Astra Militarum

1.01.02

With Errata Version 1.1 Published 7/24/2014

Contents

Contents

Astra Militarum Special Rules

Warlord Traits

Warlord Traits Table

Voice of Command

Astra Militarum Orders

Astra Militarum Army List

HQ – Company Command Squad

Colonel ‘Iron Hand’ Straken

Lord Castellan Ursarkar E. Creed

Colour Sergeant Jarran Kell

Nork Deddog

Other (HQ) – Ministorum Priests

Other (HQ) – Primaris Psyker

Other (HQ) – Enginseer

Servitor

HQ – Tank Commander

Knight Commander Pask

HQ – Commissar Yarrick

HQ – Lord Commissar

Other (HQ) – Commissar

Troops – Infantry Platoon

Platoon Command Squad

Infantry Squad

Special Weapons Squad

Heavy Weapons Squad

Conscripts Squad

Troops – Veterans

Gunnery Sergeant "Stonetooth" Harker

Elites – Militarum Tempestus Platoon

Militarum Tempestus Command Squad

Tempestus Scions

Elites – Wyrdvane Psykers

Elites – Ratlings

Elites – Ogryns

Elites – Bullgryns

Fast Attack – Rough Riders

Fast Attack – Scout Sentinel Squadron

Fast Attack – Armoured Sentinel Squadron

Fast Attack – Valkyrie Squadron

Fast Attack – Vendetta Squadron

Heavy Support – Leman Russ Squadron

Heavy Support – Hydra Battery

Heavy Support – Basilisk Battery

Heavy Support – Wyvern Battery

Heavy Support – Manticore

Heavy Support –Deathstrike

Heavy Support – Hellhound Squadron

Dedicated Transport – Chimera

Dedicated Transport – Taurox

Dedicated Transport – Taurox Prime

Armoury of the Imperium

Ranged Weapons

Melee Weapons

Special Issue Wargear

Armour

Carapace Armour

Flak Armour

Power Armour

Astra Militarum Vehicle Equipment

Heirlooms of Conquest

Astra Militarum Wargear Lists

Profiles

Glossary

THE IMPERIAL GUARD

Astra Militarum Special Rules

The Astra Militarum army uses a number of special rules that are common to several of its units. These are collected and explained here, in full, for your convenience. Special rules that are unique to particular units are presented in the relevant entry instead. Other, more common, rules are simply listed by name – these are described in full in the Special Rules section of your Warhammer 40,000 rulebook.

Heavy Weapons Team

For all game purposes, each Heavy Weapons Team or Veteran Weapons Team is treated as a single model with the Bulky special rule – it may only fire one weapon in the Shooting phase, only gains one additional Attack for charging, and only counts as one model for Morale checks, for example.

Warlord Traits

When generating his Warlord Traits, an Astra Militarum Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the table to the right. Note that if your Warlord is a Tank Commander, he must roll a D3 on the table to the right instead of a D6 – he can never roll on any other Warlord Traits table.

Warlord Traits Table

D6 WARLORD TRAIT

1 Grand Strategist: Nominate D3 units in your primary detachment. These units gain the Outflank special rule.

2 Old Grudges: During Deployment, before deploying Infiltrators and before Scouts redeploy, choose one Warhammer 40,000 codex. The Warlord and his unit have the Preferred Enemy special rule against all enemy units chosen from that codex.

3 Draconian Disciplinarian: Friendly units from Codex: Astra Militarum within 12" of the Warlord do not take Morale tests for suffering 25% or more casualties.

4 Implacable Determination: The Warlord and his unit have the Relentless special rule.

5 Bellowing Voice: Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command special rule, he can issue orders to friendly units from Codex: Astra Militarum that are within 18" of him.

6 Master of Command: Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command special rule, he can issue one additional order each turn.

Voice of Command

A model with this special rule is known as an officer. An officer can issue one order each turn. Orders are issued and their effects resolved at the start of your Shooting phase. If you have more than one officer, or if you have an officer that has a special rule allowing it to issue more than one order a turn, issue and resolve each order one at a time.

An officer can attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground. Issuing an order does not prevent the officer’s unit from acting (shooting, Running etc.) later in that phase.

Issuing an Order

To issue an order, declare the order your officer is attempting to issue and select a single friendly non-vehicle unit from Codex: Astra Militarum that is within 12" of the officer – this can be the officer’s own unit if you wish. We call this unit the ‘ordered unit’. The ordered unit must then take a Leadership test to see if the order has been understood and acted upon. If the test is passed, the order takes effect as specified in its description.

If the test is failed, the order does not take effect.

Unless an order causes the ordered unit to make a shooting attack or Run, receiving it does not prevent the ordered unit from acting later in that phase, whether the order was successful or not.

Orders cannot be issued to embarked units or units that previously received an order that phase (whether or not that order was successful). Unless otherwise stated, orders cannot be issued to units that are locked in combat, are falling back, or have gone to ground.

Inspired Tactics

If a double 1 is rolled for the ordered unit’s Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.

Incompetent Command

If a double 6 is rolled for the ordered unit’s Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.

Astra Militarum Orders

‘Take Aim!’: The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Precision Shot special rule.

‘Smite at Will!’: The ordered unit must make a shooting attack. When resolving this shooting attack, the ordered unit has the Split Fire special rule.

‘First Rank, Fire! Second Rank, Fire!’: The ordered unit must make a shooting attack. When resolving this shooting attack, all models firing with Lasguns or Hot-Shot Lasguns fire one additional shot.

‘Forwards, for the Emperor!’: The ordered unit must make a shooting attack. Once this shooting attack has been resolved, the ordered unit must Run, even though a unit cannot normally Shoot and Run in the same phase.

‘Move! Move! Move!’: The ordered unit must Run. When determining how far the unit Runs, roll three dice and use the highest result.

‘Suppressive Fire!’: The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Pinning special rule.

‘Bring it Down!’: ‘Bring it Down!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter special rules.

‘Fire on my Target!’: ‘Fire on my Target!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Ignores Cover special rule.

‘Get Back in the Fight!’: ‘Get Back in the Fight!’ can only be issued by a model with the Senior Officer special rule. Unlike other orders, ‘Get Back in the Fight!’ can only be issued to a unit that is falling back or that has gone to ground. The ordered unit immediately regroups if falling back, but it does not make a 3" move. If the unit has gone to ground, the effects of going to ground are immediately cancelled instead. In either case, the ordered unit can act (shoot, run, charge etc.) normally for the remainder of the turn.

Astra Militarum Army List

HQ – Company Command Squad

Unit Type:

Infantry. Company Commander is Infantry (Character)

Unit Composition:

1 Company Commander

4 Veterans

Wargear:

Company Commander:

• Flak Armour

• Laspistol

• Close Combat Weapon

• Frag Grenades

• Refractor Field

Veterans:

• Flak Armour

• Lasgun

• Frag Grenades

Veteran Weapons Team:

• Flak Armour

• Lasgun

• Frag Grenades

Astropath, Master of Ordnance and Officer of the Fleet:

• Flak Armour

• Close Combat Weapon

• Frag Grenades

Special Rules:

Company Commander:

• Voice of Command

• Senior Officer: This model can issue up to two orders each turn.

Veteran Weapons Team:

• Heavy Weapons Team

Astropath:

• Psyker (Mastery Level 1): Astropaths generate their powers from the Daemonology and Telepathy disciplines.

Master of Ordnance:

• Artillery Bombardment: The Master of Ordnance may make a shooting attack with the following profile:

Range Infinite S 9 AP 3 Type Ordnance 1, Barrage, Large Blast

An Artillery Bombardment is resolved separately from other Barrage weapons fired by the same unit in the same Shooting phase, but must choose the same target as the rest of the unit.

If a Hit! is rolled on the scatter dice, the Blast marker scatters 2D6" in the direction shown by the arrow on the ‘Hit’ symbol. If an arrow is rolled, the Blast marker scatters an additional D6". If the Master of Ordnance has Line of Sight to his target then he reduces the total distance scattered by his Ballistic Skill.

Officer of the Fleet:

• Navy Orders: An Officer of the Fleet may take a Leadership test at the beginning of your turn, before any Reserve rolls are made. If the test is successful, choose one of the following Navy Orders to immediately take effect. If you have more than one Officer of the Fleet, all modifiers are cumulative.

-         Coordinate Reserves: You receive a +1 bonus to all Reserve Rolls during your turn.

-         Intercept Reserves: Your opponent suffers a -1 penalty to all Reserve Rolls during his next turn, but will always pass a Reserve Roll on a 6.

Options:

• May add any of the following:

- One Astropath..........25 pts

- One Master of Ordnance ..........20 pts

- One Officer of the Fleet..........20 pts

Any of these may exchange their Close Combat Weapon for a Laspistol..........free

• The Company Commander may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.

• The Company Commander may replace his Laspistol with a Shotgun..........free

• Any Veteran may replace his lasgun with a Laspistol and Close Combat Weapon..........free

• One Veteran may carry a Vox-caster..........5 pts

• One other Veteran may replace his Lasgun with a Heavy Flamer..........10 pts

• One other Veteran may carry a Medi-pack..........15 pts

• One other Veteran may carry a Regimental Standard..........15 pts

• Two other Veterans may form a Veteran Weapons Team who must take one item from the Heavy Weapons list.

• Any remaining Veteran that has not been upgraded with one of the options above may replace his Lasgun with one item from the Special Weapons list.

• All Veterans (including any Veteran Weapons Team) may take any of the following:

- Krak Grenades..........1 pt/model

- Carapace Armour..........2 pts/model

- Camo Gear.......... 2 pts/model

• The squad may take a Chimera or Taurox as a Dedicated Transport.

One Company Command Squad in your army may replace its Company Commander with Colonel ‘Iron Hand’ Straken.

One Company Command Squad in your army may replace its Company Commander with Lord Castellan Creed.

If a Company Command Squad includes Lord Castellan Creed then it may replace one Veteran with Colour Sergeant Kell.

One Company Command Squad in your army may add Nork Deddog.

Colonel ‘Iron Hand’ Straken

Catachan’s Man of Adamantium

One Company Command Squad in your army may replace its Company Commander with Colonel ‘Iron Hand’ Straken.

Unit Type:

Infantry (Character)

Wargear:

• Flak Armour

• Plasma Pistol

• Shotgun

• Close Combat Weapon

• Frag Grenades

• Refractor Field

Warlord Trait:

• Implacable Determination

Special Rules:

• Fearless

• Monster Hunter

• Senior Officer

• Smash

• Voice of Command

• Cold Steel and Courage: Colonel Straken and all friendly units from Codex: Astra Militarum within 6" of him have the Counter-attack and Furious Charge special rules.

• Gung-ho: Colonel Straken must always issue and accept a challenge whenever possible.

Lord Castellan Ursarkar E. Creed

Commander of the Cadian 8th

One Company Command Squad in your army may replace its Company Commander with Lord Castellan Creed.

Unit Type:

Infantry (Character)

Unit Composition:

1 (Unique)

Wargear:

• Carapace Armour

• Two Hot-shot Laspistols

• Frag Grenades

• Refractor Field

Special Rules:

• Voice of Command

• Supreme Commander: Creed can issue up to three orders a turn. Creed can issue orders that can only be issued by models with the Senior Officer special rule. Failed orders issued by Creed must be re-rolled.

• Tactical Genius: If Creed is your Warlord he has 2 Warlord Traits instead of 1. You can either roll twice on the same Warlord Traits table or once each on two different Warlord Traits tables (if rolling twice on the same Warlord Traits table, re-roll any duplicate results).

Colour Sergeant Jarran Kell

If a Company Command Squad includes Lord Castellan Creed then it may replace one Veteran with Colour Sergeant Kell.

No Veteran may carry a Regimental Standard in a Company Command Squad that includes Kell.

Unit Type:

Infantry (Character)

Unit Composition:

1 (Unique)

Wargear:

• Carapace Armour

• Laspistol

• Power Fist

• Power Sword

• Frag Grenades

• Regimental Standard

Special Rules:

• Listen Up, Maggots!: If Kell is in the same unit as Creed, Leadership tests for orders issued by Creed can be taken on Kell’s Leadership, not that of the ordered unit.

• Look Out – Arghh!: If a Wound is allocated to a character in this model’s unit (other than another model with this special rule), that character automatically passes its Look Out, Sir test if it can make one. The Wound must be allocated to the model with this special rule instead. If there is more than one model with this special rule in a unit when a Wound is allocated to a character, the owning player can choose which of them to re-allocate the Wound to.

• Sworn Protector: Kell must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge.

Nork Deddog

The Ultimate Bodyguard

One Company Command Squad in your army may add Nork Deddog.

Unit Type:

Infantry (Character)

Unit Composition:

1 (Unique)

Wargear:

• Carapace Armour

• Ripper Gun

• Frag Grenades

Special Rules:

• Feel No Pain

• Hammer of Wrath

• Look Out – Arghh!

• Stubborn

• Very Bulky

• Heroic Sacrifice: If Nork loses his last Wound in close combat, he may immediately make his full complement of Attacks against the unit that killed him at the same Initiative step, even if he has already made his Attacks in that Fight sub-phase. These Attacks may be exchanged for a Thunderous Headbutt as described below. Nork re-rolls failed To Hit and To Wound rolls when making the attack(s) granted by this rule. He is then removed as a casualty.

• Loyal to the End: Nork must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge. In addition, a Commissar or Lord Commissar will never shoot Nork as a result of the Summary Execution special rule.

• Thunderous Headbutt: Nork may elect to exchange his normal attacks in close combat for a single Thunderous Headbutt with the following profile:

Range - S +3 AP 3 Type Melee, Concussive

Regimental Specialists

Other (HQ) – Ministorum Priests

Each Astra Militarum detachment may include 0-3 Ministorum Priests. They do not take up a Force Organisation slot, and do not qualify as a mandatory HQ selection.

Unit Type:

Infantry (Character)

Unit Composition:

1 Ministorum Priest

Wargear:

• Flak Armour

• Laspistol

• Close Combat Weapon

• Frag Grenades

• Rosarius

Special Rules:

• Independent Character

• Zealot

• War Hymns: A Ministorum Priest can take a Leadership test at the beginning of each Fight sub-phase in which he is locked in combat. If the test is successful, choose one of the following War Hymns to immediately take effect.

-         The Emperor Protects: The Ministorum Priest and his unit re-roll all failed Armour and Invulnerable Saves until the end of the phase.

-         The Emperor’s Strength: Until the end of the phase, the Ministorum Priest has the Smash special rule.

-         The Righteousness of the Emperor: The Ministorum Priest and his unit re-roll failed rolls To Wound until the end of the phase.

Options:

• May take one of the following:

- Autogun..........free

- Plasma Gun..........15 pts

Other (HQ) – Primaris Psyker

Each Astra Militarum detachment may include 0-3 Primaris Psykers. They do not take up a Force Organisation slot, and do not qualify as a mandatory HQ selection.

Unit Type:

Infantry (Character)

Unit Composition:

1 Primaris Psyker

Wargear:

• Flak Armour

• Laspistol

• Force Weapon

• Frag Grenades

• Refractor Field

Special Rules:

• Independent Character

• Psyker (Mastery Level 1): Primaris Psykers generate their powers from the Daemonology, Biomancy, Divination, Pyromancy and Telekinesis disciplines.

• It’s For Your Own Good: If a Primaris Psyker suffers Perils of the Warp whilst in the same unit as a Commissar (of any type), the Primaris Psyker will be executed – after resolving the usual effects, remove the Primaris Psyker as a casualty.

Options:

• May upgrade to Psyker (Mastery Level 2)..........25 pts

Other (HQ) – Enginseer

Each Astra Militarum detachment may include 0-3 Enginseers, and you may include one unit of Servitors for every Enginseer in your army. These selections do not take up a Force Organisation slot, and do not qualify as a mandatory HQ selection.

Unit Type:

Infantry (Character)

Unit Composition:

1 Enginseer

Wargear:

• Power Armour

• Laspistol

• Power Axe

• Servo-Arm

• Frag Grenades

• Krak Grenades

Special Rules:

• Independent Character

• Awaken the Machine: In each of your Shooting phases, instead of firing his weapons, the Enginseer may choose a single friendly Astra Militarum vehicle within 12". That vehicle gains the Power of the Machine Spirit special rule until the end of the turn.

• Blessings of the Omnissiah: In each of your Shooting phases, instead of firing his weapons, an Enginseer may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each Servitor with a servo-arm in his unit. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

Options:

• May take Melta Bombs..........5 pts

Servitor

Unit Type:

Infantry

Unit Composition:

1 Servitor

Wargear:

• Servo-arm

Special Rules:

• Mindlock: Unless it includes an Enginseer, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a roll of a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, and orders issued to it have no effect. A mindlocked unit must still complete compulsory moves, such as Pile In and Fall Back moves.

Options:

• May include up to four additional Servitors..........10 pts/model

• Up to two Servitors may replace their Servo-Arm with a:

-         Heavy Bolter or Multi-Melta..........10 pts/model

-         Plasma Cannon..........15 pts/model

HQ – Tank Commander

Unit Type:

Vehicle (Tank, Heavy, Character)

Unit Composition:

1 Tank Commander

Special Rules:

• Leman Russ Commander: A Tank Commander starts the game in a Leman Russ tank, leading a Leman Russ Squadron. Note that any type of Leman Russ can be taken as the Tank Commander’s vehicle, and that it can have any upgrades usually available to that type of tank. The Tank Commander’s tank is a character, has Ballistic Skill 4 and can be chosen as your army’s Warlord. If his tank is Wrecked or suffers an Explodes! result, the Tank Commander is killed. A Tank Commander and his Leman Russ Squadron count as an HQ choice for the entire of the battle. The Tank Commander’s Leman Russ cannot leave the unit or join another unit, even if the rest of his squadron are destroyed.

• Tank Orders: A Tank Commander can roll 2D6 at the beginning of the Shooting phase. If the total result is 9 or less, choose one of the following Tank Orders to immediately take effect.

-         ‘Full Throttle!’: The Tank Commander’s unit immediately moves Flat Out, moving up to 6+D6", even though they are Heavy.

-         ‘Gunners, Kill on Sight!’: The Tank Commander’s unit immediately makes a shooting attack. The Tank Commander must shoot at a different target to the rest of his unit. The Tank Commander must resolve his shooting attack first. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to disembark as a result of the Tank Commander’s initial shooting attack.

-         ‘Strike and Shroud!’: The Tank Commander’s unit must make a shooting attack. After this shooting attack has been resolved, all vehicles in the unit that have not already done so must use their Smoke Launchers.

Options:

• The Tank Commander must take one Leman Russ from those listed in the Heavy Support section.

• The Tank Commander’s squadron must include 1-2 other Leman Russ tanks chosen from those listed in the Heavy Support section.

• Tanks in the Tank Commander’s Leman Russ Squadron may take upgrades as for a normal Leman Russ.

• One Tank Commander may be upgraded to Knight Commander Pask.........40 pts

Knight Commander Pask

Cadia’s Armoured Blade

Unit Type:

Vehicle (Tank, Heavy, Character)

Unit Composition:

1 (Unique)

Special Rules:

• Leman Russ Commander

• Tank Orders

• Crack Shot: Shots made by Pask’s Leman Russ can re-roll armour penetration rolls against vehicles, including glancing or penetrating hits, but the second result must be kept. Furthermore, the turret-mounted weapon of Pask’s vehicle gains an additional benefit depending on its type:

-         When firing a Battle Cannon, Vanquisher Battle Cannon, Demolisher Siege Cannon or Eradicator Nova Cannon, Pask can re-roll To Hit rolls.

-         An Exterminator Autocannon or Punisher Gatling Cannon fired by Pask has the Rending special rule.

-         When firing an Executioner Plasma Cannon, Pask may choose to fire an Incandescent Plasma Blast instead of using the weapon’s normal profile. This has the following profile:

Range 36" S 7 AP 2 Type Heavy 1, Large Blast, Blind, Gets Hot

Warlord Trait:

• Old Grudges

HQ – Commissar Yarrick

Hero of Hades Hive

Unit Type:

Infantry (Character)

Unit Composition:

1 (Unique)

Wargear:

• Carapace Armour

• Bolt Pistol

• Storm Bolter

• Close Combat Weapon

• Power Klaw

• Frag Grenades

• Krak Grenades

Warlord Trait:

• Draconian Disciplinarian

Special Rules:

• Aura of Discipline

• Chain of Command

• Eternal Warrior

• Independent Character

• Preferred Enemy (Orks)

• Senior Officer

• Summary Execution

• Voice of Command

• Iron Will: If Yarrick loses his last Wound, place him on his side instead of removing him. At the start of your next turn, roll a D6. On a 3+ he regains a single Wound – place Yarrick as close to his previous position as possible whilst remaining more than 1" from any enemy models or impassable terrain. On a 1 or 2, Yarrick is removed as a casualty.

Heirlooms of Conquest

Bale Eye: The Bale Eye can be used in the Shooting phase in addition to firing another weapon.

Range 6"  S 3  AP 3  Type Pistol

Power Field: The Power Field gives Yarrick a 4+ Invulnerable Save.

HQ – Lord Commissar

Unit Type:

Infantry (Character)

Unit Composition:

1 Lord Commissar

Wargear:

• Flak Armour

• Bolt Pistol

• Close Combat Weapon

• Frag Grenades

• Krak Grenades

• Refractor Field

Special Rules:

• Independent Character

• Stubborn

• Aura of Discipline: Any friendly unit from Codex: Astra Militarum within 6" of a Lord Commissar uses his Leadership for any Fear, Morale or Pinning tests.

• Chain of Command: A Lord Commissar may only be your Warlord if you have no models with the Senior Officer special rule in your army.

• Summary Execution: If the Commissar’s unit fails a Fear, Morale or Pinning test, after any re-rolls it is entitled to, the owning player can opt to have his Commissar summarily execute one of the Astra Militarum models in the unit. Roll a D6; on a 3+ you choose which model is executed, on a 1-2 your opponent chooses instead – note that neither player can ever choose to execute the Commissar himself. The executed model is immediately removed as a casualty with no saves of any kind allowed. Provided a model was executed, the unit is then treated as having passed the test.

Options:

• May take items from the Melee Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.

• May replace his Bolt Pistol with one of the following:

- Boltgun..........free

- Plasma Pistol..........15 pts

Other (HQ) – Commissar

You may include one Commissar for every Company Command Squad or Platoon Command Squad in your army. They do not take up a Force Organisation slot, and do not qualify as a mandatory HQ selection. Before the battle, immediately after determining Warlord Traits, each Commissar must be assigned to a different unit from the following list, which they then cannot leave: Company Command Squad, Platoon Command Squad, Infantry Squad, Special Weapons Squad, Heavy Weapons Squad, Conscripts, Veterans, Ogryns, Bullgryns, Militarum Tempestus Command Squad, Militarum Tempestus Scions. Only one Commissar can join each unit in this manner.

Unit Type:

Infantry (Character)

Unit Composition:

1 Commissar

Wargear:

• Flak Armour

• Bolt Pistol

• Close Combat Weapon

• Frag Grenades

• Krak Grenades

Special Rules:

• Stubborn

• Summary Execution

Options:

• May take items from the Melee Weapons list.

• May replace his Bolt Pistol with one of the following:

-         Boltgun..........free

-         Plasma Pistol..........15 pts

Troops – Infantry Platoon

Composition:

1 Platoon Command Squad

2-5 Infantry Squads

0-5 Heavy Weapons Squads

0-3 Special Weapons Squads

0-1 Conscripts Squad

Each Infantry Platoon counts as a single Troops slot on the force organisation chart.

Platoon Command Squad

Each Infantry Platoon must include one (and only one) Platoon Command Squad.

Unit Type:

Guardsmen and Heavy Weapons Teams are Infantry. Platoon Commander is Infantry (Character)

Unit Composition:

1 Platoon Commander

4 Guardsmen

Wargear:

• Flak Armour

• Lasgun (Guardsman/Heavy Weapons Team only)

• Laspistol (Platoon Commander only)

• Close Combat Weapon (Platoon Commander only)

• Frag Grenades

Special Rules:

• Heavy Weapons Team (Heavy Weapons Team only)

• Voice of Command (Platoon Commander only)

Options:

• The Platoon Commander may take items from the Melee Weapons and/or Ranged Weapons lists.

• The Platoon Commander may take Melta Bombs..........5 pts

• Any Guardsman may replace his Lasgun with a Laspistol and Close Combat Weapon..........free

• One Guardsman may carry a Vox-caster..........5 pts

• One other Guardsman may replace his Lasgun with a Heavy Flamer..........10 pts

• One other Guardsman may carry a Platoon Standard..........10 pts

• One other Guardsman may carry a Medi-pack..........15 pts

• Two other Guardsmen may form a Heavy Weapons Team who must take one item from the Heavy Weapons list.

• Any remaining Guardsman that has not been upgraded with one of the options above may replace his Lasgun with one item from the Special Weapons list.

• The entire squad may take Krak Grenades..........1 pt/model

• The squad may take a Chimera or Taurox as a Dedicated Transport.

Infantry Squad

Each Infantry Platoon must include between two and five Infantry Squads.

Unit Type:

Infantry. Sergeant is Infantry (Character).

Unit Composition:

9 Guardsmen

1 Sergeant

Wargear:

• Flak Armour

• Lasgun (Guardsman/Heavy Weapons Team only)

• Laspistol (Sergeant only)

• Close Combat Weapon (Sergeant only)

• Frag Grenades

Special Rules:

• Heavy Weapons Team (Heavy Weapons Team only)

• Combined Squad: Infantry Squads have the option of forming Combined Squads. The decision to form Combined Squads must be made immediately before determining your Warlord Traits.

If the Astra Militarum player wishes to deploy his forces in this way, then any Infantry Squad may join another Infantry Squad from the same platoon. For example, an Infantry Platoon consisting of a Platoon Command Squad and three 10-man Infantry Squads can instead choose to deploy as a Platoon Command Squad and a single 30-man Infantry Squad, or a Platoon Command Squad, a 10-man Infantry Squad and a 20-man Infantry Squad. If you decide to form Combined Squads in this manner, they are treated as a single unit for whole of the game.

Options:

• The Sergeant may take items from the Ranged Weapons list.

• The Sergeant may replace his Close Combat Weapon with a Power Weapon..........15 pts

• The Sergeant may take Melta Bombs..........5 pts

• One Guardsman may carry a Vox-caster..........5 pts

• Two other Guardsmen may form a Heavy Weapons Team who must take one item from the Heavy Weapons list.

• One remaining Guardsman that has not been upgraded with one of the options above may replace his Lasgun with one item from the Special Weapons list.

• The entire squad may take Krak Grenades..........1 pt/model

• The squad may take a Chimera or Taurox as a Dedicated Transport.

Special Weapons Squad

Each Infantry Platoon may include up to three Special Weapons Squads.

Unit Type:

Infantry

Unit Composition:

6 Guardsmen

Wargear:

• Flak Armour

• Lasgun

• Frag Grenades

Options:

• Three Guardsmen must replace their Lasgun with one item from the Special Weapons list.

• The entire squad may take Krak Grenades..........6 pts

Heavy Weapons Squad

Each Infantry Platoon may include up to five Heavy Weapons Squads.

Unit Type:

Infantry

Unit Composition:

3 Heavy Weapons Teams

Wargear:

• Flak Armour

• Lasgun

• Frag Grenades

Special Rules:

• Heavy Weapons Team

Options:

• Each Heavy Weapons Team must take one item from the Heavy Weapons list.

• The entire squad may take Krak Grenades..........3 pts

Conscripts Squad

Each Infantry Platoon may include one squad of Conscripts.

Unit Type:

Infantry

Unit Composition:

20 Conscripts

Wargear:

• Flak Armour

• Lasgun

• Frag Grenades

Options:

• May include up to 30 additional Conscripts..........3 pts/model

Troops – Veterans

Unit Type:

Infantry. Veteran Sergeant is Infantry (Character).

Unit Composition:

9 Veterans

1 Veteran Sergeant

Wargear:

• Flak Armour

• Lasgun (Veteran/Veteran Weapons Team only)

• Laspistol (Veteran Sergeant only)

• Close Combat Weapon (Veteran Sergeant only)

• Frag Grenades

Special Rules:

• Heavy Weapons Team (Veteran Weapons Team only)

Options:

• The Veteran Sergeant may take items from the Melee Weapons and/or Ranged Weapons lists.

• Any Veteran may replace his Lasgun with a Shotgun..........free

• One Veteran may carry a Vox-caster..........5 pts

• One other Veteran may replace his Lasgun with a Heavy Flamer..........10 pts

• Two other Veterans may form a Veteran Weapons Team who must take one item from the Heavy Weapons list.

• Up to two (or three, if no Heavy Flamer is taken) remaining Veterans that have not been upgraded with one of the options above may replace their Lasgun with one item from the Special Weapons list.

• The squad may take a Chimera or Taurox as a Dedicated Transport.

• The squad may take Krak Grenades..........10 pts

• The squad can choose any of the following Doctrines:

-         Grenadiers: The squad replaces its Flak Armour with Carapace Armour..........15 pts

-         Forward Sentries: The squad has Camo Gear and Snare Mines..........10 pts

-         Demolitions: The entire squad has Melta Bombs. One Veteran carries a Demolition Charge in addition to his other equipment..........30 pts

One squad of Veterans in your army may replace its Veteran Sergeant with Sergeant Harker. If a squad includes Sergeant Harker it may not take the Grenadiers doctrine.

Gunnery Sergeant "Stonetooth" Harker

Squad leader of the Catachan 2nd Jungle Fighters Regiment, the "Catachan Devils."

One squad of Veterans in your army may replace its Veteran Sergeant with Sergeant Harker. If a squad includes Sergeant Harker it may not take the Grenadiers doctrine.

Unit Type:

Infantry (Character)

Unit Composition:

1 (Unique)

Wargear:

• Flak Armour

• Close Combat Weapon

• Frag Grenades

• Krak Grenades

Special Rules:

• Relentless

Heirloom of Conquest

Payback: Range 36" S 5 AP 4 Type Heavy 3, Rending

Elites – Militarum Tempestus Platoon

Each Militarum Tempestus Platoon must include between one and three squads of Militarum Tempestus Scions and may include a Militarum Tempestus Command Squad.

Militarum Tempestus Command Squad

Each Militarum Tempestus Platoon may include one (and only one) Militarum Tempestus Command Squad.

Unit Type:

Infantry. Tempestor Prime is Infantry (Character).

Unit Composition:

4 Tempestus Scions

1 Tempestor Prime

Wargear:

• Carapace Armour

• Hot-Shot Lasgun (Tempestus Scion only)

• Hot-Shot Laspistol (Tempestor Prime only)

• Close Combat Weapon (Tempestor Prime only)

• Frag Grenades

• Krak Grenades

Special Rules:

• Deep Strike

• Move Through Cover

• Voice of Command (Tempestor Prime only)

• Clarion Vox-net: Any friendly unit from the same Militarum Tempestus Platoon within 18" of the Tempestor Prime can use his Leadership for any Fear, Morale or Pinning tests.

Options:

• The Tempestor Prime may take items from the Melee Weapons list.

• The Tempestor Prime may replace his Hot-Shot Laspistol with one of the following:

- Bolt Pistol..........free

- Plasma Pistol..........15 pts

• One Tempestus Scion may carry a Vox-caster..........5 pts

• A Tempestus Scion with a Vox-caster may replace his Hot-shot Lasgun with a Hot-shot Laspistol.........free

• One other Tempestus Scion may carry a Platoon Standard..........10 pts

• One other Tempestus Scion may carry a Medi-pack..........15 pts

• Up to four Tempestus Scions that have not been upgraded with one of the options above may replace their Hot-Shot Lasgun with one item from the Special Weapons list.

• The squad may take a Chimera or Taurox Prime as a Dedicated Transport.

Tempestus Scions

Each Militarum Tempestus Platoon in your army must include between one and three squads of Militarum Tempestus Scions.

Unit Type:

Infantry. Tempestor is Infantry (Character).

Unit Composition:

4 Tempestus Scions

1 Tempestor

Wargear:

• Carapace Armour

• Hot-Shot Lasgun (Tempestus Scion only)

• Hot-Shot Laspistol (Tempestor only)

• Close Combat Weapon (Tempestor only)

• Frag Grenades

• Krak Grenades

Special Rules:

• Deep Strike

• Move Through Cover

Options:

• May include up to five additional Tempestus Scions..........12 pts/model

• The Tempestor may take items from the Melee Weapons list.

• The Tempestor may replace his Hot-Shot Laspistol with one of the following:

- Bolt Pistol..........free

- Plasma Pistol..........15 pts

• One Tempestus Scion may carry a Vox-caster..........5 pts

• A Tempestus Scion with a Vox-caster may replace his Hot-shot Lasgun with a Hot-shot Laspistol.........free

• Up to two Tempestus Scions that have not been upgraded with one of the options above may replace their Hot-Shot Lasgun with one item from the Special Weapons list.

• The squad may take a Chimera or Taurox Prime as a Dedicated Transport.

Elites – Wyrdvane Psykers

Unit Type:

Infantry

Unit Composition:

5 Wyrdvane Psykers

Wargear:

• Flak Armour

• Laspistol

• Close Combat Weapon

Special Rules:

• Psyker: Wyrdvane Psykers generate their powers from the Daemonology, Biomancy, Divination, Pyromancy, and Telekinesis disciplines.

Options:

• May include up to five additional Wyrdvane Psykers..........12 pts/model

• The squad may take a Chimera or Taurox as a Dedicated Transport.

Elites – Ratlings

Unit Type:

Infantry

Unit Composition:

3 Ratlings

Wargear:

• Flak Armour

• Laspistol

• Sniper Rifle

Special Rules:

• Infiltrate

• Stealth

• Shoot Sharp and Scarper: Ratlings can make a shooting attack and then Run in the same Shooting phase.

Options:

• May include up to seven additional Ratlings..........10 pts/model

Elites – Ogryns

Unit Type:

Infantry. Ogryn Bone ’ead is Infantry (Character).

Unit Composition:

2 Ogryns

1 Ogryn Bone ’ead

Wargear:

• Flak Armour

• Ripper Gun

• Frag grenades

Special Rules:

• Hammer of Wrath

• Stubborn

• Very Bulky

Options:

• May include up to seven additional Ogryns..........40 pts/model

• The squad may take a Chimera or Taurox as a Dedicated Transport.

Elites – Bullgryns

Unit Type:

Infantry. Bullgryn Bone ’ead is Infantry (Character).

Unit Composition:

2 Bullgryns

1 Bullgryn Bone ’ead

Wargear:

• Carapace Armour

• Grenadier Gauntlet

• Frag Grenades

• Slabshield

Special Rules:

• Hammer of Wrath

• Stubborn

• Very Bulky

Options:

• May include up to seven additional Bullgryns..........45 pts/model

• Any model may replace his Grenadier Gauntlet and Slabshield with a Power Maul and Brute Shield..........15 pts/model

• The squad may take a Chimera or Taurox as a Dedicated Transport.

Fast Attack – Rough Riders

Unit Type:

Cavalry. Rough Rider Sergeant is Cavalry (Character).

Unit Composition:

4 Rough Riders

1 Rough Rider Sergeant

Wargear:

• Flak Armour

• Laspistol

• Close Combat Weapon

• Hunting Lance

• Frag Grenades

• Krak Grenades

Options:

• May include up to five additional Rough Riders..........11 pts/model

• The Rough Rider Sergeant may replace his Laspistol and/or Close Combat Weapon with one of the following:

- Plasma Pistol..........15 pts

- Power Weapon..........15 pts

• The Rough Rider Sergeant may take Melta Bombs..........5 pts

• Up to two Rough Riders may replace their Hunting Lance with one item from the Special Weapons list.

Fast Attack – Scout Sentinel Squadron

Unit Type:

Vehicle (Walker, Open-topped)

Unit Composition:

1 Scout Sentinel

Wargear:

• Multi-laser

Special Rules:

• Move Through Cover

• Scout

Options:

• May include up to two additional Scout Sentinels..........35 pts/model

• Any Scout Sentinel may take items from the Astra Militarum Vehicle Equipment list.

• Any Scout Sentinel may replace its Multi-Laser with one of the following:

- Heavy Flamer..........free

- Autocannon..........5 pts/model

- Missile Launcher..........5 pts/model

- Lascannon..........10 pts/model

Fast Attack – Armoured Sentinel Squadron

Unit Type:

Vehicle (Walker)

Unit Composition:

1 Armoured Sentinel

Wargear:

• Multi-laser

Options:

• May include up to two additional Armoured Sentinels..........40 pts/model

• Any Armoured Sentinel may take items from the Astra Militarum Vehicle Equipment list.

• Any Armoured Sentinel may replace its Multi-laser with one of the following:

- Heavy Flamer..........free

- Autocannon..........5 pts/model

- Missile Launcher..........5 pts/model

- Lascannon..........10 pts/model

- Plasma Cannon..........10 pts/model

Fast Attack – Valkyrie Squadron

Unit Type:

Vehicle (Flyer, Hover, Transport)

Unit Composition:

1 Valkyrie

Wargear:

• Multi-laser

• Two Hellstrike Missiles

• Extra Armour

• Searchlight

Special Rules:

• Grav Chute Insertion: If a Valkyrie or Vendetta has moved more than 6", passengers may disembark, but they must do so as follows. Nominate any point over which the Valkyrie or Vendetta moved this turn and deploy the unit as if it were deep striking onto that point. If the unit scatters, every model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the unit is destroyed.

Transport Capacity:

• Twelve models

Fire Points:

• None.

Access Points:

• Valkyries have one Access Point on each side of the hull and one at the rear.

Options:

• May include up to two additional Valkyries..........125 pts/model

• Any Valkyrie may replace its Multi-Laser with a Lascannon..........10 pts/model

• Any Valkyrie may replace both of its Hellstrike Missiles with two Multiple Rocket Pods..........10 pts/model

• Any Valkyrie may take a pair of Sponsons armed with Heavy Bolters..........20 pts/model

Fast Attack – Vendetta Squadron

Unit Type:

Vehicle (Flyer, Hover, Transport)

Unit Composition:

1 Vendetta

Wargear:

• Three Twin-linked Lascannons

• Extra Armour

• Searchlight

Special Rules:

• Grav Chute Insertion

Transport Capacity:

• Six models

Access Points:

• Vendettas have one Access Point on each side of the hull and one at the rear.

Fire Points:

• None

Options:

• May include up to two additional Vendettas..........170 pts/model

• Any Vendetta may replace two Twin-linked Lascannons with two Hellfury Missiles..........free

• Any Vendetta may take a pair of Sponsons armed with Heavy Bolters..........20 pts/model

Heavy Support – Leman Russ Squadron

Points:

Leman Russ Battle Tank - 150 pts

Leman Russ Exterminator - 130 pts

Leman Russ Vanquisher - 135 pts

Leman Russ Eradicator - 120 pts

Leman Russ Demolisher - 170 pts

Leman Russ Punisher - 140 pts

Leman Russ Executioner - 155 pts

Unit Type:

Vehicle (Tank, Heavy)

Unit Composition:

1 Leman Russ Tank of any kind

Wargear:

• Heavy Bolter

• Searchlight

• Smoke Launchers

• Battle Cannon (Leman Russ Battle Tank only)

• Exterminator Autocannon (Leman Russ Exterminator only)

• Vanquisher Battle Cannon (Leman Russ Vanquisher only)

• Eradicator Nova Cannon (Leman Russ Eradicator only)

• Demolisher Siege Cannon (Leman Russ Demolisher only)

• Punisher Gatling Cannon (Leman Russ Punisher only)

• Executioner Plasma Cannon (Leman Russ Executioner only)

Options:

• May include up to two additional Leman Russ Battle Tanks, Exterminators, Vanquishers, Eradicators, Demolishers, Punishers or Executioners in any combination for the points costs listed above.

• Any model may take items from the Astra Militarum Vehicle Equipment list.

• Any model may replace its Heavy Bolter with one of the following:

- Heavy Flamer..........free

- Lascannon..........10 pts/model

• Any model may take a pair of Sponsons armed with:

- Heavy Flamers..........10 pts/model

- Heavy Bolters..........20 pts/model

- Multi-meltas..........20 pts/model

- Plasma Cannons..........30 pts/model

Heavy Support – Hydra Battery

Unit Type:

Vehicle (Tank, Open-topped)

Unit Composition:

1 Hydra

Wargear:

• Two Twin-Linked Hydra Autocannons

• Heavy Bolter

• Searchlight

• Smoke Launchers

Options:

• May include up to two additional Hydras..........70 pts/model

• Any Hydra may take items from the Astra Militarum Vehicle Equipment list.

• Any Hydra may replace its heavy bolter with a Heavy Flamer..........free

Heavy Support – Basilisk Battery

Unit Type:

Vehicle (Tank, Open-topped)

Unit Composition:

1 Basilisk

Wargear:

• Heavy Bolter

• Searchlight

• Smoke Launchers

• Earthshaker Cannon

Options:

• May include up to two additional Basilisks..........125 pts/model

• Any Basilisk may take items from the Astra Militarum Vehicle Equipment list.

• Any Basilisk may replace its Heavy Bolter with a Heavy Flamer..........free

Heavy Support – Wyvern Battery

Unit Type:

Vehicle (Tank, Open-topped)

Unit Composition:

1 Wyvern

Wargear:

• Two Twin-linked Stormshard Mortars

• Heavy Bolter

• Searchlight

• Smoke Launchers

Options:

• May include up to two additional Wyverns..........65 pts/model

• Any Wyvern may take items from the Astra Militarum Vehicle Equipment list.

• Any Wyvern may replace its Heavy Bolter with a Heavy Flamer..........free

Heavy Support – Manticore

Unit Type:

Vehicle (Tank)

Unit Composition:

1 Manticore

Wargear:

• Storm Eagle Rockets

• Heavy Bolter

• Searchlight

• Smoke Launchers

Special Rules:

• Limited Ammunition: A Manticore Rocket Launcher carries a rack of four rockets. Only a single rocket can be fired by a Manticore Rocket Launcher in each of the Manticore’s Shooting phases. Furthermore, until it has been used, each rocket counts as a separate weapon when determining Weapon Destroyed results. Make a note each time a rocket is fired or destroyed; once the Manticore Rocket Launcher has fired all of its rockets it has run out of ammunition and cannot be fired again.

Options:

• May take items from the Astra Militarum Vehicle Equipment list.

• May replace its Heavy Bolter with a Heavy Flamer..........free

Heavy Support –Deathstrike

Unit Type:

Vehicle (Tank)

Unit Composition:

1 Deathstrike

Wargear:

• Deathstrike Missile

• Heavy Bolter

• Searchlight

• Smoke Launchers

Special Rules:

• No Ordinary Weapon: A Deathstrike Missile cannot be destroyed by a Weapon Destroyed result, only delayed. Similarly a Crew Stunned or Crew Shaken result does not prevent a Deathstrike missile from launching (see below).

• The Hour is Nigh: The Deathstrike Missile Launcher may not fire on the first turn of the game, or if it has moved earlier in the turn it wishes to fire. In the Shooting phase, if you wish to fire the Deathstrike Missile, roll a D6 with the following modifiers:

-         Each full, consecutive game turn in which the Deathstrike Missile Launcher has not moved: +1.

-         Each Weapon Destroyed result applied to the Deathstrike Missile itself: -1.

If the result is a 4 or more, the Deathstrike Missile can be fired. Note that a natural roll of a 6 will always result in the missile firing, regardless of negative modifiers.

Options:

• May take items from the Astra Militarum Vehicle Equipment list.

• May replace its Heavy Bolter with a Heavy Flamer..........free

Heavy Support – Hellhound Squadron

Points:

Hellhound - 125 pts

Devil Dog - 135 pts

Bane Wolf - 130 pts

Unit Type:

Vehicle (Tank, Fast)

Unit Composition:

1 Hellhound, 1 Devil Dog or 1 Bane Wolf

Wargear:

• Heavy Bolter

• Inferno Cannon (Hellhound only)

• Melta Cannon (Devil Dog only)

• Chem Cannon (Bane Wolf only)

Options:

• May include up to two additional Hellhounds, Devil Dogs or Bane Wolves in any combination for the points costs listed above.

• Any model may take items from the Astra Militarum Vehicle Equipment list.

• Any model may replace its Heavy Bolter with one of the following:

- Heavy Flamer..........free

- Multi-melta..........10 pts/model

Dedicated Transport – Chimera

Unit Type:

Vehicle (Tank, Transport)

Unit Composition:

1 Chimera

Wargear:

• Multi-laser

• Heavy Bolter

• Searchlight

• Smoke Launchers

Special Rules:

• Amphibious: A Chimera treats all water features as Open Terrain when it moves.

• Lasgun Arrays: A Chimera has two separate arrays of three Lasguns – one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one Lasgun each from these Lasgun Arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots – the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the Lasgun Arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target.

• Mobile Command Vehicle: An officer embarked within a Chimera may still issue orders to squads. Measure range from any part of the Chimera’s hull.

Transport Capacity:

Twelve models.

Fire Points:

Two models can fire from the Chimera’s top hatch. Note that a model with the Heavy Weapons Team special rule counts as a single model.

Access Points:

A Chimera has one Access Point at the rear.

Options:

• May take items from the Astra Militarum Vehicle Equipment list.

• May replace Heavy Bolter with a Heavy Flamer..........free

• May replace Multi-Laser with either a Heavy Flamer or a Heavy Bolter..........free

Dedicated Transport – Taurox

Unit Type:

Vehicle (Transport)

Unit Composition:

1 Taurox

Wargear:

• Twin-linked Autocannon

Special Rules:

• All-terrain APC: This vehicle re-rolls all failed Dangerous Terrain tests.

Transport Capacity:

Ten models.

Fire Points:

The Taurox has two Fire Points on each side of the hull.

Access Points:

The Taurox has one Access Point on each side of the hull and one at the rear.

Options:

• May take items from the Astra Militarum Vehicle Equipment list.

Dedicated Transport – Taurox Prime

Unit Type:

Vehicle (Fast, Transport)

Unit Composition:

1 Taurox Prime

Wargear:

• Taurox Battle Cannon

• Twin-linked Hot-shot Volley Gun

Special Rules:

• All-terrain APC

Transport Capacity:

• Ten models

Fire Points:

• The Taurox Prime has two Fire Points on each side of the hull.

Access Points:

• The Taurox Prime has one Access Point on each side of the hull and one at the rear.

Options:

• May take items from the Astra Militarum Vehicle Equipment list.

• May replace Taurox Battle Cannon with:

- Twin-linked Taurox Gatling Cannon..........10 pts

- Taurox Missile Launcher..........20 pts

• May replace Twin-linked Hot-shot Volley Gun with Twin-linked Autocannon..........free

Armoury of the Imperium

This section of the book lists the weapons and equipment used by the Imperial Guard, along with the rules for using them in your games of Warhammer 40,000. Equipment that is carried by named special characters is detailed in the appropriate entry in the Heroes Beyond Number section, while weapons and equipment used by all other types of units are detailed here.

Ranged Weapons

Profiles for the following ranged weapons are listed in the Glossary. Their full rules can be found in the Warhammer 40,000 rulebook.

Autocannon

Autogun

Battle Cannon

Bolt Pistol

Boltgun

Flamer

Heavy Bolter

Heavy Flamer

Heavy Stubber

Hot-shot Lasgun

Hot-shit Laspistol

Inferno Cannon

Lascannon

Lasgun

Laspistol

Meltagun

Missile Launcher

Multi-laser

Multi-melta

Plasma Cannon

Plasma Gun

Plasma Pistol

Shotgun

Sniper Rifle

Storm Bolter

Chem Cannon

Range Template S 1 AP 3 Type Heavy 1, Poisoned (2+)

Deathstrike Missile

The Deathstrike missile cannot fire directly.

Range 12"-Unlimited S 10 AP 1 Type Ordnance 1, Apocalyptic Blast, Barrage, Ignores Cover, One use only

Apocalyptic Blast: This weapon uses a 10" Blast marker, but otherwise obeys all the rules for Blast weapons. If you do not have this Blast marker, once the final impact point of the Blast has been determined, measure 5" from the impact point. All models even partially within this radius are hit.

Demolisher Siege Cannon

Range 24" S 10 AP 2 Type Ordnance 1, Large Blast

Demolition Charge

Range 6" S 8 AP 2 Type Assault 1, Large Blast, One use only

Earthshaker Cannon

Range 36-240" S 9 AP 3 Type Ordnance 1, Barrage, Large Blast

Eradicator Nova Cannon

Range 36" S 6 AP 4 Type Heavy 1, Large Blast, Ignores Cover

Executioner Plasma Cannon

Range 36" S 7 AP 2 Type Heavy 3, Blast, Gets Hot

Exterminator Autocannon

Range 48" S 7 AP 4 Type Heavy 4, Twin-linked

Grenade Launcher

Name Frag grenade

Range 24" S 3 AP 6 Type Assault 1, Blast

Name Krak grenade

Range 24" S 6 AP 4 Type Assault 1

Grenadier Gauntlet

Range 12" S 4 AP 6 Type Assault 1, Blast

Hellfury Missiles

Range 72" S 4 AP 5 Type Heavy 1, Large Blast, Ignores Cover, One use only

Hellstrike Missiles

Range 72" S 8 AP 3 Type Ordnance 1, One use only

Hot-Shot Volley Gun

Range 24" S 4 AP 3 Type Salvo 2/4

Hydra Autocannon

Range 72" S 7 AP 4 Type Heavy 2, Skyfire

Melta Cannon

Range 24" S 8 AP 1 Type Heavy 1, Blast, Melta

Multiple Rocket Pod

Range 24" S 4 AP 6 Type Heavy 1, Large Blast

Mortar

Range 48" S 4 AP 6 Type Heavy 1, Barrage, Blast

Punisher Gatling Cannon

Range 24" S 5 AP Type Heavy 20

Ripper Gun

Range 12" S 5 AP Type Assault 3

Storm Eagle Rockets

Storm eagle rockets cannot fire directly.

Range 24-120" S 10 AP 4 Type Ordnance D3, Barrage, Large Blast

Stormshard Mortar

Range 48" S 4 AP 6 Type Heavy 2, Barrage, Blast, Ignores Cover, Shred

Taurox Battle Cannon

Range 48" S 7 AP 4 Type Heavy 1, Blast

Taurox Gatling Cannon

Range 24" S 4 AP Type Heavy 10

Taurox Missile Launcher

Name Frag missile Range 48" S 4 AP 6 Type Heavy 2, Blast

Name Krak missile Range 48" S 8 AP 3 Type Heavy 2

Vanquisher Battle Cannon

Range 72" S 8 AP 2 Type Heavy 1, Armourbane

Melee Weapons

Profiles for the following melee weapons are listed in the Glossary. Their full rules can be found in the Warhammer 40,000 rulebook.

Close Combat Weapon

Force Weapons

Power Fist

Power Weapons

Hunting Lance

A Hunting Lance is a Close Combat Weapon. However, the first time a model with a Hunting Lance charges into close combat, for the duration of that phase it adds +2 to its Initiative and counts as being armed with a weapon with the following profile:

Range - S +2 AP 3 Type Melee, Specialist Weapon, One use only

Servo-Arm

Range - S x2 AP 1 Type Melee, Specialist Weapon, Unwieldy

Special Issue Wargear

Profiles for the following melee weapons are listed in the Glossary. Their full rules can be found in the Warhammer 40,000 rulebook.

Frag Grenades (see Assault Grenades)

Krak Grenades

Melta Bombs

Brute Shield

Confers a 5+ Invulnerable Save and can re-roll To Wound rolls when resolving Hammer of Wrath hits.

Camo Gear

A model with Camo Gear counts its Cover Save as being 1 point better than normal. Note that this means it always has a Cover Save of at least 6+, even in the open.

Medi-pack

A unit that contains at least one model with a Medi-pack has the Feel No Pain special rule.

Platoon Standard

A unit that contains a model with a Platoon Standard counts as scoring an additional Wound for the purposes of calculating assault results.

Refractor Field

A Refractor Field confers a 5+ Invulnerable Save.

Regimental Standard

A Regimental Standard follows the same rules as a Platoon Standard. In addition, any friendly units from Codex: Astra Militarum within 12" of a model with a Regimental Standard re-roll failed Morale, Fear and Pinning tests.

Rosarius

A Rosarius confers a 4+ Invulnerable Save.

Slabshield

If a model with a Slabshield is in base contact with one or more models with a Slabshield from the same unit, it adds +1 to its Armour Save. Furthermore, if a target (friend or foe) is partially obscured from the firer’s view by at least one model with a Slabshield, it receives +1 to its Cover Save.

Snare Mines

Enemy units that charge a unit with Snare Mines count as having made a Disordered Charge.

Vox-caster

Failed Leadership tests for orders issued to a unit with a Vox-caster can be re-rolled, provided the officer’s unit also has a Vox-caster. An officer may not use a Vox-caster’s ability on his own unit.

Armour

Carapace Armour

Carapace Armour confers a 4+ Armour Save.

Flak Armour

Flak Armour confers a 5+ Armour Save.

Power Armour

Power Armour confers a 3+ Armour Save.

Astra Militarum Vehicle Equipment

Profiles for the following melee weapons are listed in the Glossary. Their full rules can be found in the Warhammer 40,000 rulebook.

Dozer Blade.....................5 pts (May not be taken by Armoured Sentinels or Scout Sentinels.)

Extra Armour..................10 Pts

Heavy Stubber

Hunter-killer Missile

Searchlight.......................1 pt

Smoke Launchers.............5 Pts

Storm Bolter

Augur Array

If you attempt to bring a unit on from reserve using Deep Strike, and the location chosen for its deployment is within 6" of a vehicle with an augur array, that unit does not scatter. The augur array must have been on the battlefield at the start of the turn in order for it to be used.

Augur Array.............25 Pts

Camo Netting

A vehicle with Camo Netting counts its Cover Save as being 1 point better than normal. Note that this means it always has a Cover Save of at least 6+, even if it is in the open.

Camo Netting.............15 Pts

Enclosed Crew Compartment

Vehicles with the Enclosed Crew Compartment upgrade no longer have the ‘Open-topped’ portion of their unit type.

Enclosed Crew Compartment.............15 Pts (Open-topped Tanks only.)

Fire Barrels

The first time an enemy unit attempts to charge a vehicle with Fire Barrels, that unit suffers D6 Strength 4 AP5 hits. These hits are Randomly Allocated.

Fire Barrels.............10 Pts (May not be taken by Armoured Sentinels or Scout Sentinels.)

Recovery Gear

If a vehicle with Recovery Gear is Immobilised, then in subsequent turns it may attempt to repair itself. To make the attempt, roll a D6 at the end of the Movement phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that this does not restore a Hull Point.

Recovery Gear.............5 pts

Relic Plating

A vehicle with the Relic Plating upgrade has the Adamantium Will special rule.

Relic Plating.............3 pts

Heirlooms of Conquest

Only one of each of the following items may be chosen per army – there is only one of each of these items in the galaxy!

The Tactical Auto-Reliquary of Tyberius

When rolling Leadership tests for orders issued by an officer with the Tactical Auto-Reliquary, any successful Leadership test that results in a double will count as Inspired Tactics. However, if you roll a double 1 while using the Tactical Auto-Reliquary, you still benefit from Inspired Tactics, though the officer has ‘accidentally’ shut the device out of the vox network – it may no longer be used this game.

The Tactical Auto-Reliquary of Tyberius.............25 pts (Company Commander only.)

The Laurels of Command

Whenever a friendly unit from Codex: Astra Militarum within 6" of the bearer is required to take a Morale check, the bearer of the Laurels may choose whether they pass or fail. However, if the model with the Laurels is removed as a casualty, all friendly units from Codex: Astra Militarum within 6" must take an immediate Pinning test.

The Laurels of Command.............25 pts (Company Commander only.)

Kurov’s Aquila

The officer, and all friendly units from Codex: Astra Militarum within 6", have the Preferred Enemy special rule. In addition, the bearer may re-roll a single failed Leadership test per turn.

Kurov’s Aquila.............60 pts (Company Commander only.)

The Blade of Conquest

Range - - S - +1 AP – 3 Type - Melee, Master-crafted

The Blade of Conquest.............25 pts (Replaces the character’s close combat weapon.)

The Emperor’s Benediction

Range - 12" S – 5 AP – 4 Type - Pistol, Precision Shot, Master-crafted

The Emperor’s Benediction.............5 pts (Lord Commissar only. Replaces bolt pistol.)

The Deathmask of Ollanius

The bearer of the Deathmask of Ollanius gains a 4+ Invulnerable Save, and has the It Will Not Die and Fear special rules.

The Deathmask of Ollanius.............30 pts

The Hammer of the Emperor

Astra Militarum Wargear Lists

These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists – in each instance, the army list entry will tell you (in bold text) exactly which of these lists you may use.

Ranged Weapons

A model can replace his laspistol with one of the following:

-         Bolt Pistol.............1 pt

-         Boltgun.............1 pt

-         Plasma Pistol.............15 pts

Special Weapons

-         Sniper Rifle 1.............2 pts

-         Flamer.............5 pts

-         Grenade Launcher.............5 pts

-         Hot-shot Volley Gun 2.............10 pts

-         Meltagun.............10 pts

-         Plasma Gun.............15 pts

-         Demolition Charge 3 .............20 pts

1 Cannot be taken by Rough Riders, Militarum Tempestus Scions or Militarum Tempestus Command Squad.

2 Militarum Tempestus Scions and Militarum Tempestus Command Squad only.

3 Special Weapons Squad only.

Heavy Weapons

-         Mortar.............5 pts

-         Autocannon or Heavy Bolter.............10 pts

-         Missile Launcher (with Frag and Krak Missiles).............15 pts

-         May also take Flakk Missiles.............10 pts

-         Lascannon.............20 pts

Special Issue Wargear

-         Krak Grenades.............2 pts

-         Carapace Armour.............5 pts

-         Melta Bombs.............5 pts

-         Camo Gear.............10 pts

Melee Weapons

A model can replace his Close Combat Weapon with one of the following:

-         Power Weapon.............15 pts

-         Power Fist.............25 pts

Heirlooms of Conquest

Only one of each heirloom may be taken per army.

-         The Emperor’s Benediction 1.............5 pts

-         The Laurels of Command 2.............25 pts

-         The Tactical Auto-Reliquary of Tyberius 2.............25 pts

-         The Blade of Conquest 3.............25 pts

-         The Deathmask of Ollanius.............30 pts

-         Kurov’s Aquila 2.............60 pts

1 Lord Commissar only. Replaces bolt pistol.

2 Company Commander only.

3 Replaces the character’s close combat weapon.

Astra Militarum Vehicle Equipment

-         A model can take up to one of each of the following:

-         Searchlight.............1 pt

-         Relic Plating.............3 pts

-         Dozer Blade 1.............5 pts

-         Heavy Stubber or Storm Bolter 1.............5 pts

-         Recovery Gear.............5 pts

-         Smoke Launchers.............5 Pts

-         Extra Armour.............10 Pts

-         Fire Barrels 1.............10 Pts

-         Hunter-Killer Missile.............10 Pts

-         Camo Netting.............15 Pts

-         Enclosed Crew Compartment 2.............15 Pts

-         Augur Array.............25 Pts

1 May not be taken by Armoured Sentinels or Scout Sentinels.

2 Open-topped Tanks only.

Profiles

Glossary

Adamantium Will

A unit that contains at least one model with this special rule receives a +1 bonus to Deny the Witch tests.

All-Terrain APC

This vehicle re-rolls failed Dangerous Terrain tests.

Amphibious

A Chimera treats all water features as open terrain when it moves.

Apocalyptic Blast

Apocalyptic Blast weapons use the 10" blast marker, but otherwise obey all the rules for Blast weapons.

Armourbane

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it rolls an additional D6 for Armour Penetration in close combat.

If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for Armour Penetration. In either case, this special rule has no effect against non-vehicle models.

Artillery Bombardment

The Master of Ordnance may make a shooting attack with the following profile:

Range Infinite S 9 AP 3 Type Ordnance 1, Barrage, Large Blast

An Artillery Bombardment is resolved separately from other Barrage weapons fired by the same unit in the same Shooting phase, but must choose the same target as the rest of the unit.

If a hit is rolled on the scatter dice, the Blast marker scatters 2D6" in the direction shown by the arrow on the ‘Hit’ symbol. If an arrow is rolled, the Blast marker scatters an additional D6". If the Master of Ordnance has Line of Sight to his target then he reduces the total distance scattered by his Ballistic Skill.

Assault

A model shooting an Assault weapon shoots the number of times indicated on its profile – whether or not the bearer has moved. A model carrying an Assault weapon can fire it in the Shooting phase and still charge into close combat in the Assault phase.

Assault Grenades

Shooting

When a unit armed with Assault Grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Range 8” S 3 AP - Type Assault 1, Blast

Assault

Models equipped with Assault Grenades don’t suffer the penalty to their Initiative for charging enemies through Difficult Terrain.

Augur Array

If you attempt to bring a unit on from reserve using Deep Strike, and the location chosen for its deployment is within 6" of a vehicle with an augur array, that unit does not scatter. The augur array must have been on the battlefield at the start of the turn in order for it to be used.

Aura of Discipline

Any friendly unit from Codex: Astra Militarum within 6" of a Lord Commissar uses his Leadership for any Fear, Morale or Pinning tests.

Autocannon

Range 48" S 7 AP 4 Type Heavy 2

Autogun

Range 24" S 3 AP - Type Rapid Fire

Awaken the Machine

In each of your Shooting phases, instead of firing his weapons, the Enginseer may choose a single friendly Astra Militarum vehicle within 12". That vehicle gains the Power of the Machine Spirit special rule until the end of the turn.

Bale Eye

The Bale Eye can be used in the Shooting phase in addition to firing another weapon.

Range 6" S 3 AP 3 Type Pistol

Barrage

All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:

• Barrage weapons can fire indirectly. This means they can fire at a target that they do not have Line of Sight to, as long as the target is beyond their minimum range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit! is rolled on the scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its minimum range.

• To determine whether a unit wounded by a Barrage weapon is allowed a Cover Save, and when determining Wound allocation, always assume the shot is coming from the centre of the Blast marker, instead of from the firing model. Hits against vehicles are always resolved against their Side Armour.

Multiple Barrages

If a unit fires more than one shot with the Barrage special rule, they fire together, as follows:

• The Barrage weapon closest to the target unit fires first. Place the Blast marker over the target, then roll for scatter as described earlier.

• Once the first marker is placed, roll a scatter dice for each other Barrage weapon shot fired by the unit. If an arrow is rolled, place the marker in the direction indicated so that it is next to and touching the edge of the first marker placed.

• If a Hit! is rolled, the firing player places the marker so that it touches any part of any marker in the group that has already been placed. Note that it is perfectly fine if some markers are placed overlapping one another (including being directly over the top of a previous marker).

• Once all of the markers are in place, add up the number of hits and roll To Wound for these hits. To determine Wound allocation and Cover Saves, always assume the shot is coming from the centre of the first Blast marker that was placed in the Multiple Barrage.

Battle Cannon

Range 72" S 8 AP 3 Type Ordnance 1, Large Blast

Bellowing Voice

Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command special rule, he can issue orders to friendly units from Codex: Astra Militarum that are within 18" of him.

The Blade of Conquest

Replaces the character’s Close Combat Weapon.

Range S +1 AP 3 Type Melee, Master-crafted

Blast

When firing a Blast weapon, models do not roll To Hit. Instead, just pick one enemy model visible to the firer and place the 3" Blast marker with its hole entirely over the base of the target model, or its hull if the target is a vehicle. The hole at the centre of the marker must be within the weapon’s maximum range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.

The large area affected by the Blast means it’s going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the Blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon’s maximum or minimum range and line of sight. This represents the chance of ricochets, the missile Blasting through cover and other random events. In these cases, hits are worked out as normal and can hit and wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the table’s edge, the shot is a complete miss and is discarded.

Once the final position of the Blast marker has been determined, take a good look at it from above – each unit suffers one hit for each of their models which is fully or partially beneath the Blast marker, even if those models are not within the firer’s line of sight.

Once the number of hits inflicted on the unit has been worked out, roll To Wound and save as normal. Remember that any Wounds inflicted by weapons with the Blast special rule must be allocated to the closest model in the target unit even if it is out of sight of any models from the attacking unit.

Multiple Blasts

If a unit is firing more than one shot with the Blast special rule, scatter each shot, one at a time, as described above and determine how many hits are scored with each individual Blast marker. After the last shot, add up the total number of hits scored and roll all of the To Wound rolls as normal.

Blast Weapons and Re-rolls

If a model has the ability to re-roll its rolls To Hit and chooses to do so after firing a Blast weapon, the player must re-roll both the scatter dice and the 2D6.

Blast Weapons and Snap Shots

Blast weapons cannot be fired as Snap Shots.

Blessings of the Omnissiah

In each of your Shooting phases, instead of firing his weapons, an Enginseer may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each Servitor with a servo-arm in his unit. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

Blind

Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current phase. If the test is passed, all is well – a shouted warning has caused the warriors to avert their gaze. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. Any model that does not have an Initiative characteristic (for example, non-Walker vehicles, buildings etc.) is unaffected by this special rule.

Bolt Pistol

Range 12" S 4 AP 5 Type Pistol

Boltgun

Range 24" S 4 AP 5 Type Rapid Fire

‘Bring It Down!’

‘Bring it Down!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter special rules.

Brotherhood of Psykers

A unit containing at least one model with this special rule is a Psyker unit – if no Mastery Level is shown, then that unit has a Mastery Level of 1. Rules for generating and manifesting psychic powers can be found in the Psychic phase section. The unit follows all the normal rules for Psykers, with the following clarifications:

-         When manifesting a psychic power, this unit measures range and line of sight from, and uses the characteristics profile (if required) of, any one model in the unit that has the Brotherhood of Psykers/Sorcerers special rule (controlling player’s choice).

-         If this unit suffers Perils of the Warp, or is hit by an attack that specifically targets Psykers, the hits are Randomly Allocated amongst models with the Brotherhood of Psykers/Sorcerers special rule. If a model with this special rule gains or loses a psychic power, all other models with this special rule in their unit also gain or lose that power.

Brute Shield

A Brute Shield confers a 5+ Invulnerable Save. In addition, a model with a Brute Shield re-rolls failed To Wound rolls when resolving Hammer of Wrath hits.

Bulky

Bulky models count as two models for the purposes of Transport Capacity.

Camo Gear

A model with Camo Gear counts its Cover Save as being 1 point better than normal. Note that this means it always has a Cover Save of at least 6+, even in the open.

Camo Netting

A vehicle with Camo Netting counts its Cover Save as being 1 point better than normal. Note that this means it always has a Cover Save of at least 6+, even if it is in the open.

Carapace Armour

Carapace Armour confers a 4+ Armour Save.

Chain of Command

May only be your Warlord if you have no models with the Senior Officer special rule.

Character

Characters are dynamic units with many special abilities on the battlefield. The rules for characters can be found on in the Warhammer 40,000 rulebook

Chem Cannon

Range Template S 1 AP 3 Type Heavy 1, Poisoned (2+)

Clarion Vox-net

Any friendly unit from the same Militarum Tempestus Platoon within 18" of the Tempestor Prime can use his Leadership for any Fear, Morale or Pinning tests.

Close Combat Weapon

Range - S User AP Type Melee

Cold Steel and Courage

Colonel Straken and all friendly units from Codex: Astra Militarum within 6" of him have the Counter-attack and Furious Charge special rules.

Combined Squad

Infantry Squads have the option of forming Combined Squads. The decision to form Combined Squads must be made immediately before determining your Warlord Traits.

If the Astra Militarum player wishes to deploy his forces in this way, then any Infantry Squad may join another Infantry Squad from the same platoon. For example, an Infantry Platoon consisting of a Platoon Command Squad and three 10-man Infantry Squads can instead choose to deploy as a Platoon Command Squad and a single 30-man Infantry Squad, or a Platoon Command Squad, a 10-man Infantry Squad and a 20-man Infantry Squad. If you decide to form Combined Squads in this manner, they are treated as a single unit for whole of the game.

Concussive

A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of the following Assault phase.

Co-ordinate Reserves

You receive a +1 bonus to all Reserve Rolls during your turn.

Counter-attack

If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-attack special rule in the unit gets +1 Attack until the end of the phase.

If, when charged, the unit was already locked in combat, the Counter-attack special rule has no effect.

Crack Shot

Shots made by Pask’s Leman Russ can re-roll armour penetration rolls against vehicles, including glancing or penetrating hits, but the second result must be kept. Furthermore, the turret-mounted weapon of Pask’s vehicle gains an additional benefit depending on its type:

-         When firing a Battle Cannon, Vanquisher Battle Cannon, Demolisher Siege Cannon or Eradicator Nova Cannon, Pask can re-roll To Hit rolls

-         An Exterminator Autocannon or Punisher Gatling Cannon fired by Pask has the Rending special rule.

-         When firing an Executioner Plasma Cannon, Pask may choose to fire an Incandescent Plasma Blast instead of using the weapon’s normal profile. This has the following profile:

Range 36" S 7 AP 2 Type Heavy 1, Large Blast, Blind, Gets Hot

The Deathmask of Ollanius

The bearer of the Deathmask of Ollanius gains a 4+ Invulnerable Save, and has the It Will Not Die and Fear special rules.

Deathstrike Missile

The Deathstrike missile cannot fire directly.

Range 12"-Unlimited S 10 AP 1 Type Ordnance 1, Apocalyptic Blast, Barrage, Ignores Cover, One use only

Deep Strike

In order for a unit to be able to Deep Strike, all models in the unit must have the Deep Strike special rule and the unit must start the game in Reserve. When placing the unit in Reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike Reserve). Some units must arrive by Deep Strike. They always begin the game in Reserve and always arrive by Deep Strike.

Arriving by Deep Strike

Roll for the arrival of all Deep Striking units as specified in the rules for Reserves and then deploy them as follows:

• First, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model’s final position. If a vehicle scatters when arriving via Deep Strike, do not change its facing – it must continue to face the same direction as it did before you rolled for scatter.

• Next, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the first model and begin to form a circle around it. When the first circle is complete, a further concentric circle must be placed with each model touching the circle inside it. Each circle must include as many models as will fit.

• Models deploying via Deep Strike treat all Difficult Terrain as Dangerous Terrain.

In the Movement phase during which they arrive, Deep Striking units may not move any further, other than to Disembark from a Deep Striking Transport Vehicle if they are in one.

Units Deep Striking into ruins are placed on the ground floor. Deep Striking units count non-ruined Buildings (except for their Battlements) as Impassable Terrain.

In that turn’s Shooting phase, these units can fire (or Run, Turbo-boost or move Flat Out) as normal, and count as having moved in the previous Movement phase. Vehicles, except for Walkers, count as having moved at Combat Speed (even Immobilised vehicles). This can affect the number of weapons they can fire with their full Ballistic Skill.

In that turn’s Assault phase, however, these units cannot charge. This also applies to units that have disembarked from Transports that arrived by Deep Strike that turn.

Deep Strike and Transports

Units do not confer the Deep Strike special rule onto a Transport vehicle they are embarked inside. A Transport vehicle with Deep Strike may Deep Strike regardless of whether its passengers have Deep Strike or not.

Deep Strike Mishaps

Deep Striking onto a crowded battlefield can be dangerous, as one may miss the intended objective or even materialise inside solid rock! If any of the models in a Deep Striking unit cannot be deployed, because at least one model would land partially or fully off the table, in Impassable Terrain, on top of a friendly model, or on top of or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the Deep Strike Mishap table and apply the results. If the unfortunate unit is also a Transport, the Deep Strike Mishap result applies to both the unit and anything embarked within it.

Deep Strike Mishap Table

D6 - Effect

1 - Terrible Accident!: The entire unit is destroyed!

2-3 - Misplaced.: Your opponent may deploy the unit anywhere on the table (excluding Impassable Terrain, but including Difficult Terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, but without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal.

4-6 - Delayed.: The unit is placed in Ongoing Reserves.

Demolisher Siege Cannon

Range 24" S 10 AP 2 Type Ordnance 1, Large Blast

Demolition Charge

Range 6" S 8 AP 2 Type Assault 1, Large Blast, One use only

Disordered Charge

If a unit declares that it is charging multiple units, its charge is disordered. A unit making a disordered charge does not gain the +1 Charge Bonus to its number of Attacks usually gained from a charge, even if after its charge move it has no models in base contact with the secondary target.

Dozer Blade

Vehicles equipped with Dozer Blades treat their Front Armour as one higher than normal when Ramming. Furthermore the Vehicle can re-roll failed Dangerous Terrain tests.

Draconian Disciplinarian

Friendly units from Codex: Astra Militarum within 12" of the Warlord do not take Morale tests for suffering 25% or more casualties.

Earthshaker Cannon

Range 36-240" S 9 AP 3 Type Ordnance 1, Barrage, Large Blast

The Emperor’s Benediction

Lord Commissar only. Replaces bolt pistol.

Range 12” S 5 AP 4 Type Pistol, Precision Shot, Master-crafted

Enclosed Crew Compartment

Vehicles with the enclosed crew compartment upgrade no longer have the ‘Open-topped’ portion of their unit type.

Eradicator Nova Cannon

Range 36" S 6 AP 4Type Heavy 1, Large Blast, Ignores Cover

Eternal Warrior

If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.

Executioner Plasma Cannon

Range 36" S 7 AP 2 Type Heavy 3, Blast, Gets Hot

Exterminator Autocannon

Range 48" S 7 AP 4 Type Heavy 4, Twin-linked

Extra Armour

Vehicles equipped with Extra Armour count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead.

Fear

At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear – all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.

Fearless

Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.

Feel No Pain

When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a Saving Throw and so can be used against attacks that state that ‘no Saves of any kind are allowed’, for example those inflicted by Perils of the Warp).

Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted – treat it as having been Saved.

If a unit has the Feel No Pain special rule with a number in brackets afterwards – Feel No Pain (6+), for example – then the number in brackets is the D6 result needed to discount the Wound.

Fire Barrels

The first time an enemy unit attempts to charge a vehicle with fire barrels, that unit suffers D6 Strength 4 AP5 hits. These hits are Randomly Allocated.

‘Fire On My Target!’

‘Fire on my Target!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Ignores Cover special rule.

‘First Rank, Fire! Second Rank, Fire!’

The ordered unit must make a shooting attack. When resolving this shooting attack, all models firing with lasguns or hot-shot lasguns fire one additional shot.

Flak Armour

Flak Armour confers a 5+ Armour Save.

Flakk Missiles

Range 48" S 7 AP 4 Type Heavy 1, Skyfire

Flamer

Range Template S 4 AP 5 Type Assault 1

Force

Any Psyker that has one or more weapons with this special rule knows the Force psychic power in addition to any other powers they know.

Force Weapons

Types of Force Weapons

Force weapons come in all shapes and sizes, but for the purposes of our game, we have three simple categories of force weapon: Force axe, Force stave and Force sword.

If a model’s wargear says it has a Force weapon which has no further special rules, look at the model to tell which type of Force weapon it has: if it’s a sword or dagger, it’s a Force sword; if it’s an axe or halberd, it’s a Force axe; if it’s a blunt weapon like a mace or staff, it’s a Force stave.

Force Sword

Range S User AP 3 Type Melee, Force

Force Axe

Range S +1 AP 2 Type Melee, Force, Unwieldy

Force Stave

Range S +2 AP 4 Type Melee, Concussive, Force

Unusual Force Weapons

Many models have unusual Force Weapons that have one or more unique rules. If a Force Weapon has its own unique close combat rules, treat it as an AP3 Melee weapon with the additional rules and characteristics presented in its entry.

‘Forwards, For The Emperor!’

The ordered unit must make a shooting attack. Once this shooting attack has been resolved, the ordered unit must Run, even though a unit cannot normally Shoot and Run in the same phase.

Frag Grenades

Frag Grenades are Assault Grenades.

When used in the Shooting phase, they have the following profile:

Range 8" S 3 AP Type Assault 1, Blast

Frag Missiles

Range 48" S 4 AP 6 Type Heavy 1, Blast

Furious Charge

In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.

‘Get Back In The Fight!’

‘Get Back in the Fight!’ can only be issued by a model with the Senior Officer special rule. Unlike other orders, ‘Get Back in the Fight!’ can only be issued to a unit that is falling back or that has gone to ground. The ordered unit immediately regroups if falling back, but it does not make a 3” move. If the unit has gone to ground, the effects of going to ground are immediately cancelled instead. In either case, the ordered unit can act (shoot, run, charge etc.) normally for the remainder of the turn.

Gets Hot

When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (Armour or Invulnerable Saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A Vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a Glancing Hit.

Gets Hot and Weapons that do not roll To Hit

Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound (Armour Saves or Invulnerable Saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A Vehicle instead suffers a Glancing Hit on a further roll of a 1, 2 or 3.

Gets Hot and Re-rolls

If a model has the ability to re-roll its rolls To Hit (including because of BS6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.

Grand Strategist

Nominate D3 units in your primary detachment. These units gain the Outflank special rule.

Grav Chute Insertion

If a Valkyrie or Vendetta has moved more than 6", passengers may disembark, but they must do so as follows. Nominate any point over which the Valkyrie or Vendetta moved this turn and deploy the unit as if it were Deep Striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed.

Grenade Launcher

Frag Grenade

Range 24" S 3 AP 6 Type Assault 1, Blast

Krak Grenade

Range 24" S 6 AP 4 Type Assault 1

Grenadier Gauntlet

Range 12"S 4 AP 6 Type Assault 1, Blast

Gung-Ho

Colonel Straken must always issue and accept a challenge whenever possible.

‘Gunners, Kill On Sight!’

The Tank Commander’s unit immediately makes a shooting attack. The Tank Commander must shoot at a different target to the rest of his unit. The Tank Commander must resolve his shooting attack first. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to disembark as a result of the Tank Commander’s initial shooting attack.

Hammer of Wrath

If a model with this special rule ends its charge move in base or hull contact with an enemy model, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the model an additional Pile In move.

If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or a Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider.

Hatred

This rule is often presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction, or a specific unit. For example, Hatred (Orks) means any model with the Ork Faction, whilst Hatred (Big Meks) means only Big Meks. A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.

Heavy

These are heavy, man-portable weapons, such as missile launchers, or lighter weapons that require reloading between each shot, careful set-up or bracing to counter their recoil.

When shooting, a model with a Heavy weapon shoots the number of times indicated. If a model carrying a Heavy weapon moved in the preceding Movement phase, he can fire it in the Shooting phase but only as Snap Shots. Remember that weapons with the Blast special rule cannot fire Snap Shots. Models that shoot with Heavy weapons in the Shooting phase cannot charge in the ensuing Assault phase.

Heavy Bolter

Range 36" S 5 AP 4 Type Heavy 3

Heavy Flamer

Range Template S 5 AP 4 Type Assault 1

Heavy Stubber

Range 36" S 4 AP Type Heavy 3

Heavy Weapons Team

For all game purposes, each Heavy Weapons Team or Veteran Weapons Team is treated as a single model with the Bulky special rule it may only fire one weapon in the Shooting phase, only gains one additional Attack for charging, and only counts as one model for Morale checks, for example.

Hellfury Missiles

Range 72" S 4 AP 5 Type Heavy 1, Large Blast, Ignores Cover, One use only

Hellstrike Missiles

Range 72" S 8 AP 3 Type Ordnance 1, One use only

Heroic Sacrifice

If Nork loses his last Wound in close combat, he may immediately make his full complement of Attacks against the unit that killed him at the same Initiative step, even if he has already made his Attacks in that Fight sub-phase. These Attacks may be exchanged for a Thunderous Headbutt as described below. Nork re-rolls failed To Hit and To Wound rolls when making the attack(s) granted by this rule. He is then removed as a casualty.

Hot-shot Lasgun

Range 18" S 3 AP 3 Type Rapid Fire

Hot-shot Laspistol

Range 6" S 3 AP 3 Type Pistol

Hot-shot Volley Gun

Range 24" S 4 AP 3 Type Salvo 2/4

The Hour Is Nigh

The Deathstrike Missile Launcher may not fire on the first turn of the game, or if it has moved earlier in the turn it wishes to fire. In the Shooting phase, if you wish to fire the Deathstrike Missile, roll a D6 with the following modifiers:

-         Each full, consecutive game turn in which the Deathstrike Missile Launcher has not moved: +1.

-         Each Weapon Destroyed result applied to the Deathstrike Missile itself: -1.

If the result is a 4 or more, the Deathstrike missile can be fired. Note that a natural roll of a 6 will always result in the missile firing, regardless of negative modifiers.

Hunter-Killer Missile

A hunter-killer missile is an additional weapon, fired using the vehicle’s Ballistic Skill.

Range Unlimited S 8 AP 3 Type Heavy 1, One use only

Hunting Lance

A hunting lance is a close combat weapon. However, the first time a model with a hunting lance charges into close combat, for the duration of that phase it adds +2 to its Initiative and counts as being armed with a weapon with the following profile:

Range S +2 AP 3 Type Melee, Specialist Weapon, One use only

Hydra Autocannon

Range 72" S 7 AP 4 Type Heavy 2, Skyfire

Ignores Cover

Cover Saves cannot be taken against Wounds, Glancing Hits or Penetrating Hits caused by weapons with the Ignores Cover special rule.

Implacable Determination

The Warlord and his unit have the Relentless special rule.

Incompetent Command

If a double 6 is rolled for the ordered unit’s Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.

Independent Character

Independent Characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit!

Joining and Leaving a Unit

An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by you informing your opponent of which unit it has joined.

In order to join a unit, an Independent Character simply has to move so that he is within the 2" unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within 2" of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to (or cannot) join a unit, it must (where possible) remain more than 2" away from it at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that, after an Independent Character joins a unit, that unit can move no further that Movement phase.

An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. He cannot join or leave during any other phase – once shots are fired or charges are declared, it is too late to join in or duck out!

An Independent Character cannot leave a unit while either he or the unit is in Reserves, locked in combat, Falling Back or has Gone to Ground. He cannot join a unit that is in Reserves, locked in combat or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed, he again becomes a unit of one model at the start of the following phase.

While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters.

Look Out, Sir

Independent Characters pass Look Out, Sir rolls on a 2+.

Heroic Morale

A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbers, but instead tests as if it had at least 25% remaining.

Special Rules

When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.

Independent Characters and Infiltrate

An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment.

Independent Characters and Ongoing Effects

Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you’ll need to mark the character accordingly.

Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared.

Inferno Cannon

Range Template S 6 AP 4 Type Heavy 1, Torrent

Infiltrate

Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units.

Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their Transport.

A unit that deploys using these rules cannot charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.

Infiltrate and Scout

If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.

Inspired Tactics

If a double 1 is rolled for the ordered unit’s Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.

Intercept Reserves

Your opponent suffers a -1 penalty to all Reserve Rolls during his next turn, but will always pass a Reserve Roll on a 6.

Iron Will

If Yarrick loses his last Wound, place him on his side instead of removing him. At the start of your next turn, roll a D6. On a 3+ he regains a single Wound place Yarrick as close to his previous position as possible whilst remaining more than 1" from any enemy models or impassable terrain. On a 1 or 2, Yarrick is removed as a casualty.

It Will Not Die

At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but has not been removed as a casualty or destroyed. On a roll of 5+, that model regains a Wound, or Hull Point, lost earlier in the game.

It’s For Your Own Good

If a Primaris Psyker suffers Perils of the Warp whilst in the same unit as a Commissar (of any type), the Primaris Psyker will be executed after resolving the usual effects, remove the Primaris Psyker as a casualty.

Krak Grenades

Shooting

When a unit armed with Krak Grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Range 8" S 6 AP 4 Type Assault 1

Assault

Unless used against vehicles or Monstrous Creatures, Krak Grenades have no effect. When used in assaults against vehicles or Monstrous Creatures, Krak Grenades have the following profile:

Range S 6 AP 4 Type -

Krak Missiles

Range 48" S 8 AP 3 Type Heavy 1

Kurov’s Aquila

Company Commander only.

The officer, and all friendly units from Codex: Astra Militarum within 6", have the Preferred Enemy special rule. In addition, the bearer may re-roll a single failed Leadership test per turn.

Large Blast

Large Blast weapons use the 5" blast marker, but otherwise obey all the rules for Blast weapons.

Lascannon

Range 48" S 9 AP 2 Type Heavy 1

Lasgun

Range 24" S 3 AP - Type Rapid Fire

Lasgun Arrays

A Chimera has two separate arrays of three lasguns one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target.

Laspistol

Range 12" S 3 AP - Type Pistol

The Laurels Of Command

Company Commander only.

Whenever a friendly unit from Codex: Astra Militarum within 6” of the bearer is required to take a Morale check, the bearer of the Laurels may choose whether they pass or fail. However, if the model with the Laurels is removed as a casualty, all friendly units from Codex: Astra Militarum within 6” must take an immediate Pinning test.

Leman Russ Commander

A Tank Commander starts the game in a Leman Russ tank, leading a Leman Russ Squadron. Note that any type of Leman Russ can be taken as the Tank Commander’s vehicle, and that it can have any upgrades usually available to that type of tank. The Tank Commander’s tank is a character, has Ballistic Skill 4 and can be chosen as your army’s Warlord. If his tank is Wrecked or suffers an Explodes! result, the Tank Commander is killed.

A Tank Commander and his Leman Russ Squadron count as an HQ choice for the entire of the battle. The Tank Commander’s Leman Russ cannot leave the unit or join another unit, even if the rest of his squadron are destroyed.

Limited Ammunition

A Manticore Rocket Launcher carries a rack of four rockets. Only a single rocket can be fired by a Manticore Rocket Launcher in each of the Manticore’s Shooting phases. Furthermore, until it has been used, each rocket counts as a separate weapon when determining Weapon Destroyed results. Make a note each time a rocket is fired or destroyed; once the Manticore Rocket Launcher has fired all of its rockets it has run out of ammunition and cannot be fired again.

Listen Up, Maggots!

If Kell is in the same unit as Creed, Leadership tests for orders issued by Creed can be taken on Kell’s Leadership, not that of the ordered unit.

Look Out Arghh!

If a Wound is allocated to a character in this model’s unit (other than another model with this special rule), that character automatically passes its Look Out, Sir test if it can make one. The Wound must be allocated to the model with this special rule instead. If there is more than one model with this special rule in a unit when a Wound is allocated to a character, the owning player can choose which of them to re-allocate the Wound to.

Loyal To The End

Nork must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge. In addition, a Commissar or Lord Commissar will never shoot Nork as a result of the Summary Execution special rule.

Master of Command

Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command special rule, he can issue one additional order each turn.

Master-crafted

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.

Medi-Pack

A unit that contains at least one model with a medi-pack has the Feel No Pain special rule.

Melee

Weapons with the Melee type can only be used in close combat.

Melta

Ranged weapons with this special rule roll an additional D6 when rolling to Penetrate a Vehicle’s Armour at half range or less. If the weapon is more than half its maximum range away, it rolls to Penetrate as normal.

If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, all hits caused by the Blast marker roll an addition D6 when rolling to penetrate a Vehicle’s Armour. If the centre of the Blast marker is more than half the weapon’s maximum range away after scatter, roll to Penetrate as normal.

Melta Bombs

Shooting

Melta Bombs are cumbersome devices. Melta Bombs cannot be used to make a shooting attack.

Assault

Unless used in assaults against Vehicles, Gun Emplacements or Monstrous Creatures, Melta Bombs have no effect. When used in assaults against Vehicles, Buildings, Gun Emplacements or Monstrous Creatures, Melta Bombs have the following profile:

Range S 8 AP 1 Type Armourbane, Unwieldy

Melta Cannon

Range 24" S 8 AP 1 Type Heavy 1, Blast, Melta

Meltagun

Range 12" S 8 AP 1 Type Assault 1, Melta

Mindlock

Unless it includes an Enginseer, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a roll of a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, and orders issued to it have no effect. A mindlocked unit must still complete compulsory moves, such as Pile In and Fall Back moves.

Missile Launcher

All missile launchers come with Frag and Krak Missiles as standard, and some have the option to upgrade to include Flakk Missiles. Each time a Missile Launcher fires, the controlling player must choose which type of Missile is being used.

Frag Missile

Range 48" S 4 AP 6 Type Heavy 1, Blast

Krak Missile

Range 48” S 8 AP 3 Type Heavy 1

Flakk Missile

Range 48” S 7 AP 4 Type Heavy 1, Skyfire

Mobile Command Vehicle

An officer embarked within a Chimera may still issue orders to squads. Measure range from any part of the Chimera’s hull.

Monster Hunter

A unit that contains at least one model with this special rule re-rolls all failed To Wound rolls against Monstrous Creatures.

Mortar

Range 48" S 4 AP 6 Type Heavy 1, Barrage, Blast

‘Move! Move! Move!’

The ordered unit must Run. When determining how far the unit Runs, roll three dice and use the highest result.

Move Through Cover

A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.

Multi-Laser

Range 36" S 6 AP 6 Type Heavy 3

Multi-Melta

Range 24" S 8 AP 1 Type Heavy 1, Melta

Multiple Rocket Pod

Range 24" S 4AP 6 Type Heavy 1, Large Blast

Navy Orders

An Officer of the Fleet may take a Leadership test at the beginning of your turn, before any Reserve rolls are made. If the test is successful, choose one of the following Navy Orders to immediately take effect. If you have more than one Officer of the Fleet, all modifiers are cumulative.

-         Coordinate Reserves

The Officer directs Navy transports to deliver troops to the front line.

You receive a +1 bonus to all Reserve Rolls during your turn.

-         Intercept Reserves

The Officer orders Navy fighters to disrupt enemy supply lines.

Your opponent suffers a -1 penalty to all Reserve Rolls during his next turn, but will always pass a Reserve Roll on a 6.

No Ordinary Weapon

A Deathstrike Missile cannot be destroyed by a Weapon Destroyed result, only delayed. Similarly a Crew Stunned or Crew Shaken result does not prevent a Deathstrike missile from launching (see The Hour is Nigh).

Old Grudges

During Deployment, before deploying Infiltrators and before Scouts redeploy, choose one Warhammer 40,000 codex. The Warlord and his unit have the Preferred Enemy special rule against all enemy units chosen from that codex.

One Use Only

A weapon that is noted as being one use only can only be fired once per game use it carefully!

Ordnance

When shooting, a model with an Ordnance weapon fires the number of times indicated in its profile after its type. A non-Vehicle model carrying an Ordnance weapon cannot fire it in the Shooting phase if he moved in the preceding Movement phase. Ordnance weapons cannot fire Snap Shots. Furthermore, if a non-Vehicle model fires an Ordnance weapon, then the massive recoil from the Ordnance weapon means that the model cannot fire other weapons that phase, nor will it be able to charge in the ensuing Assault phase.

Ordnance weapons hit with such force that when you roll to Penetrate a Vehicle’s Armour with an Ordnance weapon, roll two dice instead of one and pick the highest result!

Outflank

During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. This means they are making a wide sweeping move to get behind enemy lines or come at the foe from an unexpected direction.

When an Outflanking unit arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a D6: on a 1-2, the unit comes in from the table edge to the left of their controlling player’s own table edge; on a 3-4, they come on from the right; on a 5-6, the player can choose left or right. Models move onto the table as described for other Reserves. If such a unit deploys inside a Dedicated Transport, they may Outflank along with their Transport.

Payback

Range 36" S 5 AP 4 Type Heavy 3, Rending

Pinning

If a non-vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its shooting attacks for that phase. This is called a Pinning test.

If the unit fails the test, it is Pinned and must immediately Go to Ground. As the unit has already taken its saves, Going to Ground does not protect it against the fire of the Pinning weapon that caused the test – it’s too late!

As long as the test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. If a unit has already Gone to Ground, no further Pinning tests are taken.

If the special rules of a unit specify that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still Go to Ground voluntarily if they wish.

Pistol

Pistols are light enough to be carried and fired one-handed, but with limited range, allowing a trooper to fight in close combat with a pistol and sword or other melee weapon.

Pistols are effectively Assault 1 weapons. A Pistol also counts as a close combat weapon in the Assault phase.

Gunslinger

All models with two Pistols can fire both in the Shooting phase. This follows the normal rules for shooting.

Plasma Cannon

Range 36" S 7 AP 2 Type Heavy 1, Blast, Gets Hot

Plasma Gun

Range 24" S 7AP 2  Type Rapid Fire, Gets Hot

Plasma Pistol

Range 12" S 7 AP 2 Type Pistol, Gets Hot

Platoon Standard

A unit that contains a model with a Platoon Standard counts as scoring an additional Wound for the purposes of calculating assault results.

Poisoned

If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.

Similarly, if a model makes a shooting attack with a weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.

Power Armour

Power Armour confers a 3+ Armour Save.

Power Field

The Power Field gives Yarrick a 4+ Invulnerable Save.

Power Fist

Range S x2 AP 2 Type Melee, Specialist Weapon, Unwieldy

Power Klaw

Range S x2 AP 2 Type Melee, Specialist Weapon, Unwieldy

Power of the Machine Spirit

In a turn in which the Vehicle neither moves Flat Out nor uses Smoke Launchers, the Vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.

Power Weapons

Types of Power Weapon

Power Weapons come in all shapes and sizes, but for the purposes of our game, we have four simple categories of power weapons: Power Axes, Power Mauls, Power Swords and Power Lances.

If a model’s wargear says it has a Power Weapon which has no further special rules, look at the model to tell which type of Power Weapon it has: if it’s a sword or dagger, it’s a Power Sword; if it’s an axe or halberd, it’s a Power Axe; if it’s a blunt weapon like a mace or staff, it’s a Power Maul; if it’s a spear or lance, it’s a Power Lance.

Power Sword

Range  S User AP 3 Type Melee

Power Axe

Range  S +1 AP 2 Type Melee, Unwieldy

Power Maul

Range S +2 AP 4 Type Melee, Concussive

Power Lance

Range  S +1/User* AP 3/4* Type Melee

*Power lances have two profiles for both Strength and AP. The first is used only on a turn in which a model charges; the second is used at all other times.

Unusual Power Weapons

Many models have unusual power weapons that have one or more unique rules. If a power weapon has its own unique close combat rules, treat it as an AP 3 Melee weapon with the additional rules and characteristics presented in its entry.

Precision Shots

If a model with this special rule rolls a 6 To Hit with a shooting weapon, that shot is a ‘Precision Shot’.

Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in Range and Line of Sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.

Preferred Enemy

This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies to both shooting and close combat attacks.

Psyker

A model with this special rule is a Psyker. This rule is typically presented with a Mastery Level, shown in brackets – if no Mastery Level is shown then that model has a Mastery Level of 1.

Punisher Gatling Cannon

Range 24" S 5 AP Type Heavy 20

Rapid Fire

A model armed with a Rapid Fire weapon can fire two shots at a target up to half the weapon’s maximum Range away. Alternatively, it can instead fire one shot at a target over half the weapon’s Range away, up to the weapon’s maximum Range.

If a unit shooting Rapid Fire weapons is found to be partially within half Range of the target, the firing models within half Range fire two shots, while those further away fire one.

Models that shoot with Rapid Fire weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

Recovery Gear

If a vehicle with Recovery Gear is Immobilised, then in subsequent turns it may attempt to repair itself. To make the attempt, roll a D6 at the end of the Movement phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that this does not restore a Hull Point.

Refractor Field

A Refractor Field confers a 5+ Invulnerable Save.

Regimental Standard

A regimental standard follows the same rules as a platoon standard. In addition, any friendly units from Codex: Astra Militarum within 12" of a model with a regimental standard re-roll failed Morale, Fear and Pinning tests.

Relentless

Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.

Relic Plating

A vehicle with the Relic Plating upgrade has the Adamantium Will special rule.

Rending

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2.

Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2.

In either case, against Vehicles, each Armour Penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value.

Ripper Gun

Range 12" S 5 AP - Type Assault 3

Rosarius

A Rosarius confers a 4+ Invulnerable Save.

Salvo

Salvo weapons are essentially more destructive Rapid Fire weapons.

Salvo weapons have two numbers on their profile (listed after their type) separated by a ‘/’. A model armed with a Salvo weapon can move and fire at a target up to half its maximum range away. In this case, the number of shots is equal to the first number. If the model has not moved, it can instead fire a greater number of shots at a target up to the weapon’s maximum range. In this case, the number of shots is equal to the second number.

Models that shoot with Salvo weapons in the Shooting phase cannot charge in the ensuing Assault phase.

Scout

After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s deployment zone, but must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the first game turn. A unit cannot embark or disembark as part of a Scout redeployment.

If both sides have Scouts, roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.

If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.

Infiltrate and Scout

If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.

Searchlight

Searchlights are used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may find it helpful to place coins, or other suitable counters, next to the units as reminders, and next to a vehicle to show it has used its searchlights this turn.

Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting rule.

Senior Officer

This model can issue up to two orders each turn.

Servo-Arm

Range S x2 AP 1 Type Melee, Specialist Weapon, Unwieldy

Shoot Sharp and Scarper

Ratlings can make a shooting attack and then Run in the same Shooting phase.

Shotgun

Range 12" S 3 AP Type Assault 2

Shred

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls.

Skyfire

A model with this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers, Flying Monstrous Creatures and Skimmers, but it can only fire Snap Shots against other targets.

Slabshield

If a model with a slabshield is in base contact with one or more models with a slabshield from the same unit, it adds +1 to its Armour Save. Furthermore, if a target (friend or foe) is partially obscured from the firer’s view by at least one model with a slabshield, it receives +1 to its Cover Save.

Smash

All of the close combat attacks, except Hammer of Wrath attacks, of a model with this special rule are resolved at AP2 (unless it’s attacking with an AP1 weapon). Additionally, when it makes its close combat attacks, it can choose instead to make a single Smash Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the model’s Strength (to a maximum of 10). Furthermore, a model making a Smash Attack can re-roll its Armour Penetration rolls, but must abide by the second result.

‘Smite At Will!’

The ordered unit must make a shooting attack. When resolving this shooting attack, the ordered unit has the Split Fire special rule.

Smoke Launchers

Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a Vehicle with Smoke Launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used Smoke Launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ Cover Save.

After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use Smoke Launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.

Snare Mines

Enemy units that charge a unit with Snare Mines count as having made a Disordered Charge.

Sniper

If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, and rolls a 6 To Hit, that shot is a ‘Precision Shot’. Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll. Note that Snap Shots can never be Precision Shots.

If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+, regardless of the victim’s Toughness. In addition, any To Wound roll of a 6 is resolved at AP2.

Against Vehicles, shooting attacks from weapons and models with the Sniper special rule count as Strength 4.

Sniper Rifle

Range 36" S X AP 6 Type Heavy 1, Sniper

Specialist Weapon

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule.

Split Fire

When a unit that contains at least one model with this special rule shoots, one model in the unit can shoot at a different target to the rest of his unit. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to Disembark as a result of the Split Firing unit’s initial shooting attack.

Stealth

A unit that contains at least one model with this special rule counts its Cover Saves as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a Cover Save of at least 6+, even if it is in the open. This rule is often presented as Stealth (X) where X indicates a specific type of terrain, such as Stealth (Woods) or Stealth (Ruins). If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type.

Cover Save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ Cover Save).

Storm Bolter

Range 24" S 4 AP 5 Type Assault 2

Storm Eagle Rockets

Storm eagle rockets cannot fire directly.

Range 24-120" S 10 AP 4 Type Ordnance D3, Barrage, Large Blast

Stormshard Mortar

Range 48" S 4 AP 6 Type Heavy 2, Barrage, Blast, Ignores Cover, Shred

Stubborn

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, they ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, it uses the rules for Fearless instead.

Summary Execution

If the Commissar’s unit fails a Fear, Morale or Pinning test, after any re-rolls it is entitled to, the owning player can opt to have his Commissar summarily execute one of the Astra Militarum models in the unit. Roll a D6; on a 3+ you choose which model is executed, on a 1-2 your opponent chooses instead note that neither player can ever choose to execute the Commissar himself. The executed model is immediately removed as a casualty with no saves of any kind allowed. Provided a model was executed, the unit is then treated as having passed the test.

‘Suppressive Fire!’

The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Pinning special rule.

Supreme Commander

Creed can issue up to three orders a turn. Creed can issue orders that can only be issued by models with the Senior Officer special rule. Failed orders issued by Creed must be re-rolled.

Sworn Protector

Kell must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge.

The Tactical Auto-Reliquary Of Tyberius

Company Commander only.

When rolling Leadership tests for orders issued by an officer with the Tactical Auto-Reliquary, any successful Leadership test that results in a double will count as Inspired Tactics. However, if you roll a double 1 while using the Tactical Auto-Reliquary, you still benefit from Inspired Tactics, though the officer has ‘accidentally’ shut the device out of the vox network it may no longer be used this game.

Tactical Genius

If Creed is your Warlord he has 2 Warlord Traits instead of 1. You can either roll twice on the same Warlord Traits table or once each on two different Warlord Traits tables (if rolling twice on the same Warlord Traits table, re-roll any duplicate results).

‘Take Aim!’

The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Precision Shot special rule.

Tank Orders

A Tank Commander can roll 2D6 at the beginning of the Shooting phase. If the total result is 9 or less, choose one of the following Tank Orders to immediately take effect.

‘Full Throttle!’

The Tank Commander’s unit immediately moves Flat Out, moving up to 6+D6", even though they are Heavy.

‘Gunners, Kill on Sight!’

The Tank Commander’s unit immediately makes a shooting attack. The Tank Commander must shoot at a different target to the rest of his unit. The Tank Commander must resolve his shooting attack first. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to disembark as a result of the Tank Commander’s initial shooting attack.

‘Strike and Shroud!’

The Tank Commander’s unit must make a shooting attack. After this shooting attack has been resolved, all vehicles in the unit that have not already done so must use their smoke launchers.

Taurox Battle Cannon

Range 48" S 7 AP 4 Type Heavy 1, Blast

Taurox Gatling Cannon

Range 24" S 4 AP  Type Heavy 10

Taurox Missile Launcher

Frag missile

Range 48" S 4 AP 6 Type Heavy 2, Blast

Krak missile

Range 48" S 8 AP 3Type Heavy 2

Template

Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against vehicles, the template must be placed to cover as much of the vehicle as possible without touching a friendly model. The position of the firer is used to determine which Armour facing is hit. A Template weapon never hits the model firing it.

Template weapons have the Ignores Cover, Wall of Death and No Escape special rules. Wounds inflicted by template weapons are allocated following the normal rules. Template weapons cannot fire Snap Shots.

Multiple Templates

If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many hits are scored by each Template. Once the number of hits from all Templates has been determined, roll To Wound as normal.

Wall of Death

Template weapons can fire Overwatch, even though they cannot fire Snap Shots. Instead, if a Template weapon fires Overwatch, it automatically inflicts D3 hits on the charging unit, resolved at its normal Strength and AP value. Don’t worry about comparing the length of the template with the distance to the enemy. If the charge is successful, it doesn’t matter anyway. If the charge failed, we can assume that the enemy ran into range of the Template weapon and were driven back.

No Escape

If a Template weapon hits a building’s Fire Point or an Open-topped vehicle and there is a unit embarked inside that building or vehicle, then in addition to any other effects that unit suffers D6 hits, resolved at the Strength and AP of the weapon. These hits are Randomly Allocated.

Thunderous Headbutt

Nork may elect to exchange his normal attacks in close combat for a single Thunderous Headbutt with the following profile:

Range S +3 AP 3 Type Melee, Concussive

Torrent

A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is within 12" of the weapon and the wide end is no closer to the weapon than the narrow end.

Twin-linked

Twin-linked weapons don’t get more shots than normal ones, but they give you a better chance of hitting with them. If a shooting weapon has the Twin-linked special rule, or is described in a model’s wargear entry as Twin-linked, it re-rolls all failed To Hit rolls.

Twin-linked Blast Weapons

If the scatter dice does not roll a hit, you can choose to re-roll the dice with a Twin-linked Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the scatter dice.

Twin-linked Template Weapons

Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and Armour Penetration rolls.

Unwieldy

A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker.

Vanquisher Battle Cannon

Range 72" S 8 AP 2 Type Heavy 1, Armourbane

Very Bulky

Very Bulky models count as three models for the purposes of Transport Capacity.

Voice of Command

A model with this special rule is known as an officer. An officer can issue one order each turn. Orders are issued and their effects resolved at the start of your Shooting phase. If you have more than one officer, or if you have an officer that has a special rule allowing it to issue more than one order a turn, issue and resolve each order one at a time.

An officer can attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground. Issuing an order does not prevent the officer’s unit from acting (shooting, Running etc.) later in that phase.

Issuing an Order

To issue an order, declare the order your officer is attempting to issue and select a single friendly non-vehicle unit from Codex: Astra Militarum that is within 12" of the officer this can be the officer’s own unit if you wish. We call this unit the ‘ordered unit’. The ordered unit must then take a Leadership test to see if the order has been understood and acted upon. If the test is passed, the order takes effect as specified in its description.

If the test is failed, the order does not take effect.

Unless an order causes the ordered unit to make a shooting attack or Run, receiving it does not prevent the ordered unit from acting later in that phase, whether the order was successful or not.

Orders cannot be issued to embarked units or units that previously received an order that phase (whether or not that order was successful). Unless otherwise stated, orders cannot be issued to units that are locked in combat, are falling back, or have gone to ground.

Inspired Tactics

If a double 1 is rolled for the ordered unit’s Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.

Incompetent Command

If a double 6 is rolled for the ordered unit’s Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.

Vox-caster

Failed Leadership tests for orders issued to a unit with a Vox-caster can be re-rolled, provided the officer’s unit also has a Vox-caster. An officer may not use a Vox-caster’s ability on his own unit.

War Hymns

A Ministorum Priest can take a Leadership test at the beginning of each Fight sub-phase in which he is locked in combat. If the test is successful, choose one of the following war hymns to immediately take effect.

-         The Emperor Protects: The Ministorum Priest and his unit re-roll all failed armour and Invulnerable Saves until the end of the phase.

-         The Emperor’s Strength: Until the end of the phase, the Ministorum Priest has the Smash special rule.

-         The Righteousness of the Emperor: The Ministorum Priest and his unit re-roll failed rolls To Wound until the end of the phase.

Zealot

A unit containing one or more models with the Zealot special rule automatically passes Pinning, Fear and Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit gains the Zealot special rule when it has Gone to Ground, all the effects of Go to Ground are immediately cancelled.

In addition, units containing one or more models with the Zealot special rule re-roll all failed To Hit rolls during the first round of each close combat – they do not get to re-roll failed To Hit rolls in subsequent rounds.

Table of Contents

Contents. 1

Astra Militarum Special Rules. 4

Warlord Traits. 5

Warlord Traits Table. 5

Voice of Command. 6

Astra Militarum Orders. 7

Astra Militarum Army List 8

HQ – Company Command Squad. 9

Colonel ‘Iron Hand’ Straken. 12

Lord Castellan Ursarkar E. Creed. 13

Colour Sergeant Jarran Kell 14

Nork Deddog. 15

Other (HQ) – Ministorum Priests. 16

Other (HQ) – Primaris Psyker. 17

Other (HQ) – Enginseer. 18

Servitor. 18

HQ – Tank Commander. 20

Knight Commander Pask. 21

HQ – Commissar Yarrick. 22

HQ – Lord Commissar. 24

Other (HQ) – Commissar. 25

Troops – Infantry Platoon. 26

Platoon Command Squad. 26

Infantry Squad. 27

Special Weapons Squad. 29

Heavy Weapons Squad. 30

Conscripts Squad. 31

Troops – Veterans. 33

Gunnery Sergeant "Stonetooth" Harker. 34

Elites – Militarum Tempestus Platoon. 35

Militarum Tempestus Command Squad. 35

Tempestus Scions. 36

Elites – Wyrdvane Psykers. 38

Elites – Ratlings. 39

Elites – Ogryns. 40

Elites – Bullgryns. 41

Fast Attack – Rough Riders. 42

Fast Attack – Scout Sentinel Squadron. 43

Fast Attack – Armoured Sentinel Squadron. 44

Fast Attack – Valkyrie Squadron. 45

Fast Attack – Vendetta Squadron. 46

Heavy Support – Leman Russ Squadron. 47

Heavy Support – Hydra Battery. 49

Heavy Support – Basilisk Battery. 50

Heavy Support – Wyvern Battery. 51

Heavy Support – Manticore. 52

Heavy Support –Deathstrike. 53

Heavy Support – Hellhound Squadron. 54

Dedicated Transport – Chimera. 55

Dedicated Transport – Taurox. 57