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Bridgehead Strike
Bridgehead Strike
Only The Best

Each time an ASTRA MILITARUM INFANTRY model from your army makes a ranged attack, re‐roll a Hit roll of 1.

The soldiers who make up such targeted strike forces are hand‑picked for their excellence and – where possible – provided with rigorous additional training to prepare them for conditions and foes on the ground. 

Fire Zone Purge

Each time a MILITARUM TEMPESTUS model from your army makes a ranged attack in a turn in which it was set up on the battlefield from Reserves or it disembarked from a TRANSPORT, add 1 to the Hit roll.

Key to this force’s mission is the swift purgation of local enemy forces through sudden deployment and focused firefights. As such, whether they hit the ground from a low‑altitude drop or deploy from armoured transports, the soldiers of this formation are trained to find targets and start shooting the instant the foe is in sight.

Bellicosa Drop
1 CP
battle Tactic

When: The Reinforcements step of your Movement phase.

Target: One ASTRA MILITARUM INFANTRY unit from your army that is in Reserves and has the Deep Strike ability.

Effect: Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

Restrictions: Until the end of the turn, your unit is not eligible to declare a charge.


Firing Hot
2 CP
battle Tactic

When: Your Shooting phase.

Target: One MILITARUM TEMPESTUS or KASRKIN unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, when targeting an enemy unit within 12", improve the Strength and Armour Penetration characteristics of hot‑shot lascarbines, hot‑shot lasguns, hot‑shot laspistols, hot‑shot marksman rifles, hot‑shot volley guns and sentry hot‑shot volley guns equipped by models in your unit by 1.


Fire And Relocate
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One ASTRA MILITARUM unit (excluding TITANIC units) from your army.

Effect: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.


Servo-Designators
1 CP
strategic Ploy

When: Your Shooting phase, just after an ASTRA MILITARUM INFANTRY unit from your army has shot.

Target: That ASTRA MILITARUM INFANTRY unit.

Effect: Select one enemy unit hit by one or more of those attacks that is visible to your unit. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.


Aerial Extraction
1 CP
epic Deed

When: End of your opponent’s Fight phase.

Target: One ASTRA MILITARUM unit from your army that is not within Engagement Range of one or more enemy units, if all of its models have the Deep Strike ability, or one VALKYRIE unit from your army that is not within Engagement Range of one or more enemy units.

Effect: Remove your unit from the battlefield and place it into Strategic Reserves.


On My Position
1 CP
epic Deed

When: End of your opponent’s Fight phase.

Target: One REGIMENT INFANTRY unit from your army that is within Engagement Range of one or more enemy units.

Effect: Roll one D6 for each enemy unit within Engagement Range of your unit: on a 2+, that enemy unit suffers D6 mortal wounds. Then, your unit suffers 3D3 mortal wounds.

Bombast-class Vox-array — 35 pts

MILITARUM TEMPESTUS OFFICER model only. Each time the bearer issues an Order, if the bearer’s unit contains one or more models equipped with a master vox, it can issue that Order to up to three different REGIMENT units, instead of only one.


Priority-drop Beacon — 30 pts

MILITARUM TEMPESTUS OFFICER model only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.


Shroud Projector — 15 pts

MILITARUM TEMPESTUS OFFICER model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.


Advance Augury — 15 pts

INFANTRY OFFICER model only. After both players have deployed their armies, select up to three REGIMENT units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Combined Arms
Combined Arms
Born Soldiers

Each time a model in a REGIMENT unit from your army makes a ranged attack that targets a visible unit (excluding MONSTERS and VEHICLES), that attack has the [LETHAL HITS] ability.

Each time a model in a SQUADRON unit from your army makes a ranged attack that targets a visible MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.

Regiments of numerous origins and tactical roles inculcate their soldiers from an early age with the legendary doctrines of the Tactica Imperium. Infantry train in close-range fire patterns intended to decimate enemy soldiers, whilst tank crews spend countless hours practising to bring down enemy armour and rampaging monstrosities.

Coordinated Action
1 CP
battle Tactic

When: Start of any phase.

Target: One REGIMENT unit from your army and one SQUADRON unit from your army within 6" of and visible to that REGIMENT unit.

Effect: Until the end of the phase, Orders affecting one of your units affect the other, and vice versa.


Reinforcements!
2 CP
strategic Ploy

When: Any phase.

Target: One INFANTRY REGIMENT unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.

Restrictions: This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.


Flexible Command
2 CP
strategic Ploy

When: Your Command phase.

Target: Any number of ASTRA MILITARUM OFFICER units from your army.

Effect: Until the end of the phase, your OFFICERS can issue Orders to REGIMENT units and SQUADRON units.


Fields of Fire
1 CP
battle Tactic

When: Your Shooting phase.

Target: One REGIMENT unit and one SQUADRON unit from your army that have not been selected to shoot this phase.

Effect: Select one enemy unit. Until the end of the phase, each time your selected REGIMENT and SQUADRON units make an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.


Inspired Command
1 CP
epic Deed

When: Your opponent’s Command phase.

Target: One ASTRA MILITARUM OFFICER unit from your army.

Effect: Your OFFICER can issue one Order as if it were your Command phase.


Stalwart Protector
1 CP
battle Tactic

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One ASTRA MILITARUM VEHICLE unit from your army.

Effect: Until the end of the phase, each time a ranged attack is allocated to an INFANTRY model from your army, if that model is not fully visible to every model in the attacking unit because of your VEHICLE, that model has the Benefit of Cover against that attack.

Death Mask of Ollanius — 10 pts

OFFICER model only. While the bearer’s unit is Battle-shocked, subtract 1 from the Objective Control characteristic of models in that unit, instead of changing it to 0.


Drill Commander — 20 pts

OFFICER model only. While the bearer is leading a unit, each time a model in that unit makes a ranged attack, if that unit Remained Stationary this turn, a Critical Hit is scored on a successful unmodified Hit roll of 5+.


Grand Strategist — 15 pts

OFFICER model only. In your Command phase, the bearer can issue one additional Order.


Reactive Command — 15 pts

OFFICER model only. Each time an enemy unit is set up within 9" of the bearer’s unit, the bearer can issue one Order. This is not counted towards the number of Orders the bearer can issue in a battle round.

Hammer of the Emperor
Hammer of the Emperor
Iron Tread

Each time a SQUADRON unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and when making that Advance move, that unit can move within Engagement Range of enemy models but cannot end that move within Engagement Range of enemy models.

The armoured spearhead of an Astra Militarum army group grinds relentlessly forward, ploughing through enemy infantry with arrogant disregard.

Final Hour
1 CP
epic Deed

When: Your Command phase.

Target: One SQUADRON unit from your army that is Below Half-strength (excluding OFFICER units).

Effect: Until the end of the battle round, ranged weapons equipped by models in your unit (excluding [ONE SHOT] weapons) have the [HAZARDOUS] ability, and each time a model in your unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll.


Blazing Advance
1 CP
battle Tactic

When: Your Movement phase, just after a SQUADRON unit from your army Advances.

Target: That SQUADRON unit.

Effect: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced.


Tactical Withdrawal
1 CP
strategic Ploy

When: Your Movement phase, just after a SQUADRON unit from your army Falls Back.

Target: That SQUADRON unit.

Effect: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.


Crash Through
1 CP
strategic Ploy

When: Your Movement phase or your Charge phase.

Target: One ASTRA MILITARUM VEHICLE unit from your army that has not been selected to move or charge this phase.

Effect: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features as if they were not there.


Furious Cannonade
1 CP
battle Tactic

When: Your Shooting phase.

Target: One SQUADRON unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within 12", improve the Armour Penetration characteristic of that attack by 1.


Ablative Plating
2 CP
wargear

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One ASTRA MILITARUM VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack

Calm Under Fire — 15 pts

VEHICLE OFFICER model only. Once per turn, after the bearer issues an Order to a SQUADRON unit from your army, it can issue the same Order to another SQUADRON unit from your army.


Indomitable Steed — 15 pts

VEHICLE OFFICER model only. The bearer has the Feel No Pain 6+ ability.


Regimental Banner — 20 pts

VEHICLE OFFICER model only. Add 3 to the bearer’s Objective Control characteristic.


Veteran Crew — 20 pts

VEHICLE OFFICER model only. Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1.

Mechanised Assault
Mechanised Assault
Armoured Fist

Each time an ASTRA MILITARUM model from your army makes a ranged attack in a turn in which it disembarked from a TRANSPORT, add 1 to the Wound roll.

Astra Militarum mechanised forces combine heavy armour with elite infantry. Reliant on speed and short-ranged firepower, the armoured spearhead hurtles through the enemy line and deploys its cargo of shock troops to cut the enemy down with volleys of lasgun fire.

Vox-relay
1 CP
wargear

When: Your Command phase.

Target: One INFANTRY OFFICER unit from your army embarked within a TRANSPORT. You can use this Stratagem on that unit even though it is embarked within a TRANSPORT.

Effect: Until the end of the phase, your unit can issue Orders even though it is not on the battlefield, and it can issue Orders to ASTRA MILITARUM TRANSPORT units from your army (excluding TITANIC units) regardless of the distance to and from your unit’s TRANSPORT.


Rapid Dispersal
1 CP
strategic Ploy

When: Your Movement phase.

Target: One ASTRA MILITARUM INFANTRY unit from your army that disembarked from a TRANSPORT this phase.

Effect: Your INFANTRY unit can make a Normal move of up to D6".


Clear and Secure
1 CP
battle Tactic

When: Your Shooting phase.

Target: One ASTRA MILITARUM unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.


Swift Interception
1 CP
battle Tactic

When: Your opponent’s movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One TRANSPORT unit from your army (excluding TITANIC units) that is not within Engagement Range of one or more enemy units, and is within 9" of the enemy unit that just ended that move.

Effect: Your TRANSPORT can make a Normal move of up to 6".


Hasty Extraction
1 CP
battle Tactic

When: Your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move. 

Target: One ASTRA MILITARUM INFANTRY unit from your army that was selected as a target of that charge.

Effect: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.


Move Out
1 CP
strategic Ploy

When: End of your opponent’s turn.

Target: One ASTRA MILITARUM unit from your army.

Effect: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.

Bold Leadership — 25 pts

INFANTRY OFFICER model only. If you control an objective marker at the end of your Command phase, and the bearer’s unit (or any TRANSPORT it is embarked within) is within range of that objective marker, that objective marker remains under you control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.


Sacred Unguents — 10 pts

ASTRA MILITARUM TECH-PRIEST ENGINSEER model only. At the start of your Shooting phase, select one TRANSPORT from your army (excluding AIRCRAFT and TITANIC units) within 3" of the bearer. Until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll.


Smoke Grenades — 10 pts

INFANTRY OFFICER model only. The bearer’s unit has the Benefit of Cover and the Stealth ability while the bearer’s unit is wholly within 3" of one or more friendly TRANSPORT models.


Vanguard Honours — 15 pts

INFANTRY OFFICER model only. The bearer’s unit can disembark from a TRANSPORT after it has Advanced. If it does, it counts as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Recon Element
Recon Element
Masters of Camouflage

ASTRA MILITARUM WALKER and REGIMENT models from your army have the Benefit of Cover. While such a model has the Benefit of Cover for any other reason (e.g. because it is wholly within a RUIN), improve the Save characteristic of that model by 1 (to a maximum of 3+).

Reconnaissance infantry use face paint, camo-pattern fatigues, ghilliesuits and more to conceal themselves from the foe. Vehicles are camouflaged using netting and disruptive camo patterns, enabling them to blend into surrounding terrain. Suitably outfitted, recon forces need only rely upon stealth and concealment rather than heavy armour for protection.

Crack Shots
1 CP
battle Tactic

When: Your Shooting phase.

Target: One PLATOON unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [PRECISION] ability.


Draw Them Out
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One PLATOON unit from your army that is within 9" of that enemy unit, and is not within Engagement Range of one or more enemy units.

Effect: Your unit can make a Normal move of up to 6".


Scramble Field
1 CP
wargear

When: Start of your opponent’s Reinforcements step.

Target: One ASTRA MILITARUM INFANTRY unit from your army.

Effect: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit.


Courageous Diversion
1 CP
strategic Ploy

When: Start of your opponent’s Shooting phase.

Target: One ASTRA MILITARUM INFANTRY or ASTRA MILITARUM MOUNTED unit from your army.

Effect: Until the end of the phase, your unit has the Feel No Pain 6+ ability, and each time an enemy model makes an attack, if your unit is the closest eligible target, subtract 1 from the hit roll.


Tanglefoot Grenades
1 CP
wargear

When: Start of your opponent’s Charge phase.

Target: One ASTRA MILITARUM GRENADES unit from your army.

Effect: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).


Scouting Outriders
1 CP
battle Tactic

When: End of your opponent’s turn.

Target: One ASTRA MILITARUM MOUNTED or ASTRA MILITARUM WALKER unit from your army that is wholly within 10" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

Effect: Remove your unit from the battlefield and place it into Strategic Reserves.

Guerrilla Honours — 25 pts

INFANTRY OFFICER model only. After both players have deployed their armies, if the bearer is on the battlefield, select up to three other ASTRA MILITARUM INFANTRY units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.


Scare Gas Grenades — 5 pts

ASTRA MILITARUM INFANTRY model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, select one enemy unit within 8" of the bearer’s unit (excluding MONSTER and VEHICLE units); that unit must take a Battle-shock test.


Survival Gear — 5 pts

ASTRA MILITARUM INFANTRY model only. The bearer has the Scouts 6" ability.


Tripwires — 20 pts

ASTRA MILITARUM INFANTRY model only. Each time an enemy INFANTRY or MOUNTED unit ends a Normal, Advance, Charge or Fall Back move within 9" of the bearer’s unit, roll one D6: on a 4+, until the start of your next turn, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Siege Regiment
Siege Regiment
Artillery Support

At the start of the battle round, select one of the following types of artillery support.

  • Creeping Barrage:** Roll one D6 for each enemy unit that is more than 12" from every model from your army that is on the battlefield: On a 5+, until the end of the battle round, that unit is shaken. While a unit is shaken, subtract 2” from its Move characteristic and subtract 2 from Charge rolls made for it. The maximum number of units that can be shaken by this rule in each battle round depends on the battle size, as shown below.
  • Incendiary Bombardment:** Select a number of enemy units more than 12" from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are scattered. While a unit is scattered, it cannot have the Benefit of Cover. The maximum number of units you can select in this way depends on the battle size, as shown below.
  • Smoke Shells:** Select a number of units from your army. Until the end of the battle round, those units have the Stealth ability. The maximum number of units you can select in this way depends on the battle size, as shown below.

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Trench Fighters
1 CP
battle Tactic

When: Fight phase, just after an enemy unit has selected its targets.

Target: One ASTRA MILITARUM INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if it is a REGIMENT model. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.


Over the Top
2 CP
strategic Ploy

When: Start of your Command phase.

Target: One INFANTRY OFFICER model from your army.

Effect: Until the end of the phase, when your model issues the Move! Move! Move! Order, it can issue that Order to any number of eligible friendly INFANTRY REGIMENT units, regardless of range to your model.


Flare Burst
1 CP
wargear

When: Your Shooting phase.

Target: One ASTRA MILITARUM CHARACTER unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.


Callous Sacrifice
1 CP
battle Tactic

When: Your Shooting phase.

Target: One PLATOON unit from your army that is within Engagement Range of one or more enemy units.

Effect: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks.


Furious Fusillade
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One PLATOON unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in your unit while targeting an enemy unit within half range.


Minefield
1 CP
wargear

When: Start of your opponent’s Charge phase.

Target: One PLATOON unit from your army.

Effect: Until the end of the phase, each time an enemy unit ends a Charge move within Engagement Range of your unit, roll one D6 for each model in that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Eager Advance — 20 pts

INFANTRY OFFICER model only. While the bearer is leading a REGIMENT unit, that unit has the Scouts 6" ability.


Flash Grenades — 20 pts

INFANTRY OFFICER model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.


Legacy Sidearm — 10 pts

INFANTRY OFFICER model only. Add 2 to the Attacks characteristics of the bearer’s Pistols.


Stalwart’s Honours — 15 pts

OFFICER model only. While the bearer is leading a unit, when that unit is issued an Order, it is also affected by the Take Cover! Order.