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unit
Gaunt’s Ghosts

Astra Militarum

Keywords: Infantry • Grenades • Imperium • Gaunt’s Ghosts • Character • Epic Hero • Officer

Fights First
Infiltrators
Lone Operative
Stealth
Unit Profiles
ModelMTSvWLdOCInvuln
Colm Corbec6"35+27+15+
Elim Rawne6"35+27+15+
Oan Mkoll6"35+27+15+
Hlaine Larkin6"35+27+15+
Ibram Gaunt6"34+36+15+
’Try Again’ Bragg6"35+27+15+
Fights First
Infiltrators
Lone Operative
Stealth
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Gaunt’s chainswordMelee52+3-11
Mkoll’s straight silver knife
Devastating WoundsPrecision
Melee52+3-11
Straight silver knifeMelee33+301
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Bolt Pistol
Pistol
12"12+401
Bragg’s autocannon
Heavy
48"45+9-13
Corbec’s hot-shot lascarbine
Assault
24"33+3-11
Larkin’s long-las
HeavyPrecision
36"12+5-24
Lascarbine
Assault
24"33+301
Rawne’s lascarbine
AssaultSustained Hits 1
24"33+301

Unit Composition

1 Ibram Gaunt - EPIC HERO
5 Tanith Ghosts

Ibram Gaunt is equipped with: bolt pistol; Gaunt’s chainsword.
1 Tanith Ghost is equipped with: Corbec’s hot-shot lascarbine; straight silver knife.
1 Tanith Ghost is equipped with: Rawne’s lascarbine; straight silver knife.
1 Tanith Ghost is equipped with: Larkin’s long-las; straight silver knife.
1 Tanith Ghost is equipped with: Bragg’s autocannon; straight silver knife.
1 Tanith Ghost is equipped with: lascarbine; Mkoll’s straight silver knife.

Unit Abilities
Voice of Command
View Army Rule

If your Army Faction is ASTRA MILITARUM, OFFICER with this ability can issue Orders. Each OFFICER datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

MOVE! MOVE! MOVE!

Add 3" to the Move characteristic of models in this unit.

FIX BAYONETS!

Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

TAKE AIM!

Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

FIRST RANK, FIRE! SECOND RANK, FIRE!

Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

TAKE COVER!

Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

DUTY AND HONOUR!

Improve the Leadership and Objective Control characteristics of models in this unit by 1.

Tanith Camo-cloaks

Models in this unit have the Benefit of Cover.

Covert Stealth Team

At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Core Abilities
Fights First

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Infiltrators

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Lone Operative

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

Stealth

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Stratagems by Detachment

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.


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.


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.


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.


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.


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


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.


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.


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.


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.