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unit
Catachan Command Squad

Astra Militarum

Keywords: Infantry • Grenades • Imperium • Platoon • Catachan • Command Squad • Character • Officer

Scouts 6"
Unit Profiles
ModelMTSvWLdOCInvuln
Catachan Commander6"35+37+1
Veteran Guardsman6"35+17+1
Scouts 6"
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
ChainswordMelee44+301
Close combat weaponMelee24+301
Power fistMelee34+6-22
Power weaponMelee34+4-21
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Bolt pistol
Pistol
12"14+401
Boltgun
Rapid Fire 1
24"14+401
Flamer
Ignores CoverTorrent
12"D6N/A401
Grenade launcher — frag
Blast
24"D34+401
Grenade launcher — krak24"14+9-2D3
Heavy flamer
Ignores CoverTorrent
12"D6N/A5-11
Lasgun
Rapid Fire 1
24"14+301
Laspistol
Pistol
12"14+301
Meltagun
Melta 2
12"14+9-4D6
Plasma gun — standard
Rapid Fire 1
24"14+7-21
Plasma gun — supercharge
HazardousRapid Fire 1
24"14+8-32
Plasma pistol — standard
Pistol
12"14+7-21
Plasma pistol — supercharge
HazardousPistol
12"14+8-32
Sniper rifle
HeavyPrecision
36"14+4-22

Unit Composition

1 Catachan Commander
4 Veteran Guardsmen

The Catachan Commander is equipped with: laspistol; close combat weapon.
Every Veteran Guardsman is equipped with: lasgun; laspistol; close combat weapon.

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.

Gung-ho Command

While this unit contains an OFFICER, ranged weapons equipped by models in this unit have the [ASSAULT] ability.

Core Abilities
Leader

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

*Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Scouts 6"

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

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.


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.


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).