Astra Militarum 9th Edition

Codex Astra Militarum: Astra Militarum 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
Armored SentinelsFast Attack30
AstropathElites25
BanebladeLord of War385
BanehammerLord of War380
BaneswordLord of War380
BasilisksHeavy Support110
BullgrynsElites38
ChimeraDedicated Transport65
Command SquadElites6
CommissarElites20
Company CommanderHQ35
ConscriptsTroops5
CrusadersElites15
DeathstrikeHeavy Support135
DoomhammerLord of War390
Heavy Weapons SquadHeavy Support7
HellhammerLord of War425
HellhoundsLord of War95
HydrasHeavy Support95
Infantry SquadTroops5
Knight Commander PaskHQ185
Leman Russ Battle TanksHeavy Support130
Lord commissarHQ35
ManticoreHeavy Support130
Master of OrdnanceElites35
Militarum tempestus command squadElites10
Militarum tempestus scionsTroops9
Ministorum priestElites40
Officer of the FleetElites25
Ogryn bodyguardElites50
OgrynsElites30
Platoon commanderElites25
Primaris psykerHQ50
RatlingsElites8
Scout SentinelsFast Attack30
ServitorsElites7
ShadowswordLord of War440
Special Weapons SquadElites6
StormlordLord of War430
StormswordLord of War410
Tank CommanderHQ155
TauroxDedicated Transport60
Taurox PrimeDedicated Transport90
Tech-priest EnginseerElites35
Tempestor primeHQ40
ValkyriesFlyer105
VeteransTroops6
Wyrdvane psykersElites8
WyvernsHeavy Support120
Colonel 'Iron Hand' StrakenHQ80
Colour Sergeant KellElites45
Commissar YarrickHQ105
Lord Castellan CreedHQ60
Nork DeddogElites60
Sergeant HarkerElites66
Severina RaineElites35
Sly MarboElites60
Artillery barrageRanged0
AutocannonRanged10/15
autogunRanged0
Baneblade cannonRanged0
Battle cannonRanged20
bolt pistolRanged0/2
boltgunRanged2
Chem cannonRanged0
Deathstrike missileRanged0
Demolisher cannonRanged20
Earthshaker cannonRanged0
Eradicator nova cannonRanged15
Executioner plasma cannonRanged15
Exterminator autocannonRanged30
flamerRanged5
frag bombRanged0
frag grenadesRanged0
grenade launcherRanged5
grenadier gauntletRanged5
heavy bolterRanged10/15
heavy flamerRanged10/15
heavy stubberRanged5
Hellhammer cannonRanged
Hellstrike missilesRanged
hot-shot lasgunRanged
hot-shot laspistolRanged
hot-shot volley gunRanged5
Hunter-killer missileRanged5
Hydra quad autocannonRanged0
Inferno cannonRanged10
Krak grenadesRanged0
LascannonRanged15/20
lasgunRanged0
lasgun arrayRanged0
laspistolRanged0
magma cannonRanged0
melta cannonRanged10
meltagun (model with BS 4+)Ranged5
meltagun (other)Ranged10
missile launcherRanged15/20
mortarRanged10
multi-laserRanged5
multi-meltaRanged20/25
multiple rocket podRanged5
plasma cannonRanged15/20
plasma gun (model with BS 4+)Ranged5
plasma gun (other)Ranged10
plasma pistolRanged5
punisher gatling cannonRanged35
quake cannonRanged0
ripper gunRanged0
shotgunRanged0
sniper rifleRanged2
storm bolterRanged3
storm eagle rocketsRanged0
stormsword siege cannonRanged0
taurox battle cannonRanged15
taurox gatling cannonRanged20
taurox missile launcherRanged30
tremor cannonRanged0
twin heavy bolterRanged30
twin heavy flamerRanged30
vanquisher battle cannonRanged15
volcano cannonRanged0
vulcan mega-bolterRanged0
wyvern quad stormshard mortarRanged0
Adamantium tracksMelee0
Bullgryn maulMelee5
ChainswordMelee0
Force staveMelee0
Huge knifeMelee0
Omnissian axeMelee0
Power fistMelee10
Power swordMelee5
Sentinel chainsawMelee2
Telepathica StaveMelee0
Servo-armMelee0
Wyrdvane staveMelee0
Augur arrayWargear5
Brute shieldWargear5
Bullgryn plateWargear5
Dozer bladeWargear5
Medi-packWargear5
Platoon standardWargear5
Regimental standardWargear5
SlabshieldWargear0
Storm shieldWargear0
Tempestus command rodWargear5
Track guardsWargear5
Vox-casterWargear5
Cyclops Demolition VehicleElites60
Hades Breaching DrillElites65
Hades Breaching VeteransElites6
Artemia Pattern HellboundElites115
Armageddon Pattern BasiliskHeavy Support120
Armageddon Pattern MedusaHeavy Support120
CarnodonHeavy Support60
Colossus BombardHeavy Support155
Earthshaker CarriageHeavy Support100
Guardsman CrewmanHeavy Support5
Heavy Mortar BatteryHeavy Support65
Heavy Quad Launcher BatteryHeavy Support95
Lemun Russ AnnihilatorHeavy Support130
Lemun Russ Stygies VanquisherHeavy Support155
Malcador AnnihilatorHeavy Support130
Malcador DefenderHeavy Support200
Malcador Heavy TankHeavy Support215
Malcador InferusHeavy Support315
Manticore BatteryHeavy Support135
Medusa Carriage BatteryHeavy Support90
Rapier Laser BatteryHeavy Support90
Stygies Thunderer Siege TankHeavy Support135
Tarantula BatteryHeavy Support20
Centaur Light CarrierHeavy Support50
Gryphonne Pattern ChimeraHeavy Support65
Trojan Support VehicleHeavy Support105
Arvus LighterFlyer115
Avenger Strike FighterFlyer165
Lightning Strike FighterFlyer135
Thunderbolt Heavy FighterFlyer125
Vendetta GunshipFlyer95
Vulture GunshipFlyer140
Arkurian Pattern StormbladeLord of War425
Crassus Armoured Assault VehicleLord of War200
Dominus Armoured Siege BombardLord of War590
Macharius Heavy TankLord of War400
Macharius VanquisherLord of War410
Macharius VulcanLord of War415
Macharius BomberLord of War260
Macharius DestroyerLord of War180
Minotaur ArtilleryLord of War320
Praetor Armoured Assault LauncherLord of War400
Valdor Tank HungerLord of War400
Artemia inferno cannonRanged0
Avenger bolt cannonRanged0
Co-axial storm bolterRanged0
Colossus siege mortarRanged0
Cyclops demolition chargeRanged0
Defensive heavy stubberRanged0
Heavy mortarRanged0
Heavy quad launcherRanged0
Hellfury missileRanged15
Inferno gunRanged0
Laser DestroyerRanged0
Long-barrelled autocannonRanged15
Macharius battle cannonRanged0
Macharius vanquisher cannonRanged0
Macharius vulcan mega-bolterRanged0
Manticore missileRanged10
Medusa siege cannonRanged0
Medusa siege gunRanged0
Multiple rocket podRanged5
Neutron laser projectorRanged0
Plasma blastgunRanged0
Praetor launcherRanged0
Sky eagle rocketRanged10
Skystrike missileRanged15
Stygies Vanquisher battle cannonRanged0
Twin earthshaker cannonRanged0
Twin punisher gatling cannonRanged70
Volkite caliverRanged15
Volkite culverinRanged30
Dominus triple bombardRanged0
Melta-cutter drillMelee0
Adamantium tracksMelee0
Cluster of heavy bombsWargear30
Cluster of hellstorm bombsWargear40
Cluster of tactical bombsWargear20
Death Korps Death Rider Squadron CommanderHQ45
Death Korps Field OfficerHQ30
Death Korps MarshalHQ35
Death Korps Marshal Karis VennerHQ65
Death Korps Infantry SquadTroops6
Death Korps Grenadier Storm SquadTroops7
Death Korps Grenadier Storm SquadElites7
Death Korps CommissarElites20
Death Korps Death Rider Command SquadronElites13
Death Korps Combat Engineer SquadElites7
Death Korps of Krieg Command SquadElites7
Death Korps Quartermaster ReverentElites50
Medicae ServitorElites5
Death Korps Death Rider SquadronFast Attack13
Death Korps Heavy Weapons SquadHeavy Support7
Death Korps Leman Russ Mars Alpha Battle TanksHeavy Support130
Death Korps Centaur Light Assault CarrierDedicated Transport50
Death Korps Storm ChimeraDedicated Transport65
Acid gas bombRanged0
Co-axial heavy stubberRanged0
Conqueror battle cannonRanged25
Krieg combat shotgunRanged1
Mole launcherRanged20
Death Korps hunting lanceMelee1
Medical scalpelsMelee0
Savage clawsMelee0
Ablative storm armour and mine ploughWargear10
Medi-packWargear5
Memento moriWargear10
Platoon standardWargear5
Regimental standardWargear5
Storm armour and mine ploughWargear10
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

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 07-25-20 Astra Militarum Stratagems groups are…

  • Core Stratagems
  • Astra Militarum Stratagems
  • The Greater Good 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 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.

 

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 07-25-20 Astra Militarum Unique Item groups are…

  • Heirlooms of Conquest
  • Regiment Specific 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.

Astra Militarum Psychic Powers

As of 07-25-2020 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 07-20-2025 Astra Militarum Warlord Trait groups are…

  • Astra Militarum Warlord Traits
  • Regimental Warlord Traits

(See tabs for details)

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.

Astra Militarum Resources

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