Professional Documents
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Configuration
Gametype
Selections: 1. Eternal War, Open
Categories: Configuration
Regimental Doctrine
Selections: Astra Millitarum
Categories: Configuration
Refractor
This model has a 5+ invulnerable save.
Field
Senior This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first
Officer order before issuing the second order.
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting
phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT>
keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the
table below. A unit may only be affected by one order per turn.
Voice of
Command Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a
<REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT>
INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to:
Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the
Fight!; Fix Bayonets!
Astra Militarum
Effect Ref
Orders
Index:
Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium
2 p10
Index:
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit
Fix Bayonets! Imperium
immediately fights as if it were the Fight phase.
2 p10
Index:
Forwards, for
The ordered unit can shoot this phase even if it Advanced in its Movement phase. Imperium
the Emperor!
2 p10
Index:
Get back in the
The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Imperium
Fight!
2 p10
Index:
Move! Move! Instead of shooting this phase the ordered unit immediately moves as if it were the Movement
Imperium
Move! phase. It must Advance as part of this move, and cannot declare a charge during this turn.
2 p10
Index:
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium
2 p10
Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not
Astra
Plasma automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all
Militarum
Vents of this weapon's shots have been resolved.
p114
When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and
Explodes
each unit within 6" suffers D3 mortal wounds.
If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a
distance in inches less than half of its current Move characteristic) it
can shoot its turret weapon twice in the following Shooting phase (the
turret weapon must target
Grinding
the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror
Advance
battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon;
Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin
lascannon and Vanquisher battle cannon.
Knight Knight Commander Pask may use the Tank Orders ability twice in each of your turns. Resolve the
Commander effects of the first order before issuing the second.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls 40,000 Core
Launchers
for ranged weapons that target this vehicle. Book
Superior Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an
Tactical additional CADIAN unit of the same type as the original target (INFANTRY or LEMAN RUSS) within
Training 6" of the Warlord.
Tank
Effect Ref
Orders
Full Instead of shooting this phase the ordered model immediately moves as if it were the Movement phase. It
Throttle! must Advance as part of this move, and cannot declare a charge during this turn.
Gunners,
Kill on Re-roll hit rolls of 1 for the ordered model until the end of the phase.
Sight!
Strike
This order can only be issued to a model that has not yet used its smoke launchers during the battle. The
and
ordered model can shoot its weapons and launch its smoke launchers during this phase.
Shroud!
Knight Commander Pask can issue an order to a friendly CADIAN LEMAN RUSS at the start of your Shooting
Tank
phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of Knight Commander Pask and choose
Orders
which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order
(Pask)
each turn.
Heavy
Battle cannon 72" 8 -2 D3 Blast
D6
Heavy
Heavy stubber 36" 4 0 1 -
3
Heavy
Lascannon 48" 9 -3 D6 -
1
Plasma cannon, Heavy Blast. If any unmodified hit rolls of 1 are made for attacks with this
36" 8 -3 2
Supercharge D3 weapon profile, the bearer is destroyed after shooting with this weapon.
Codex:
Roll a D6 each time an OFFICER uses the Voice of Command ability to issue an order to this unit; on a
Raw Astra
4+ the order applies as normal, otherwise the order has no effect and no other orders can be issued to
Recruits Militarum
this unit for the rest of the turn.
p93
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol
9x Guardsman
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant
Selections: Laspistol
Unit: Sergeant, Weapon: Laspistol
At the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the
Astral
phase, the unit you picked gains no bonus to their saving throws for being in cover when it is targeted by
Divination
attacks made by friendly ASTRA MILITARUM units within 6" of this model.
Telepathic
Each time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6.
Assault
Psychic Warp
Range Details Ref
Power Charge
Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your
4)
6 12" next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1
Nightshroud
penalty to its hit rolls.
Astropath 6" 5+ 6+ 3 3 3 1 6 6+
Aura of
Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of their own.
Discipline
The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of any
Summary
friendly Commissars, you can execute a model. If you do, one model of your choice in that unit is slain and the
Execution
Morale test is re-rolled (do not include this slain model when re-rolling the Morale test).
Refractor
This model has a 5+ invulnerable save.
Field
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting
phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT>
keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the
table below. A unit may only be affected by one order per turn.
Voice of
Command Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a
<REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT>
INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to:
Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the
Fight!; Fix Bayonets!
Refractor
This model has a 5+ invulnerable save.
Field
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting
phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT>
keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the
table below. A unit may only be affected by one order per turn.
Voice of
Command Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a
<REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT>
INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to:
Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the
Fight!; Fix Bayonets!
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6+ it explodes, and each unit within 3" suffers 1 mortal wound.
At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It
Scout
cannot end this move within 9" of any enemy models. If both players have units that can do this, the
Vehicle
player who is taking the first turn moves their units first.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for 40,000 Core
Launchers
ranged weapons that target this vehicle. Book
Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not
Astra
Plasma automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of
Militarum
Vents this weapon's shots have been resolved.
p114
When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and
Explodes
each unit within 6" suffers D3 mortal wounds.
If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a
distance in inches less than half of its current Move characteristic) it
can shoot its turret weapon twice in the following Shooting phase (the
turret weapon must target
Grinding
the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror
Advance
battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon;
Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin
lascannon and Vanquisher battle cannon.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls 40,000 Core
Launchers
for ranged weapons that target this vehicle. Book
The first time this unit is set up, all models in this unit must be placed within 6" of each other. From
Vehicle
that point onwards, each operates independently and is treated as a separate unit for all rules
Squadron
purposes.
Codex:
Emergency If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not
Astra
Plasma automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of
Militarum
Vents this weapon's shots have been resolved.
p114
When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and
Explodes
each unit within 6" suffers D3 mortal wounds.
If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a
distance in inches less than half of its current Move characteristic) it
can shoot its turret weapon twice in the following Shooting phase (the
turret weapon must target
Grinding
the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror
Advance
battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon;
Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin
lascannon and Vanquisher battle cannon.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls 40,000 Core
Launchers
for ranged weapons that target this vehicle. Book
The first time this unit is set up, all models in this unit must be placed within 6" of each other. From
Vehicle
that point onwards, each operates independently and is treated as a separate unit for all rules
Squadron
purposes.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for 40,000 Core
Launchers
ranged weapons that target this vehicle. Book
Heavy Heavy
36" 5 -1 2 -
bolter 3
Storm Blast. This weapon can target units that are not visible to the bearer. A model
Heavy
Eagle 120" 10 -2 D3 can only fire a single storm eagle rocket per turn. Each storm eagle rocket can
2D6
Rockets only be fired once per battle.
Airborne: This model can not charge, can only be charged by units that can FLY, and can only attack or
Airborne
be attacked in the Fight phase by units that can FLY.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Crash and
embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3
Burn
mortal wounds.
Models may disembark from this vehicle at any point during its move, but if they do they cannot move
Grav Chute further during this phase; if the vehicle moves 20" or more, you must roll a D6 for each model
Insertion disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more
than 9" from any enemy models.
Hard to Hit Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
Before this model moves in your Movement phase, you can declare it will hover. It's Move
Hover Jet characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and
Supersonic abilities until the beginning of your next Movement phase.
Codex:
Roving If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting
Astra
Gunship phase.
Militarum
Each time this model moves, first pivot it on the spot up to 90" (this does not contribute to how far the
model moves), and then move the model straight forwards. Note that it cannot pivot again after the
Supersonic
initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the
phase - do not roll a dice.
The first time this unit is set up, all models in this unit must be placed within 6" of each other. From
Vehicle
that point onwards, each operates independently and is treated as a separate unit for all rules
Squadron
purposes.
This model can transport 12 ASTRA MiLITARUM INFANTRY models. Each Heavy Weapons Team or Veteran
Valkyrie Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other
models.
Hellstrike Heavy Roll two dice when inflicting damage with this weapon and Codex: Astra
72" 8 -2 D6
Missile 1 discard the lowest result. Militarum
Heavy
Multi-laser 36" 6 0 1 -
3
When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and
Explodes
each unit within 6" suffers D3 mortal wounds.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for 40,000 Core
Launchers
ranged weapons that target this vehicle. Book
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran
Transport:
Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other
Chimera
models.
Heavy
36" Heavy 3 5 -1 2 -
bolter
Lasgun Rapid Fire This weapon can only be fired if a unit is embarked upon the vehicle
24" 3 0 1
Array 3 equipped with it.
When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and
Explodes
each unit within 6" suffers D3 mortal wounds.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for 40,000 Core
Launchers
ranged weapons that target this vehicle. Book
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran
Transport:
Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other
Chimera
models.
Heavy
36" Heavy 3 5 -1 2 -
bolter
Lasgun Rapid Fire This weapon can only be fired if a unit is embarked upon the vehicle
24" 3 0 1
Array 3 equipped with it.
Force Rules
Defenders of Humanity:
If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead
Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even
if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective
marker is controlled by the player who has the most models in range as normal.
()
Hammer of the Emperor:
If every unit from your army has the ASTRA MILITARUM keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED),
and if every <REGIMENT> unit in your army is drawn from the same regiment, then each time an ASTRA MILITARUM model from your army makes a
ranged attack, an unmodified hit roll of 6 automatically wounds the target.’
Designer’s Note: MILITARUM TEMPESTUS units will benefit from this rule if they are included in an army alongside other ASTRA MILITARUM units
(e.g. CADIANS units, CATACHANS units etc.) but if they are from a Tempestus Scions regiment (see Psychic Awakening: The Greater Good), they
must all be from the same Tempestus Scions regiment in order to gain this rule.
(April 2022 Balance Dataslate p2)
Selection Rules
Armour of Contempt:
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC
ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an
attack.
(The Balance
Dataslate p1)
Roving Gunship:
If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase.
()