Astra Militarum 8th Edition

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

Unit points throughout Time

Astra Militarum

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019Chapter Approved 2019
Medicae ServitorElite-2-------
Guardsman CrewmanHeavy Support-4-------
Death Korps Heavy
Weapons Squad
Heavy Support-5-------
Death Korps Infantry SquadTroops-5-------
Elysian Drop Trooper SquadTroops-5-------
Elysian Heavy Weapons SquadHeavy Support-5-------
Elysian Sniper SquadElite-5-------
Elysian Special Weapons SquadElite-5-------
Hades Breaching Drill VeteransElite-6------5
Death Korps of Krieg
Command Squad
Elite-7-7-7---
Death Korps Combat
Engineer Squad
Elite-7-7-7---
Elysian Command SquadElite-7-7-7---
Elysian Veteran SquadElite-7-7-----
Death Korps Grenadier Storm SquadTroops-8-8-8---
Tarantula BatteryHeavy Support-10-20-20---
Death Korps Death Rider SquadronFast Attack-14------15
Death Korps Death Rider
Command Squadron
Elite-15-------
Sabre Weapons BatteryHeavy Support-20-------
Death Korps Field OfficerHQ-23-------
Death Korps CommissarElite-30--1515--30
Elysian Platoon CommanderElite-30-------
Quartermaster RevenantElite-33-------
Tauros Assault VehicleFast Attack-37-------
Death Korps MarshalHQ-37-------
Death Korps Death Rider
Squadron Commander
Elite-38------35
Cyclops Demolition VehicleHeavy Support-40-60-60---
Elysian Company CommanderHQ-40-------
Elysian Drop SentinelsElite-40-------
Sentinel PowerliftersHeavy Support-45-------
Centaur Light CarrierDedicated Transport-46-------
Tauros VenatorFast Attack-46-------
Death Korps Centaur Light Assault CarrierDedicated Transport-46-------
Death Korps Death Rider CommissarElite-50--3535---
Salamander Scout TankFast Attack-55-------
Death Korps Marshal Karis VennerHQ-55-------
Heavy Mortar BatteryHeavy Support-60-------
Elysian Lord CommissarHQ-60-------
Hades Breaching DrillElite-65-------
Griffon Mortar CarrierHeavy Support-70-77-77---
Rapier Laser DestroyerHeavy Support-70-80-80---
Heavy Quad Launcher BatteryHeavy Support-73-85-85---
Earthshaker CarriageHeavy Support-75-105-105---
Gryphonne Pattern ChimeraDedicated Transport-75-------
Salamander Command VehicleElite-75-110-110---
Earthshaker BatteryHeavy Support-80-115-115---
Manticore BatteryHeavy Support-80-110-100---
Medusa Carriage BatteryHeavy Support-80-100-----
Death Korps Storm ChimeraDedicated Transport-80-------
Atlas Recovery TankElite-90------115
Hydra BatteryHeavy Support-90-75-75---
Trojan Support VehicleDedicated Transport-90-------
Lightning Strike FighterFlyer-95-125-125---
Artemia Pattern HellhoundFast Attack-100-73-73---
Thunderbolt Heavy FighterFlyer-100-125-125---
Armageddon Pattern MedusaHeavy Support-103-115-115---
Aquila LanderFlyer-110-------
Leman Russ ConquerorHeavy Support-110-122-122---
Vendetta GunshipFlyer-110-------
Vulture GunshipFlyer-112------137
Armageddon
Pattern Basilisk
Heavy Support-115-------
Arvus LighterFlyer-115-------
Avenger Strike FighterFlyer-125-150-150---
Valkyrie Sky TalonFlyer-130-------
Leman Russ AnnihilatorHeavy Support-132-122-122---
Death Korps Leman Russ Mars Alpha Battle TanksHeavy Support-132-122-122--107
Marauder DestroyerLord of War-146-------
Colossus BombardHeavy Support-150-------
Leman Russ Stygies VanquisherHeavy Support-165-160-160---
Stygies Destroyer Tank HunterHeavy Support-170-160-160---
Stygies Thunderer Siege TankHeavy Support-170-160-160---
Malcador Heavy TankHeavy Support-190-------
Crassus Armoured
Assault Vehicle
Lord of War-200-------
Malcador AnnihilatorHeavy Support-200-------
Malcador DefenderHeavy Support-200-------
Marauder BomberLord of War-252-------
Minotaur Artillery TankLord of War-280-------
Primaris RedoubtFortification-300-700-700---
Malcador InfernusHeavy Support-312-------
Macharius Heavy TankLord of War-345-------
Gorgon Heavy TransporterLord of War-350-300-300---
Macharius VulcanLord of War-350-------
Praetor Armoured Assault LauncherLord of War-350-------
Macharius OmegaLord of War-355-------
Macharius VanquisherLord of War-360-------
Valdor Tank HunterLord of War-370-------
Arkurian Pattern
Stormhammer
Lord of War-390-------
Arkurian Pattern
Stormsword
Lord of War-390-------
Arkurian Pattern StormbladeLord of War-400-------
Imperial Fortress WallsFortification-400-800-800---
Dominus Armoured
Siege Bombard
Lord of War-450-600-600---
Armoured SentinelsFast Attack40-40--30---
BanebladeLord of War430-390-----350
BanehammerLord of War410-390--370--350
BaneswordLord of War390-390--370--350
BasilisksHeavy Support100-100------
BullgrynsElite35-35------
ChimeraDedicated Transport75-75--60---
Command SquadElite6-6------
CommissarElite30-30-1515---
Company CommanderHQ30-30------
ConscriptsTroops3-34-4---
DeathstrikeHeavy Support155-155--125---
DoomhammerLord of War420-420--400--350
Heavy Weapons SquadHeavy Support4-6------
HellhammerLord of War450-410------
HellhoundsFast Attack73-73------
HydrasHeavy Support115-100--85---
Infantry SquadTroops4-4------
Knight Commander PaskHQ177-177------
Leman Russ Battle TanksHQ132-122-----107
Leman Russ DemolishersHQ132--------
Lord CommissarHQ50-50-3030---
ManticoreHeavy Support125-125135-125---
Master of OrdnanceElite38-30------
Militarum Tempestus
Command Squad
Elite9-9------
Militarum
Tempestus Scions
Troops9-9-----7
Officer of the FleetElite25-25--20---
OgrynsElite30-30--24--30
Platoon CommanderHQ20-20------
RatlingsElite5-87-7--5
Rough RidersFast Attack8--------
Scout SentinelsFast Attack35-35--30---
ShadowswordLord of War430-390--410--370
Special Weapons SquadElite4-4------
StormlordLord of War430-430-----410
StormswordLord of War390-390-----370
Tank CommanderHQ167-167--142---
TauroxDedicated Transport55-4050-50---
Taurox PrimeDedicated Transport60-6580-80---
Tempestor PrimeHQ40-40-----35
ValkyriesFlyer130-110--100---
VeteransElite6-6--5---
WyvernsHeavy Support85-8595-95--105
Colonel ‘Iron Hand’ StrakenHQ90-75------
Colour Sergeant KellElite50-50--40---
Commissar YarrickHQ130-130--100---
Nork DeddogElite80-70--60--55
Sergeant HarkerElite50-50------
AstropathElite--1530-30--15
Primaris PsykerHQ--2838-38---
Wyrdvane PsykerElite--8--7---
CrusadersElite--11------
Ministorum PriestElite--35------
Tech-Priest EnginseerElite--30------
Lord Castellan CreedHQ70----55---
Rein and RausElite----35----
ServitorsElite--2-----5
Ogryns BodyguardElite--55--45---
Sly MarboElite----8555---
Commissar Severina RaineHQ-------36-
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019Chapter Approved 2019

 

Astra Militarum Special Rules

Defenders of Humanity: If your army is Battle-forged, all Troops units in Astra Militarum 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 that objective marker. 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.

Grinding Advance: If this model 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). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon, vanquisher battle cannon, demolisher cannon, executioner plasma cannon and punisher gatling cannon.

Astra Militarum Orders

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.

Take Aim!: Re-roll hit roll of 1 for all models in the ordered unit until the end of the phase.

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

Forward, for the Emperor!: The ordered unit can shoot this phase even if it Fell back in its Movement phase.

Move!Move!Move!: 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!: 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.

Regimental Orders

Many AstraMilitarum 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 whichmay be used by officerswith the appropriate regiment keyword. For example, CATACHAN officers may issue the Catachan ‘Burn them out!’ order in addition to any of the standard orders from the list on the previous page. Some of the orders below are noted as being Tank Orders. Thesemay 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.

Cadian (Tank Order) Pound Them to Dust!: For the duration of this phase, you can re-roll the dice when determining the number of attacks the orderd model can make with turret weapons, that use a randomly determined number.

Catachan Burn Them Out: You can re-roll the dice when determining the number of attacks the ordered unit can make with flamers and heavy flamers unit 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 savings throws for being in cover this phase.

Valhallan Fire on My Command!: The ordered unit can shoot a 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.

Vostroyan Repel the Enemy!: 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.

Armageddon Mount up!: Unit the end of the phase, the ordered unit can shoot and ten 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!: The ordered model can move up tgo 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.

Militarum Tempestus Elimination Protocol Sanctioned!: You can re-roll failed wound rolls for models form the ordered unit when attacking any enemy Vehicles or Monsters this phase.

Mordian Form Firing Squad!: 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.

Regimental Doctrines

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 noted opposite) is drawn from the same regiment. TheRegimental Doctrine gained depends upon the regiment they are drawn from, as shown opposite. 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.

Cadian Bron Soldiers: Re-roll hot rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an Infantry unit with this doctrine is issuedthe Take Aim! Order and it did not move in the previous Movment phase, re-roll all failed hit rolls for the unit until the end of the phase instead.

Catachan Brutal Strength: Infantry units with this doctrine add 1 to their Strength. In addition, they can add 1 to their Leadership if they are within 6″ of friendly Catachan Officer. Each time a Vehicle with this Doctrine fires a ranged weapon that makes a random number of attacks you can re-roll one of the dice used to determine the number of attacks made.

Valhallan Grim Demeanour: Infantry units with this doctrine halve the number of models that flee, rounding up, if they fail a Morale test. Vehicles with this doctrine that have a damage table double the number of Wounds they have remaining for the purposes of determining what their characteristics are.

Vostroyan Heirloom Weapons: Units with this doctrine can add 6″ to the maximum range of Heave or Rapid Fire weapons they fire which would normally have a range of 24″ or more.

Armageddon Industrial Efficiency: Infantry units with this doctrine may double the number of attacks they make with Rapid Fire weapons at a range of up to 18″, rather than half the weapon’s range as normal. Vehicles with this doctrine treat attacks against them with an AP of -1 as having AP 0.

Tallarn Swift as the Wind: Infantry units with this doctrine can Advance and still shoot any weapon type except Heavy weapons. When they do so they do not suffer the usual penalties to hit rolls for Assault Weapons. Vehicles with this Doctrine do not suffer the penalty to their hit rolls for moving and firing Heavy weapons. If a Titanic Vehicle with this Doctrine Advances, it treats all Heavy Weapons it is equipped with as Assault weapons until the end of the turn.

Militarum Tempestus Storm Troopers: 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.

Mordian Parade Drill: If the base of every model in an Infantry unit with this doctrine is touching the base of at least one other model from the same unit, the unit has 1+ Leadership and you can add 1 to hit rolls made for models in that unit when firing Overwatch. You can add 1 to hit rolls made for Vehicles with this doctrine when firing Overwatch if they are within 3″ of one or more other friendly Mordian Vehicles.

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

Gunnery Experts: 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.

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

Disciplined Shooters: 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: 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.

Combined Auspex: 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.

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

Pyromaniacs: 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.

Wilderness Survivors: 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.

Jury-rigged Repairs: 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: 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: 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.

Slum Fighters: 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.

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.

Death from the Dark 54th Psian Jakals: 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.

Predatory Strike 32nd Thetoid Eagles: 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.

Prized Weaponry 133rd Lambdan Lions: Improve the Armour Penetration characteristic of weapons models with this doctrine are equipped with by 1 (e.g. AP 0 becomes AP -1).

Crack Shots 43rd Idtan Dragons: Add 6″ to the Range characteristic of Rapid Fire weapons models with this doctrine are equipped with.

Mobilized Infantry 55th Kappic Eagles: 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.

Resolute Heroism 9th Iotan Gorgonnes: 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.

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. Named characters cannot be given a Tank Ace ability, and no model can have more than one Tank Ace ability.

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

Master Mechanic: 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: 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.

Weapon Expert: Improve the Armour Penetration characteristic of turret weapons (see Codex: Astra Militarum) this model is equipped with by 1 (e.g. AP 0 becomes AP -1).

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

Up-armoured: This model has a Save characteristic of 2+.

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

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: 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: 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: 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.

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

Inspiring Might: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.

Hull-down Deployment:This model receives the benefit of cover until the first time it moves in the battle.

Steadfast Leviathan: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.

Astra Militarum Stratagems

As of 02-19-2020 Astra Militarum Stratagems groups are…

  • Universal Stratagems
  • Astra Militarum Stratagems
  • Emperor’s Blade Assault Company
  • Emperor’s Wrath Artillery Company
  • Emperor’s Conclave Infantry Company
  • Emperor’s Fist Tank Company
  • Tempestus Drop Force
  • The Greater Good 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.

Prepared Positions: 2 CP

At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. 

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.

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.

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 06-03-2019 Specialist Detachment Stratagems are…

Field Commander: 1 CP 

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

Emperor’s Blade Assault Company: 1 CP 

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.

Mechanized Fire Support: 1 CP

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.

Rapid Redeploy: 1 CP

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.

As of 06-03-2019 Specialist Detachment Stratagems are…

Field Commander: 1 CP 

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

The Emperor’s Conclave Infantry Company: 1 CP 

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.

No Quarter Given: 2 CP

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.

Sanctimonious Charge: 1 CP

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.

As of 06-03-2019 Specialist Detachment Stratagems are…

Field Commander: 1 CP 

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

The Emperor’s Fist Tank Company: 1 CP 

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.

Unyielding Advance: 1 CP

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.

Steel Phalanx: 1 CP

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.

As of 06-03-2019 Specialist Detachment Stratagems are…

Field Commander: 1 CP 

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

Tempestus Drop Force: 1 CP 

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.

Precision Drop: 1 CP

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.

Aerial Fire Support: 1 CP

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.

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.

Relentless: 1 CP 

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.

Direct Onslaught: 1 CP 

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.

Experienced Eye: 1 CP

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).

Furious Charge: 1 CP

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.

Splash Damage: 1 CP

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.

Concentrated Fire: 1 CP

Use this Stratagem in your Shooting phase, when a HEAVY WEAPONS SQUAD unit 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 (see Codex: Astra Militarum).

Strike First, Strike Hard: 1 CP

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.

Shield of Flesh: 1 CP

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.

Hail of Fire: 2 CP

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).

Rolling Death: 1 CP

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.

Head First: 1 CP

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.

Focused Bombardment: 1 CP

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.

Deft Mandeuvring: 1 CP

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).

Psychic Conclave: 1 CP

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.

Astra Militarum Unique Items

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

  • Heirlooms of Conquest
  • Regiment Specific Heirlooms of Conquest
  • Specialist Detachment Heirlooms of Conquest

(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 Heirlooms of Conquest 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.

If your army includes any Specialist Detachments, you can give one of the following relics to the specific Specialist Detachment Characters from your army.

Emperor’s Blade Assault Company: Shield of Mortwald

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.

Emperor’s Wrath Artillery Company: Agripinaa-Classorbital Tracker

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.

Emperor’s Conclave Infantry Company: Litanies of the Holy Synod

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.

Emperor’s Fist Tank Company: Hammer of Sunderance

Model with battle cannon only. Hammer of Sunderance replaces the bearer’s battle cannon and has the following profile: Range: 72″ , Type: Heavy 6, S 8, AP-2, D 3.

Tempestus Drop Force: Cypra Mundi Null-Emitter

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.

Astra Militarum Psychic Powers

As of 06-05-2019 Astra Militarum Psychic Power groups are…

  • Psykana Discipline

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Psykana discipline by selecting the psychic powers you wish the psyker to have.

Terrifying Visions: WC 7

If manifested,choose an enemy unit within 18″ of the psyker. That unit subtracts 2 form its Leadership unit the start of your next turn.

Gaze of the Emperor: WC 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.

Psychic Barrier: WC 6

If manifested, choose a friendly Astra Militarum unit within 12″ of the pskyer. Until the start of your next Psychic phase, add 1 to that unit’s saving throws.

Nightshroud: WC 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 ot its hit rolls.

Metal Fortitude: WC 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.

Psychic Maelstrom: WC 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 an other dice. On 3+ that enemy unit suffers another mortal. Continue this process adding 1 to the dice roll required each time until you fail to cause a mortal wound, or the enemy unit is destroyed.

Astra Militarum Warlord Traits

 

As of 06-05-2018 Astra Militarum Warlord Trait groups are…

  • Universal Warlord Traits
  • Astra Militarum Warlord Traits
  • Regimental Warlord Traits
  • Specialist 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.

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

Emperor’s Blade Assault Company: Mechanized Commander

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.

Emperor’s Wrath Artillery Company: Lord of Ordnance

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. AP 0 becomes AP-1, AP-1 becomes AP-2).

Emperor’s Conclave Infantry Company: Fiery Denouncer

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

Emperor’s Fist Tank Company: Unflinching Resolve

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

Tempestus Drop Force: Grav-chute Commando

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.

Astra Militarum Resources

FAQs

Winning Astra Militarum Lists of 8th edition

2017 Astra Militarum Lists

  1. Alex Harrison 2nd Overall Caledonian Revolution 2017
  2. Brandon Grant 1st Overall BAO 2017
  3. Brandon Grant 3rd Overall Hammer of Wrath 2017
  4. Mitch Pelham 2nd Overall BAO 2017
  5. Adam Camilleri 1st Overall EastCon 2017
  6. Aaron Aleong 1st Overall GenCon 2017
  7. Tony Grippando 1st Overall Rampager GT 2017
  8. Andrew Gonyo 1st Overall Nova Open 2017
  9. Tony Kopach 3rd Overall Nova Open 2017
  10. Colin Sherman 1st Overall Harvester of Souls 2017
  11. Emil Espegren 2nd Overall Invasion 2017
  12. Iain Andrew 2nd Overall Battle of the Bush 2017
  13. Matthew Towes 2nd Overall Attack-X 2017
  14. Tony Grippando 1st Overall Michigan GT 2017
  15. Brandon Grant 1st SoCal Open 2017
  16. Scott Knudsend 2nd Salt City Gladiator Games 2017
  17. Aaron Aleong 1st Overall Renegade Open 2017
  18. David Koszka 3rd Overall Goldensprue GT 2018
  19. Andreas Berglund 2nd Overall Dags för Westeros ITC VI 2017
  20. Johan Norrman 3rd Overall Dags för Westeros ITC VI 2017

2018 Astra Militarum Lists

  1. Andreas Berglund 2nd Overall Dags för Westeros ITC VI 2017
  2. Kåre Schmidt Ettup 3rd Overall Warzone Slagelse GT 2018
  3. Mitchell Pelham 1st Overall Da Momma’s Boyz Spring Brawl 2018
  4. Brandon Grant 3rd Overall Broadside Bash 2018
  5. Michael Walsh 1st Overall Barnyard Brawl 1 2018
  6. Colin Mcdade 3rd Overall The Alamo GT 2018
  7. Mike Brandt 3rd Overall London GT 2018 Brenden
  8. Chrustie 1st Overall Plains of War GT 2018
  9. Cyle Thompson 2nd Overall Plains of War GT 2018
  10. Trent Northington 1st Overall Flying Monkey GT 2018
  11. Cyle Thompson 2nd Overall Flying Monkey GT 2018
  12. Brandon Grant 1st Overall Boise Cup 2018
  13. Cyle Thompson 1st Overall Slaughterhouse GT 2018
  14. Mani Cheema 1st Overall Caledonian Revolution 2018
  15. Mitch Pelham 1st Overall TSHFT 40K Championship 2018
  16. Michael Walsh 1st Overall Barnyard Brawl 2018
  17. Nick Antzoulatos 2nd Overall Barnyard Brawl 2018
  18. Mike Porter 1st Overall The North West Open 2018
  19. Jack Harpster 3rd Overall BAO 2018
  20. Aaron Aleong 1st Overall MAGS Championship 2018
  21. Gregory Wright 3rd Overall The Frontrange GT 2018
  22. Joshua Death 3rd Overall Capital City Bloodbath 2018
  23. Sam Henley 1st Overall Siegeworld 2018
  24. Andrew Gonyo 1st Overall Nova Open 2018
  25. Trent Northington 2nd Overall Nova Open 2018
  26. Oscar Lemming 1st Overall Westeros ITC VIII 2018
  27. Erik Trock 2nd Overall Battle for Salvation 2018
  28. Nick Antzoulatos 1st Overall The Barnyard Brawl 2018
  29. Brandon Grant 1st Overall SoCal Open 2018
  30. Leigh Abbey 3rd Overall Overwatch Open V 2018
  31. Tyler DeVries 2nd Overall Renegade Open GT 2018
  32. Andreas Berglund 1st Overall Games of Westeros V 2018
  33. Michael Snider 1st Overall The Rudder GT 2018
  34. Erik Trock 3rd Overall Crucible Of Winter GT 2018
  35. Darrick Simon 2nd Overall Crucible Of Winter GT 2018
  36. Scott Horras 1st Overall Crucible Of Winter GT 2018

2019 Astra Militarum Lists

  1. Tony Kopach 1st Overall Hammer In The New Year 2019
  2. Scotts Cairns 2nd Overall Aberdeen LVO Warmup GT 2019
  3. Brandon Grant 1st Overall LVO 40k Champs 2019
  4. Michael Snider 3rd Overall LVO 40k Champs 2019
  5. Jon Kilcullen 2nd Overall Wheat City Open 2019
  6. Aaron Aleong 1st Overall CAGBASH XII Part 2 Of MAGS Series 2019
  7. Nick Anderson 3rd Overall Desperate Allies GT 2019
  8. Mike Porter 2nd Overall Warhammer 40k March Grand Slam GT 2019
  9. Adrien Bonal 2nd Overall Gibraltar 40k GT 2019
  10. Simon Shoup 2nd Overall Oz-Con 2019
  11. Jouni Haavisto 2nd Overall Fantasia Fanatic XXXV 2019
  12. Matthew Douthat 3rd Overall Battle for the Peak 2019
  13. Tyler White 2nd Overall Circle City GT 2019
  14. Aaron Aleong 3rd Overall Circle City GT 2019
  15. Adam Green 2nd Overall Alberta Classic 2019
  16. Tyler DeVries 2nd Overall Spring Conflagration 2019
  17. Lee Connor 2nd Overall Overwatch Battle Royale 2019 Astra Militarum
  18. Scott Horras 3rd Overall Carnage of Summer 2019 Astra Militarum
  19. Brenden Chrustie 1st Overall Plains of War 2019 Astra Militarum
  20. Adam Green 2nd Overall Amiable Bright GT 2019 Astra Militarum
  21. Travis Jacobs 3rd Overall Plains of War 2019 Astra Militarum
  22. Rune Kappel 1st Overall Slagcon 2019 Astra Militarum
  23. Reece Robbins 3rd Overall Throne of War 2019 Astra Militarum
  24. Christopher Wright 2nd Overall Wintercon 2019 – Astra Militarum
  25. Mani Cheema 1st Overall Caledonian Revolution 2019 – Astra Militarum
  26. Brandon Grant 2nd Overall Slaughterfest 2019 – Astra Militarum
  27. Jake Nelson 3rd Overall GK Open The Uno 2019 – Astra Militarum
  28. Aaron Aleong 1st Overall MAGS Finals 2019 – Astra Militarum
  29. Brandon Grant 3rd Overall Hammer of Wrath 2019 – Astra Militarum
  30. Christopher Wright 3rd Overall Battle in the Bush 2019 – Astra Militarum
  31. Dominic Metzger 2nd Overall Wars on the Shore 2019 – Astra Militarum
  32. Scott Cairns 2nd Overall TSHFT 2019 – Astra Militarum
  33. Aaron Aleong 1st Overall Blowout Charity GT 2019 – Astra Militarum
  34. Matt Zarr 3rd Overall Harvester of Souls 2019 – Astra Militarum
  35. Wesley P. 3rd Overall Edmonton Onslaught 2019 – Astra Militarum
  36. Brenden Chrustie 1st Overall Middle of Nowhere GT 2019 – Astra Militarum
  37. Aaron Aleong 2nd Overall Michigan GT 2019 – Astra Militarum
  38. Nathan Whitbread 3rd Overall Autumn Hull 2019 – Astra Militarum
  39. Jordan Malik 3rd Overall Maelstrom Massacre 2019 – Astra Militarum