | - |
Commissar | Elites | 20 | - | - | 25 | - | - |
Crusaders | Elites | 15 | - | - | 16 | - | - |
Master of Ordnance | Elites | 35 | - | - | - | - | - |
Militarum tempestus command squad | Elites | 10 | - | - | 40 | - | - |
Officer of the Fleet | Elites | 25 | - | - | - | - | - |
Ogryn bodyguard | Elites | 50 | - | - | - | - | - |
Ogryns | Elites | 30 | - | - | - | 20 | - |
Platoon commander | Elites | 25 | - | - | - | - | - |
Servitors | Elites | 7 | - | - | 30 | - | - |
Special Weapons Squad | Elites | 6 | - | - | 40 | - | - |
Wyrdvane psykers | Elites | 8 | - | - | - | - | - |
Colour Sergeant Kell | Elites | 45 | - | - | - | - | - |
Nork Deddog | Elites | 60 | - | - | - | - | - |
Sergeant Harker | Elites | 66 | - | - | 55 | - | - |
Severina Raine | Elites | 35 | - | - | - | - | - |
Sly Marbo | Elites | 60 | - | - | - | - | - |
Death Korps Death Rider Command Squadron | Elites | - | 13 | 60 | - | 85 | - |
Death Korps Quartermaster Reverent | Elites | - | 50 | - | - | - | - |
Cyclops Demolition Vehicle | Elites | - | 60 | 50 | - | - | - |
Death Korps Combat Engineer Squad Weapons Team | Elites | - | - | 25 | - | - | - |
Death Korps Combat Engineer Squad | Elites | - | 7 | 8 | - | - | - |
Tech-priest Enginseer | Elites | 35 | - | - | - | ||
Veterans | Elites | 6 | - | 10 | - | - | |
Astropath | Elites | 25 | - | 35 | - | - | |
Ministorum priest | Elites | 40 | - | - | - | - | - |
Ratlings | Elites | 8 | - | 10 | - | - | |
Taurox | Dedicated Transport | 60 | - | 90 | - | - | |
Death Korps Centaur Light Assault Carrier | Dedicated Transport | - | 50 | - | - | - | - |
Death Korps Storm Chimera | Dedicated Transport | - | 65 | - | - | - | - |
Chimera | Dedicated Transport | 65 | - | - | - | - | - |
Taurox Prime | Dedicated Transport | 90 | - | - | 115 | - | - |
Trojan Support Vehicle | Dedicated Transport | - | 105 | 85 | - | - | - |
Hades Breaching Drill | Dedicated Transport | - | 65 | 80 | - | - | - |
Name | Battlefield Role | Chapter Approved 2020 | Forgeworld 2020 | Imperial Armour Compendium 2020 | Munitorum Field Manual 2021 MK1 | Chapter Approved 2021 | Munitorum Field Manual 2022 MK1 |
Astra Militarum Special Rules
A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.
ABILITIES
TURRET WEAPONS
Some Astra Militarum ranged weapons are turret weapons and have the Turret Weapon ability in their profile. Each time a model with such a weapon is selected to shoot:
- If that model is within Engagement Range of any enemy units, it can still target and resolve attacks against enemy units that are not within Engagement Range of it with weapons with this ability. Note that when making such attacks, you must still subtract 1 from hit rolls due to enemy models being within Engagement Range.
- Each time that model makes an attack with that weapon, add 1 to that attack’s hit roll.
WEAPON DEFINITIONS
Some rules refer to ‘las weapons’ or ‘hot-shot weapons’. For the purposes of such rules, these types of weapons are defined below:
HOT-SHOT WEAPONS
A hot-shot weapon is any weapon whose profile includes the word ‘hot-shot’ (e.g. hot-shot lasgun, hot-shot volley gun, etc.), any Relic that replaces such a weapon, and URSULA CREED’s pistols Duty and Vengeance.
LAS WEAPONS
A las weapon is any weapon whose profile includes the word ‘las’(e.g. lasgun, laspistol, etc.), any hot-shot weapon, and any Relic that replaces such a weapon.
REGIMENTAL ATTACHÉS AND BODYGUARDS
When mustering your army, any ATTACHÉ models on your army roster must be added to friendly COMMAND SQUAD units from your army. No more than one of each type of ATTACHÉ model can be added to each COMMAND SQUAD unit. If it is not possible to add a ATTACHÉ model to a unit in this way, that model cannot be deployed and counts as destroyed.
Similarly, when mustering your army, any BODYGUARD models on your army roster must be added to friendly INFANTRY OFFICER units (excluding named characters) from your army. No more than one BODYGUARD model can be added to each OFFICER unit. If it is not possible to add a BODYGUARD model to a unit in this way, that model cannot be deployed and counts as destroyed.
Each time you add such a model to a unit, the Starting Strength of that unit increases by 1 and its points value is increased by an amount equal to the points cost of the model just added to it. The Power Rating of that unit is increased by 2 for each ATTACHÉ model added to it, and by 3 if a BODYGUARD model is added to it. For that unit to be considered destroyed, all of the original models in that unit, and any ATTACHÉ and BODYGUARD models that were added to it, must be destroyed. Make a note on your army roster of which (if any) ATTACHÉ and BODYGUARD models have been added to which units.
ATTACHÉ and BODYGUARD models cannot be your WARLORD.
DETACHMENT ABILITIES
An ASTRA MILITARUM Detachment is one that only includes models with the ASTRA MILITARUM keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords).
- ASTRA MILITARUM Detachments gain the Chain of Command ability.
- REGIMENTAL units in ASTRA MILITARUM Detachments gain the Born Soldiers Regimental Doctrine. If you wish, this can be replaced with a Regimental Doctrine of your own choosing.
- If every unit in an ASTRA MILITARUM Detachment has the MILITARUM TEMPESTUS, OFFICIO PREFECTUS and/or MILITARUM AUXILLA keywords, TEMPESTUS SCIONS units in that Detachment have the Troops Battlefield Role, instead of Elites.
- Troops units in ASTRA MILITARUM Detachments gain the Objective Secured ability.
CHAIN OF COMMAND
- You cannot select an ASTRA MILITARUM CHARACTER model that is not an OFFICER to be your WARLORD if your army includes any OFFICERS.
- You can include a maximum of one COMMANDANT in each Detachment in your army. If your army includes a COMMANDANT, you cannot select any other OFFICER to be your WARLORD (with the exception of LORD SOLAR LEONTUS, see below).
- If your army includes LORD SOLAR LEONTUS, that model must be your WARLORD. If more than one model from your army has a rule to this effect, then one of those models must be your WARLORD.
REGIMENTAL TACTICS
If every model from your army (excluding AGENT OF THE IMPERIUM and UNALIGNED models) has the ASTRA MILITARUM keyword:
- Each time an OFFICER from your army issues a Regimental or Prefectus Order to a unit with this ability, you can select one or more other friendly PLATOON units within 6″ of that unit; those PLATOON units are also affected by that Order.
- Each time an OFFICER from your army issues a Mechanised Order to a unit with this ability, you can select one or more other friendly SQUADRON units within 6″ of that unit; those SQUADRON units are also affected by that Order.
VOICE OF COMMAND
In your Command phase, ASTRA MILITARUM OFFICERS from your army can issue Orders. There are three types of Orders – Regimental Orders, Prefectus Orders and Mechanised Orders. The Commanding Authority section of each OFFICER’s datasheet will specify which types of Orders that OFFICER knows, and how many Orders it can issue per turn.
Each time an OFFICER issues an Order, you must select one of the Orders it knows. This can be an Order that was already issued by another friendly OFFICER this turn, but the same OFFICER cannot attempt to issue the same Order more than once in the same battle round.
You must then select a target unit for that Order to be issued to. If issuing a Regimental or Prefectus Order, select one friendly PLATOON unit within 6″ of that OFFICER’s unit. If issuing a Mechanised Order, select one friendly SQUADRON unit within 12″ of that OFFICER’s unit.
The unit you selected is then affected by that Order. A unit can only be affected by one Order at a time. If a unit is being affected by an Order when it is selected to be affected by another Order, the new Order immediately replaces the old one.
- OFFICERS can issue Orders in your Command phase.
- The types of Order an OFFICER knows and the number they can issue are described on their datasheet.
- Regimental and Prefectus Orders: select one friendly PLATOON unit within 6″.
- Mechanised Orders: select one friendly SQUADRON unit within 12″.
- A unit can only be affected by one Order at a time.
Disembarking Officers
If, in your Movement phase, an OFFICER from your army disembarks from a TRANSPORT model, after that OFFICER’s unit has been set up it can issue Orders as if it were your Command phase. However, when doing so, the Regimental Tactics ability does not apply, even if every model from your army has the ASTRA MILITARUM keyword. Note that an OFFICER cannot issue Orders in this way when disembarking from a destroyed TRANSPORT model.
- OFFICERS can issue Orders after disembarking from a TRANSPORT model (unless it was destroyed).
- When doing so, Regimental Tactics does not apply.
Orders
REGIMENTAL ORDERS
First Rank, Fire! Second Rank, Fire!
Until the end of your next Shooting phase, change the Type of all lasguns and hot-shot lasguns models in this unit are equipped with to Heavy 3.
Take Aim!
Until the end of your next Shooting phase, each time a model in this unit makes a ranged attack, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic of that attack by 1.
Fix Bayonets!
Until the end of the next Fight phase, each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic of that attack by 1.
Take Cover!
Until the start of your next Command phase, each time an attack is allocated to a model in this unit, models in this unit receive the benefits of Light Cover against that attack. If a unit affected by this Order is already receiving the benefits of Light Cover, it additionally receives the benefits of Dense Cover against that attack.
Move! Move! Move!
- Until the end of your next Movement phase, if this unit makes a Normal Move, add 2″ to the Move characteristic of models in this unit.
- Until the end of your next Movement phase, if this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6″ to the Move characteristic of models in this unit.
Suppression Fire!
In your next Shooting phase, the first time this unit is selected to shoot, you can select one enemy INFANTRY unit that is visible to it. If you do so:
- Models in this unit can only make attacks against that enemy unit that phase (and only if that enemy unit is an eligible target for those attacks).
- If this unit scores 5 or more hits against that enemy unit, then until the end of your opponent’s next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
PREFECTUS ORDERS
Forwards, for the Emperor!
Until the end of your next Shooting phase, when this unit is selected to shoot, if it made a Normal Move or Advanced in your previous Movement phase, then until the end of that Shooting phase it counts as having Remained Stationary.
Duty and Honour!
Until the start of your next Command phase, this unit can still perform actions in a turn in which it Fell Back or Advanced, and it can shoot without any actions it is performing failing.
Get Back in the Fight!
Until the start of your next Command phase, this unit is eligible to shoot or charge (but not both) in a turn in which it Fell Back.
At All Costs!
Until the end of your next Command phase, this unit gains the Objective Secured ability. If this unit already has this ability, until the end of your next Command phase, models in this unit count as one additional model when determining control of an objective marker.
Show Them Steel, Show Them Contempt!
Until the start of your next Command phase:
- Add 1 to the Leadership characteristic of models in this unit.
- Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
Remain Vigilant!
Until the start of your next Command phase:
- Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12″ of this unit.
- If an enemy unit declares a charge against this unit and this unit is not within Engagement Range of any enemy units, it can Hold Steady. If it does so, then until the end of the phase, any Overwatch attacks made by models in this unit score hits on unmodified rolls of 5+, instead of 6.
MECHANISED ORDERS
Pound Them to Dust!
Until the end of your next Shooting phase, each time this unit is selected to shoot, for the purposes of determining how many attacks are made by Blast weapons models in this unit are equipped with, double the number of models in the target unit.
Full Throttle!
- Until the end of your next Movement phase, add 2″ to the Move characteristic of models in this unit.
- Until the end of your next Shooting phase, when this unit is selected to shoot, if it Advanced during your previous Movement phase, then until the end of the phase it counts as having Remained Stationary.
Gunners, Kill on Sight!
Until the end of your next Shooting phase, each time a model in this unit makes a ranged attack, re-roll a hit roll of 1.
Blitz Them!
Until the end of your next Charge phase:
- Add 1 to charge rolls made for this unit.
- If this unit makes a charge move this turn, select one enemy unit within Engagement Range of this unit and roll one D6, adding 1 if this unit has the DOZER BLADE keyword: on a 4+, that enemy unit suffers D3 mortal wounds.
Shock and Awe!
Until the end of your next Command phase, this unit gains the Objective Secured ability.
Pinning Fire!
In your next Shooting phase, the first time this unit is selected to shoot, you can select one enemy INFANTRY unit that is visible to it. If you do so:
- Models in this unit can only make attacks against that enemy unit this phase (and only if that enemy unit is an eligible target for those attacks).
- If this unit scores 5 or more hits against that enemy unit, then until the end of your opponent’s next turn, that enemy unit is pinned. While a unit is pinned, subtract 2″ from the Move characteristic of models in that unit,
Regimental Doctrines
Regimental Doctrines represent the varied traditions, tactics, equipment and experience of Astra Militarum regiments. To reflect this, instead of using the Born Soldiers Regimental Doctrine, you can instead create your own Regimental Doctrine for your army. To do so, select two of the doctrines from those listed here; these two doctrines combined become your army’s Regimental Doctrine, and all REGIMENTAL units in ASTRA MILITARUM Detachments in your army have that Regimental Doctrine instead of Born Soldiers. Write down the doctrines you selected on your army roster.
BORN SOLDIERS
- Models with this doctrine have the BORN SOLDIERS keyword.
- OFFICERS with this doctrine have the following aura ability: ‘Born Soldiers (Aura): While a friendly PLATOON unit is within 6″ of this model, models in that PLATOON unit can use this OFFICER’s Leadership characteristic instead of their own.’
- Each time a model with this doctrine makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.
Note, if an attack automatically wounds the target as a result of this doctrine, then for the purposes of any other rules that are triggered on a particular wound roll, that attack is considered to have been made with an unmodified wound roll of 6.
MECHANISED INFANTRY
- Units with this doctrine gain the MECHANISED keyword.
- Units with this doctrine can disembark from a TRANSPORT model (excluding AIRCRAFT models) after that model has made a Normal Move, but if they do so, such units cannot be selected to move again this phase (though they still count as having moved) and neither they nor that TRANSPORT model are eligible to declare a charge this turn.
PARADE DRILL
If a unit with this doctrine Remained Stationary in your Movement phase, then until the end of your next Shooting phase, change the Type characteristic of lasguns and hot-shot lasguns models in that unit are equipped with to Heavy 2.
ARMOURED SUPERIORITY
- Units with this doctrine gain the ARMOURED SUPERIORITY keyword.
- SENTINEL models with this doctrine count as 3 models each when determining control of an objective marker.
- TITANIC models with this doctrine count as 10 models each when determining control of an objective marker.
- All other VEHICLE models with this doctrine count as 5 models each when determining control of an objective marker.
BLITZ DIVISION
- When placing units with this doctrine into Strategic Reserves, halve their combined Power Ratings when determining the number of Command points you must spend to do so.
- In the second battle round, each time you set up a VEHICLE unit (excluding SENTINEL units) with this doctrine from Strategic Reserves, it is considered to be the third battle round for the purposes of determining where that unit can be set up.
EXPERT BOMBARDIERS
- Units with this doctrine gain the EXPERT BOMBARDIERS keyword.
- Each time an ARTILLERY model with this doctrine makes a ranged attack, if the target of that attack is within 12″ of and visible to a friendly VOX-CASTER or SENTINEL unit, add 1 to that attack’s hit roll.
HEIRLOOM WEAPONS
Add 4″ to the Range characteristic of all ranged weapons (excluding Relics) models with this doctrine are equipped with.
RECON OPERATORS
At the start of the first battle round, before the first turn begins, INFANTRY, CAVALRY and SENTINEL units with this doctrine that start the battle wholly within your deployment zone can make a Normal Move of up to 6″. They cannot end this move within 9″ of the enemy deployment zone or any enemy models.
TROPHY HUNTERS
You cannot select this doctrine if you have selected any other doctrine, and if you select this doctrine you cannot select a second. Each time a model with this doctrine makes an attack against a MONSTER or VEHICLE unit, add 1 to the Strength characteristic of that attack.
GRIM DEMEANOUR
- Units with this doctrine gain the GRIM DEMEANOUR keyword.
- Each time a Combat Attrition test is taken for a unit with this doctrine, you can ignore any or all modifiers.
BRUTAL STRENGTH
- INFANTRY models with this doctrine do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
- Each time an INFANTRY unit with this doctrine fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength characteristic of models in that unit.
VETERAN GUERRILLAS
- Units with this doctrine gain the VETERAN GUERRILLAS keyword.
- Each time an INFANTRY or SENTINEL model with this doctrine makes an attack that targets a unit within 18″, the target does not receive the benefits of cover against that attack.
ELITE SHARPSHOOTERS
- Units with this doctrine gain the ELITE SHARPSHOOTERS keyword.
- Each time a unit with this doctrine is selected to shoot, you can re-roll one hit roll when resolving that unit’s attacks.
CULT OF SACRIFICE
- Units with this doctrine gain the CULT OF SACRIFICE keyword.
- Each time a model with this doctrine makes an attack, if that model’s unit was below its Starting Strength when it was selected to shoot or fight, add 1 to that attack’s hit roll.
INDUSTRIAL EFFICIENCY
Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this doctrine, that attack has an Armour Penetration characteristic of 0 instead.
SWIFT AS THE WIND
- Add 1″ to the Move characteristic of INFANTRY and ARTILLERY models with this doctrine, and add 2″ to the Move characteristic of all other models with this doctrine.
- Add 1 to charge rolls made for units with this doctrine.
Tank Aces
If your army includes any ASTRA MILITARUM Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any ASTRA MILITARUM BATTLE TANK or ASTRA MILITARUM SUPER-HEAVY models from your army by making them a Tank Ace. Each time you make a model a Tank Ace, select one of the skills presented on this page for that model to have; that model’s Power Rating is increased by 1 if that model is a BATTLE TANK model, or by 2 if that model is SUPER-HEAVY model. Named characters cannot be made Tank Aces. Each model can only have one Tank Ace skill. An army cannot include the same Tank Ace skill more than once. Tank Ace skills are not considered to be Relics for any rules purposes.
VAUNTED PRAETORIAN
SUPER-HEAVY or ROGAL DORN BATTLE TANK model only. This model gains the OFFICER keyword and knows Mechanised Orders. In your Command phase, it can issue one Order, and if this model is a SUPER-HEAVY model, the unit you select for that Order can be an ASTRA MILITARUM TITANIC unit (all other rules for issuing Orders still apply).
METICULOUS CALIBRATOR
Each time this model makes a ranged attack, the target does not receive the benefits of cover against that attack.
MECHANICAL PACK RAT
Each time an attack is made against this model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
VETERAN COMMANDEER
When you add this model to your army, select one doctrine from the Regimental Doctrines section that no other unit from your army has. This model has that doctrine in addition to any others it has.
KNIGHT OF PIETY
- This model has a 5+ invulnerable save.
- Each time this model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
MASTER OF CAMOUFLAGE
Each time a ranged attack is made against this model, if the attacker is more than 12″ away, this model is treated as having the benefits of Light Cover against that attack. If this model has the TITANIC keyword, it only receives this benefit if the attacker is more than 18″ away.
STEEL COMMISSAR
OFFICER model only. This model knows Prefectus Orders in addition to Mechanised Orders. In your Command phase, it can issue one Prefectus Order in addition to one Mechanised Order. When this model issues a Prefectus Order, the unit you select for that Order can be an INFANTRY OFFICER or ABHUMAN unit, but in such cases, the Regimental Tactics ability does not apply (all other rules for issuing Orders still apply).
Astra Militarum Stratagems
As of 01-19-23 Astra Militarum Stratagems groups are…
- Core Stratagems
- Astra Militarum Stratagems
- Regiment Stratagems
(See tabs for details)
To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.
Command Re-Roll: 1 CP
Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
Cut them Down: 1 CP
Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.
Desperate Breakout: 2 CP
Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.
Emergency Disembarkation: 1 CP
Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.
Fire Overwatch: 1 CP
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.
Counter-Offensive: 2 CP
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.
Insane Bravery: 1 CP
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.
If your army includes any ASTRA MILITARUM Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
- Re-roll a wound roll of 1.
- On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
- That attack’s wound roll cannot be re-rolled.
- Worsen the Armour Penetration characteristic of that attack by 1 (to a minimum of 0).
- That model can only make attacks with turret weapons it is equipped with.
- That model has a Ballistic Skill characteristic of 5+.
After resolving that model’s attacks, it is then removed. If that model has the BATTLE TANK or ARMOURED SUPERIORITY keyword, this Stratagem costs 1CP; otherwise, it costs 2CP.
- Change that model’s Weapon Skill characteristic to 4+. If that model has the ARMOURED keyword, change its Weapon Skill characteristic to 3+ instead.
- On an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
- +1 if any of those units from your army have the CATACHAN or VETERAN GUERRILLAS keyword.
- +1 if any of those units from your army have the MELTA MINE keyword.
- +1 if your army includes SLY MARBO and he is on the battlefield.
On a 2-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 2D3 mortal wounds.
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.
Cadian 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.
Cadian Cadia Stands!: 1 CP
Use this in any phase, when a CADIAN INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit: An unmodified wound roll of 1-2 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If the attack has a Damage of 1, add 1 to any armour saving throw made against that attack.
Cadian Shock Troops: 1/2 CP
Use this in your Movement phase, when a CADIAN unit from your army makes a Normal Move. Until the end of the turn: That unit is considered to have Remained Stationary. Each time a ranged attack made by a model in that unit targets a unit within half range, improve the Armour Penetration of that attack by 1. If that unit is INFANTRY, this Stratagem costs 1CP; otherwise it costs 2CP
Cadian Field Promotion: 1 CP
Use this when a CADIAN WARLORD from your army is destroyed. Select a CADIAN OFFICER model from your army that does not have a Warlord Trait. Then, select a Warlord Trait that no model in your army has and that the selected model is eligible for. Until the end of the battle, that model gains that Warlord Trait and for all rules purposes now counts as your WARLORD. In addition, if that model has the Voice of Command ability until the end of battle it gains the Senior Officer ability. If any mission objective, secondary objective, tactical objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until after the new WARLORD is destroyed.
Cadian Sanctioned Psyker: 1 CP
Use this before the battle, when you are mustering your army. Select one PRIMARIS PSYKER unit or WYRDVANE PSYKERS unit from your army. That unit gains the CADIAN Faction keyword and can benefit from a Regimental Doctrine, but it can never have a Warlord Trait. Add 1 to Deny the Witch tests taken for that unit. That unit gains the following psychic action, as described in the Core Book: TELEPATHIC ORDER (PSYCHIC ACTION – WARP CHARGE 4): This unit can attempt this psychic action. If this psychic action is successful, until the end of the turn this unit gains the Voice of Command ability and in your Shooting phase can issue one order to one CADIAN INFANTRY unit within 18″ of this unit. You can only use this once, unless you are playing Strike Force battle you can use this twice.
Cadian Whiteshields: 1/2/3 CP
Use this before the battle, when you are mustering your army, if your WARLORD has the CADIAN keyword. Select one CADIAN Detachment from your army. All CADIAN CONSCRIPTS units in that Detachment: Gain the WHITESHIELDS keyword. Have a Leadership of 6. Lose their Raw Recruits ability. If that Detachment contains two or fewer CONSCRIPTS units, this Stratagem costs 1CP; if it contains three or four CONSCRIPTS units, it costs 2CP; if it contains five or more CONSCRIPTS units, it costs 3CP.
Cadian Load-Fire-Reload: 1 CP
Use this this in your Shooting phase, when a CADIAN VEHICLE unit from your army is selected to shoot. Select one enemy unit. Until the end of the phase, each time a model in that unit makes an attack with a weapon that has the Blast ability against that enemy target: On a unmodified hit roll of 6, that attack inflicts one additional and two additional hits against a MONSTER or VEHICLE unit. If a hit is scored for attack, then until the start of your next turn the target cannot fire Overwatch or Set to Defend.
Cadian Never Give Up! Never Surrender!: 2 CP
Use this at the end of your Movement phase. Select one CADIAN unit from your army that is within range of an Objective Marker on the battlefield. Until the start of your next Movement phase: That unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker. Each VEHICLE model in such a unit counts as 5 models when determining control of an objective marker. Add 1 to any Combat Attrition tests taken for that unit.
Astra Militarum Unique Items
As of 01-19-23 Astra Militarum Unique Item groups are…
- Heirlooms of Conquest
- Regiment Specific Heirlooms of Conquest
(See tabs for details)
If your army is led by an ASTRA MILITARUM WARLORD, you can, when mustering your army, give one of the following Heirlooms of Conquest Relics to an ASTRA MILITARUM CHARACTER model from your army. Note that some of these Relics are restricted to specific models in COMMAND SQUAD units (e.g. the Clarion Proclamatus) even though such models do not have the CHARACTER keyword. Named characters cannot be given any of the following Relics. Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced.
ARMOUR OF GRAF TOSCHENKO
- Add 1 to the bearer’s Wounds characteristic.
- The bearer has a Save characteristic of 2+.
CLARION PROCLAMATUS
COMMAND SQUAD model equipped with master vox only. Each time an OFFICER in the bearer’s unit issues an Order, when selecting a target for that Order, you can ignore the range restriction for that type of Order, but if you do so, you can only select a unit with the VOX-CASTER keyword as the target for that Order (all other rules for issuing Orders still apply).
CLAW OF THE DESERT TIGERS
Model equipped with power sword or power sabre only. This Relic replaces a power sword or power sabre and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Claw of the Desert Tigers | Melee | Melee | +2 | -3 | 2 |
Abilities: Each time the bearer fights, it can make 2 additional attacks with this weapon. |
DEATHMASK OF OLLANIUS
INFANTRY model only. Models in the bearer’s unit have a 4+ invulnerable save.
FINIAL OF THE NEMRODESH 1ST
COMMAND SQUAD model equipped with regimental standard only. The bearer gains the following ability:
Finial of the Nemrodesh 1st (Aura): While a friendly ASTRA MILITARUM CORE unit is within 6″ of this model’s unit, each time a model in that unit makes a ranged attack, you can ignore any or all modifiers to that attack’s hit roll roll and, if that attack is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
GATEKEEPER
TANK COMMANDER equipped with Leman Russ battle cannon only. This Relic replaces a Leman Russ battle cannon and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Gatekeeper | 72″ | Heavy D3+6 | 9 | -3 | 3 |
Abilities: Blast, Turret Weapon. |
KUROV’S AQUILA
Once per battle, after your opponent uses a Stratagem (excluding Command Re-roll), the bearer can use this Relic. If it does so, until the end of the battle, the Command point cost your opponent must pay to use that Stratagem again is increased by 1.
LAURELS OF COMMAND
OFFICER model only. Once per battle, at the start of any phase in your opponent’s turn, the bearer can issue one Order it knows from the following list, as if it were your Command phase (this cannot be an Order it has already issued this battle round): Fix Bayonets!; Take Cover!; At All Costs!; Show Them Steel, Show Them Contempt!; Remain Vigilant!; Shock and Awe!
LEGACY OF KALLADIUS
Model equipped with chainsword only. This Relic replaces a chainsword and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Legacy of Kalladius | Melee | Melee | +1 | -2 | 2 |
Abilities: Each time the bearer fights, it makes 3 additional attacks with this weapon. |
NULL COAT
TEMPESTOR PRIME or COMMISSAR model only.
- In your opponent’s Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER.
- Add 1 to Deny the Witch tests taken for the bearer.
ORDER OF THE BASTIUM STELLARIS
INFANTRY model only. Each time an attack is made against the bearer’s unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making the attack may have.
PSY-SIGIL OF SANCTION
PSYKER model only.
- The bearer knows one additional psychic power from the Psykana discipline.
- The bearer can attempt to manifest one additional psychic power in your Psychic phase.
REFRACTOR FIELD GENERATOR
TEMPESTOR PRIME model only. The bearer gains the following ability:
Refractor Field Generator (Aura): While a friendly MILITARUM TEMPESTUS INFANTRY unit is within 6″ of this model, models in that unit have a 5+ invulnerable save.
RELIC OF LOST CADIA
CADIAN model only. Once per battle, in any Command phase, the bearer can use this Relic. If it does so, until the end of the turn, the bearer gains the following ability:
Relic of Lost Cadia (Aura): While a friendly CADIAN INFANTRY unit is within 6″ of this model, improve the Weapon Skill and Ballistic Skill characteristics of models in that unit by 1 and add 1 to the Attacks and Leadership characteristics of models in that unit.
TACTICAL AUTO-RELIQUARY OF TYBERIUS
OFFICER model only. In your Command phase, the bearer can issue one additional Order that it knows.
THE BARBICANT’S KEY
INFANTRY model only. Once per battle, in your Movement phase, the bearer can use this Relic. If it does so, remove the bearer’s unit from the battlefield and set it back up anywhere on the battlefield that is more than 9″ away from any enemy models. Until the end of that turn, you can re-roll charge rolls made for the bearer’s unit.
THE EMPEROR’S BENEDICTION
COMMISSAR model equipped with bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Emperor’s Benediction | 18″ | Pistol 3 | 4 | -1 | 2 |
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
THE EMPEROR’S FURY
Model equipped with plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Emperor’s Fury | 12″ | Pistol 3 | 8 | -3 | 2 |
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 Heirlooms of Conquest replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.
Cadian: 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.
Cadian: Dekker’s Auto-vox Servo Skull
INFANTRY OFFICER only. Each time the bearer uses its Voice of Command ability: You can extend the range of the order to 12″. If the bearer is within 3″ of a friendly unit with a vox-caster, you can extend the range of the order to 72″ if the target unit also contains a vox-caster.
Cadian: Gatekeeper
Model with battle cannon only. This Relic replaces a battle cannon, but still counts as a battle cannon for all rules purposes with the following profile: Range 72″, Heavy D6, S8, AP -2, D3. Blast. Each time an attack is made with this weapon against a CHADS unit, add 1 to that attack’s wound roll.
Cadian: Bastonne’s Sword
Model with power sword only. This Relic replaces a power sword. The bearer has the following ability; ‘Bastonne’s Example (Aura): While a friendly CADIAN INFANTRY unit is within 6 of the bearer, each time a Combat Attrition test is taken for that unit, you can ignore any or all modifiers.’ This Relic has the following profile Melee, S+2, AP -3, D2
Cadian: Tactica Pax Cadia
OFFICER only. Once per battle round, when you use a Battle Tactic or Strategic Ploy Stratagem that requires you to select a CADIAN unit, if that unit is within 6″ of this model, this model can use this Relic provided it has not used it for that Stratagem already during this battle. If it does, that Stratagem costs one fewer CP to use (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Astra Militarum Psychic Powers
As of 01-19-2023 Astra Militarum Psychic Power groups are…
- Psykana Discipline
(See tabs for details)
Before the battle, generate the psychic powers for PSYKERS from your army that know powers from the Psykana discipline using the table below. If the PSYKER is an ASTROPATH model, you can select one of the following powers for that PSYKER to know: Terrifying Visions, Gaze of the Emperor, Psychic Barrier. Otherwise, you can select which powers the PSYKER knows.
TERRIFYING VISIONS
Malediction: Terrifying Visions has a warp charge value of 6. If manifested, select one enemy unit within 18″ of this PSYKER. Until the start of your next Command phase:
- Subtract 2 from the Leadership characteristic of models in that unit.
- Your opponent cannot select that unit for the Insane Bravery Stratagem, nor can they use any rule that would enable them to re-roll a Morale test taken for that unit.
In addition, roll 2D6: if the result is equal to or greater than that unit’s Leadership characteristic (after applying the modifier above), any action that unit is currently performing immediately fails and, until the start of your next Psychic phase, that unit cannot perform actions.
GAZE OF THE EMPEROR
Witchfire: Gaze Of The Emperor has a warp charge value of 6. If manifested, select one enemy model within 12″ of and visible to this PSYKER. Draw a straight line between any part of that model’s base (or hull) and this PSYKER’s base. Roll one D6 for that enemy model’s unit, and one D6 for each other unit that this line passes over: on a 1-5, the unit being rolled for suffers 1 mortal wound; on a 6, the unit being rolled for suffers D3 mortal wounds.
PSYCHIC BARRIER
Blessing: Psychic Barrier has a warp charge value of 6. If manifested, select one friendly ASTRA MILITARUM unit within 12″ of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 5+ invulnerable save.
NIGHTSHROUD
Blessing: Nightshroud has a warp charge value of 6. If manifested, select one friendly ASTRA MILITARUM unit within 12″ of this PSYKER. You cannot select a TITANIC unit unless the result of the Psychic test was an unmodified 11+. Until the start of your next Psychic phase, each time an attack is made against that unit, an unmodified hit roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making the attack may have.
MENTAL SHACKLES
Malediction: Mental Shackles has a warp charge value of 6. If manifested, select one enemy unit within 18″ of this PSYKER. Until the start of your next Psychic phase:
- Subtract 2″ from the Move characteristic of models in that unit.
- Subtract 2 from Advance and charge rolls made for that unit.
PSYCHIC MAELSTROM
Witchfire: Psychic Maelstrom has a warp charge value of 6. If manifested, roll a number of D6 equal to the result of the Psychic test: for each 5+, the closest enemy unit that is within 18″ of and visible to this PSYKER suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Astra Militarum Warlord Traits
- Astra Militarum Warlord Traits
- Astra Militarum Warlord Traits
- Militarum Tempestus Warlord Traits
- Regimental Warlord Traits
As of 01-19-2021Astra Militarum Warlord Trait groups are…
- Astra Militarum Warlord Traits
- Militarum Tempestus Warlord Traits
- Regimental Warlord Traits
(See tabs for details)
If an ASTRA MILITARUM CHARACTER model is your WARLORD, you can use the Astra Militarum Warlord Traits table below to determine what Warlord Trait they have. If your WARLORD is not an OFFICER, they must have the Front-line Combatant Warlord Trait.
FRONT-LINE COMBATANT
Each time this WARLORD makes a melee attack:
- An unmodified hit roll of 6 scores 2 additional hits.
- Add 1 to that attack’s wound roll.
MASTER TACTICIAN
At the start of the first battle round, you can select up to three friendly ASTRA MILITARUM units (excluding TITANIC units). Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission you are playing uses the Strategic Reserves rules, you can place any of those units into Strategic Reserves instead.
GRAND STRATEGIST
While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem, roll one D6: on a 5+, that Command point is refunded.
SUPERIOR TACTICAL TRAINING
When you select this Warlord Trait, select one type of Orders (Regimental, Prefectus or Mechanised) that this WARLORD does not know. This WARLORD knows those Orders in addition to any others it knows.
OLD GRUDGES
At the start of the first battle round, select one enemy unit. Until the end of the battle, this WARLORD gains the following ability: Old Grudges (Aura): While a friendly PLATOON or BATTLE TANK SQUADRON unit is within 6″ of this WARLORD, each time a model in that friendly unit makes an attack against that enemy unit, add 1 to the wound roll.
LEAD BY EXAMPLE
This WARLORD can issue Orders to its own unit, even though you cannot normally select OFFICER units when issuing Orders.
If a MILITARUM TEMPESTUS CHARACTER model is your WARLORD, you can choose to use the Militarum Tempestus Warlord Traits table below instead to determine what Warlord Trait they have in the same manner
DRILL COMMANDER (AURA)
While a friendly MILITARUM TEMPESTUS INFANTRY unit is within 6″ of this WARLORD, instead of following the normal rules for Rapid Fire weapons, models in that unit make double the number of attacks when shooting with such weapons (e.g. a Rapid Fire 1 weapon would make 2 attacks, at any range).
PRECISION TARGETING (AURA)
While a friendly MILITARUM TEMPESTUS INFANTRY unit is within 6″ of this WARLORD, each time a model in that unit makes a ranged attack, the target does not receive the benefits of cover against that attack.
UNCOMPROMISING PROSECUTION (AURA)
While a friendly MILITARUM TEMPESTUS INFANTRY unit is within 6″ of this WARLORD, each time a model in that unit makes a ranged attack that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1
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.
Cadian: Steel Discipline
While a friendly CADIAN unit is performing an action within 6* of this model, that unit can shoot without that action failing.
Cadian: Gifted Commander
After both players have deployed their armies, but before the first battle round begins, select either one CADIAN VEHICLE unit (excluding TITANIC units) from your army that is in your deployment zone, or up to three non-VEHICLE CADIAN units from your army that are in your deployment zone, and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CP, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off, the winner chooses who redeploys their units first.
Cadian: Mind Like a Fortress
While a friendly CADIAN unit is within 6″ of this model, in the enemy’s Psychic phase, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
Astra Militarum Resources
FAQs
Winning Astra Militarum Lists of 9th edition
2020 Astra Militarum Lists
2021 Astra Militarum Lists
- Jordan Berresford 3rd Place Objective Secured Perth GT 2021 – Astra Militarum – Adeptus Sororitas
- Joshua McGowan 2nd Place QGG Brisbane Open 2021 – Astra Militarum
- Jon Camacho 3rd Place Clutch City GT 2021 – Astra Militarum – Adeptus Custodes
- Jordan Berresford 3rd Place Objective Secured Perth GT 2021 – Astra Militarum – Adeptus Sororitas
- Alan Blakeborough 2nd Place Spring 2021 Barnyard Brawl! 2021 – Astra Militarum
- Kyle McCord 3rd Place War for the Wooden Spoon GT 2021 – Adeptus Mechanicus – Astra Militarum – Dark Angels
- Alan Blakeborough 2nd Place Waaaagh! Fest WH40K GT 2021 – Astra Militarum
- Alan Blakeborough 2nd Place The Big One Barnyard Brawl GT 2021 – Astra Militarum
- Simeon Pollard 2nd Place Imperium’s Decay 2021 – Astra Militarum – Adeptus Custodes
- Rich Bladon 2nd Place Glasshammer GT #5 2021 – Astra Militarum – Imperial Knights
- Jonathan Gotel 2nd Place Scottish Take Over 9 GT2021 – Astra Militarum
2022 Astra Militarum Lists
- Sebastian Flores Diaz 3rd Place Grand Tournament Hidalgo 2022 – Astra Militarum
- William Pagonis 3rd Place Wars on the Shore GT 2022 – Astra Militarum
- Nick Steeves 2nd Place Mork’s Maritime Open 2022 – Astra Militarum
- Federico Buggiani 3rd Place Seaside Fire 2022 – Astra Militarum
- Brett Urbanowski 3rd Place Warzone Houston GT 2022 – Astra Militarum
- Brett Urbanowski 3rd Place Iron Cage Hurst Headlock 2022 – Astra Militarum
- Treynor Wolfe 2nd Place The Warhound December GT 2022 – Astra Militarum
- Joshua Gilbert 3rd Place The Cleveland Chainsword Championship 2022 – Astra Militarum
- Dan Sammons 1st Place Feliz Exterminatus 2022 – Astra Militarum