Astra Militarum — army rules
Armoured Infantry
Detachment rules
Squadron Command: Add Squadron to the list of units each Officer unit from your army can issue Orders to. Add this Order to those listed in the Voice of Command ability. ON MY SIGNAL: this Order can only be issued to Armoured Skirmisher units. Each time an enemy unit finishes a Normal or Advance move within 9" of this unit, this unit may make a Normal move of up to D6". Each unit may move this way only once per turn. KEYWORDS: Astra Militarum Squadron units from your army gain the ARMOURED SKIRMISHER keyword (other than Artillery units and units containing one or more models with a Wounds characteristic of 13 or higher).
Enhancements
Exemplary Officer (20 pts): Infantry Officer model only. Each time the bearer issues an Order to its own unit, you may pick up to two other Platoon units within 3" of the bearer's unit; that Order is also issued to each of them.
Master Manoeuvrist (15 pts): Infantry Officer model only. At the end of your opponent's Fight phase, if the bearer's unit is not within Engagement Range of any enemy units and every model in it is within 3" of an Astra Militarum Transport from your army, it may embark within that TRANSPORT.
Omnissian Unguents (Aura) (35 pts): Astra Militarum Tech-Priest Enginseer model only. While a friendly Armoured Skirmisher unit is within 3" of the bearer, that unit gains the Feel No Pain 5+ ability.
Grand Strategist (25 pts): Officer model only. After both players have deployed, if the bearer's unit (or any Transport it is embarked within) is on the battlefield, pick up to two units with the Regiment or Squadron keywords from your army and redeploy them. You may set those units up in Strategic Reserves regardless of how many units are already there.
Stratagems
OPENING SALVO
WHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army that disembarked from a Transport this turn and has not yet been chosen to shoot this phase. EFFECT: For the rest of the phase, each time a model in your unit attacks, add 1 to the Wound roll.
ORDER THE ADVANCE
WHEN: Start of your Movement phase. TARGET: One ASTRA MILITARUM Officer unit from your army. EFFECT: Pick one or more friendly ASTRA MILITARUM units within 6" of your unit; for the rest of the phase you may re-roll Advance rolls for those units.
SUPPORTING ORDNANCE
WHEN: Your Shooting phase. TARGET: One ARMOURED SKIRMISHER unit from your army not yet chosen to shoot this phase. EFFECT: For the rest of the phase, each time a model in your unit makes an attack targeting a visible MONSTER or VEHICLE unit, you may re-roll the Hit roll.
COMBINED FIRE
WHEN: Your Shooting phase, right after an ARMOURED SKIRMISHER unit from your army has shot. TARGET: That ARMOURED SKIRMISHER unit. EFFECT: Pick one enemy unit hit by one or more of those attacks. For the rest of the phase, that enemy unit cannot have the Benefit of Cover, and each time an ARMOURED SKIRMISHER unit from your army makes an attack targeting it, improve the Strength of that attack by 2.
MOBILE FIREBASE
WHEN: Your Movement phase, right after an ARMOURED SKIRMISHER unit from your army Advances or Falls Back. TARGET: That ARMOURED SKIRMISHER unit. EFFECT: For the rest of the turn, your unit is eligible to shoot even in a turn in which it Advanced or Fell Back.
BURST OF SPEED
WHEN: End of your Movement phase. TARGET: One ASTRA MILITARUM unit from your army that did not Remain Stationary or arrive from Reserves this phase. EFFECT: Your unit may make a Normal move of up to D6".
Bridgehead Strike
Detachment rules
Only the Best: Each time an Astra Militarum Infantry model from your army makes a ranged attack, re-roll a Hit roll of 1.
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 from Reserves or disembarked from a Transport, add 1 to the Hit roll.
Enhancements
Bombast-class Vox-array (35 pts): Militarum Tempestus Officer model only. Each time the bearer issues an Order, if its unit contains one or more models with a master vox, it may issue that Order to up to three different Regiment units rather than only one.
Priority-drop Beacon (30 pts): Militarum Tempestus Officer model only. The bearer's unit may be set up via Deep Strike 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, pick up to three Regiment units from your army and redeploy them. You may set those units up in Strategic Reserves regardless of how many units are already there.
Stratagems
BELLICOSA DROP
WHEN: The Reinforcements step of your Movement phase. TARGET: One Astra Militarum Infantry unit from your army in Reserves with the Deep Strike ability. EFFECT: For the rest of the phase, when your unit is set up via Deep Strike, it may be placed anywhere more than 6" horizontally from all enemy units. RESTRICTIONS: For the rest of the turn, your unit cannot declare a charge.
FIRING HOT
WHEN: Your Shooting phase. TARGET: One Militarum Tempestus or Kasrkin unit from your army not yet chosen to shoot this phase. EFFECT: For the rest of the phase, when targeting an enemy unit within 12", improve by 1 the Strength and Armour Penetration of hot-shot lascarbines, hot-shot lasguns, hot-shot laspistols, hot-shot marksman rifles, hot-shot volley guns and sentry hot-shot volley guns carried by your unit's models.
ON MY POSITION
WHEN: End of your opponent's Fight phase. TARGET: One Regiment Infantry unit from your army 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 takes D6 mortal wounds. Then your unit takes 3D3 mortal wounds.
AERIAL EXTRACTION
WHEN: End of your opponent's Fight phase. TARGET: One ASTRA MILITARUM unit from your army not within Engagement Range of any enemy units, if all its models have the Deep Strike ability; or one Valkyrie unit from your army not within Engagement Range of any enemy units. EFFECT: Remove your unit and place it into Strategic Reserves.
FIRE AND RELOCATE
WHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit (other than Titanic units) from your army. EFFECT: For the rest of the phase, your unit is eligible to shoot even in a turn in which it Advanced.
SERVO‑DESIGNATORS
WHEN: Your Shooting phase, right after an ASTRA MILITARUM INFANTRY unit from your army has shot. TARGET: That Astra Militarum Infantry unit. EFFECT: Pick one enemy unit hit by one or more of those attacks that is visible to your unit. For the rest of the phase, that enemy unit cannot have the Benefit of Cover.
Combined Arms
Detachment rules
Born Soldiers: Each time a model in a Regiment unit from your army makes a ranged attack targeting a visible unit (other than MONSTERS and VEHICLES), that attack gains [LETHAL HITS]. Each time a model in a Squadron unit from your army makes a ranged attack targeting a visible MONSTER or VEHICLE unit, that attack gains [LETHAL HITS].
Enhancements
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 its models instead of setting 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 the 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 may 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 may issue one Order. This does not count against the number of Orders the bearer may issue in a battle round.
Stratagems
COORDINATED ACTION
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: For the rest of the phase, Orders affecting one of these units also affect the other, and vice versa.
FIELDS OF FIRE
WHEN: Your Shooting phase. TARGET: One Regiment unit and one Squadron unit from your army not yet chosen to shoot this phase. EFFECT: Pick one enemy unit. For the rest of the phase, each time your chosen REGIMENT and SQUADRON units make an attack targeting that enemy unit, improve the Armour Penetration of that attack by 1.
STALWART PROTECTOR
WHEN: Your opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One Astra Militarum Vehicle unit from your army. EFFECT: For the rest 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, it has the Benefit of Cover against that attack.
INSPIRED COMMAND
WHEN: Your opponent's Command phase. TARGET: One Astra Militarum Officer unit from your army. EFFECT: Your OFFICER may issue one Order as if it were your Command phase.
REINFORCEMENTS!
WHEN: Any phase. TARGET: One Infantry Regiment unit from your army that was just destroyed (you may target it even though it was just destroyed). EFFECT: Add a new unit to your army identical to the destroyed one, in Strategic Reserves, at its Starting Strength with all wounds remaining. RESTRICTIONS: This cannot return destroyed CHARACTER units to Attached units. Usable only once per battle.
FLEXIBLE COMMAND
WHEN: Your Command phase. TARGET: Any number of Astra Militarum Officer units from your army. EFFECT: For the rest of the phase, your Officers may issue Orders to Regiment units and Squadron units.
Embarked Regiment
Detachment rules
Get Down!: Each time an ASTRA MILITARUM unit from your army is chosen to shoot, you may pick one other friendly ASTRA MILITARUM unit (other than OGRYN units). For the rest of the phase, models in the attacking unit may ignore models in that friendly unit when determining visibility.
Enhancements
Rigged Blind Grenades (0 pts): Once per battle, when an enemy unit opens a Hatchway, if the bearer is on the battlefield it may use this Enhancement. If it does, roll one D6: on a 2+ that enemy unit is Battle-shocked.
Shipboard Veteran (0 pts): Each time you target an ASTRA MILITARUM unit from your army with a Stratagem, if that unit is visible to the bearer, roll one D6: on a 4+ you gain 1CP.
Stratagems
AGAINST THE ODDS
WHEN: Your Shooting phase or the Fight phase. TARGET: One ASTRA MILITARUM unit from your army (other than OGRYN units) not yet chosen to shoot or fight this phase. EFFECT: For the rest of the phase, each time a model in your unit attacks, on a Critical Wound improve the Armour Penetration of that attack by 2.
DUCK AND COVER
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One ASTRA MILITARUM unit from your army (other than OGRYN units) chosen as a target of one or more of the attacker's attacks and having one or more models on the opposite side of an open Hatchway from one or more models in the attacking unit. EFFECT: For the rest of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
IDLE HANDS
WHEN: Your Movement phase. TARGET: One ASTRA MILITARUM unit from your army not yet chosen to move this phase and not within Engagement Range of any enemy units. EFFECT: Pick one closed Hatchway within 1" of your unit; your unit may operate that Hatchway. RESTRICTIONS: For the rest of the turn, your unit cannot operate a Hatchway again.
BRUTAL CHOKE POINT
WHEN: Your opponent's Movement or Charge phase. TARGET: One ASTRA MILITARUM unit from your army (other than OGRYN units) that has not fired Overwatch this phase. EFFECT: For the rest of the phase, each time a model in your unit attacks while firing Overwatch, a hit is scored on an unmodified Hit roll of 5+ rather than 6.
Grizzled Company
Detachment rules
Ruthless Discipline: Add 1 to the number of Orders each Astra Militarum Officer model from your army may issue as stated on its datasheet. While an ASTRA MILITARUM unit from your army is affected by an Order, each time a model in it attacks, re-roll a Hit roll of 1.
Enhancements
Abhuman Detail (20 pts): Commissar model only. Add the Ogryn keyword to the list of units this model may issue Orders to (as stated on its datasheet). In the Declare Battle Formations step, the bearer may be attached to an Ogryn Squad or Bullgryn squad unit.
Aquilan Eye (20 pts): Astra Militarum officer model only. Each time you choose an Order for the bearer to issue, you may pick this one: Target Weak Spot (Order): each time a model in this unit makes a ranged attack targeting an enemy unit within 12", improve the Armour Penetration of that attack by 1.
Spec Ops Veteran (15 pts): Astra Militarum Infantry officer model only. Each time you choose an Order for the bearer to issue, you may pick this one: Move to the Shadows (Order): each time a ranged attack targets this unit, until those attacks are resolved its models gain the Stealth ability.
Laud Hailer (10 pts): Astra Militarum officer model only. Each time you choose a unit for this OFFICER model to issue an Order to, that unit may be within 12" instead of within 6".
Stratagems
SNAP TO IT
WHEN: Start of any phase. TARGET: One Astra Militarum Officer unit from your army. EFFECT: Your unit's OFFICER model may issue 1 Order as if it were your Command phase.
VETERAN SHARPSHOOTERS
WHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army not yet chosen to shoot this phase. EFFECT: For the rest of the phase, ranged weapons carried by your unit's models gain [IGNORES COVER].
NO RETREAT!
WHEN: Your Command phase. TARGET: One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order. EFFECT: If your unit is within range of an objective marker you control, that marker stays under your control even with no models in range, until your opponent controls it at the start or end of a phase.
PURGING FIRE
WHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army affected by an Order that has not yet been chosen to shoot this phase. EFFECT: If your unit is within range of an objective marker, for the rest of the phase ranged weapons carried by its models gain [LETHAL HITS].
MORDIAN MINUTE
WHEN: Your Shooting phase. TARGET: One Astra Militarum Infantry unit from your army affected by the First Rank, Fire! Second Rank, Fire! Order. EFFECT: For the rest of the phase, each time a model in your unit attacks, improve the Strength of that attack by 1.
ADDITIONAL ARMOUR
WHEN: Your opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One ASTRA MILITARUM unit from your army chosen as a target of one or more of the attacker's attacks. EFFECT: Until the attacking unit finishes its attacks, each time an attack targets your unit, worsen the Armour Penetration of that attack by 1.
Hammer of the Emperor
Detachment rules
Iron Tread: Each time a Squadron unit from your army Advances, do not make an Advance roll; instead, for the rest of the phase add 6" to the Move characteristic of its models, and during that Advance move the unit may move within Engagement Range of enemy models but cannot end the move within Engagement Range of them.
Enhancements
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 may issue the same Order to another SQUADRON unit from your army.
Indomitable Steed (15 pts): Vehicle Officer model only. The bearer gains 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.
Stratagems
FURIOUS CANNONADE
WHEN: Your Shooting phase. TARGET: One Squadron unit from your army not yet chosen to shoot this phase. EFFECT: For the rest of the phase, each time a model in your unit makes an attack targeting a unit within 12", improve the Armour Penetration of that attack by 1.
BLAZING ADVANCE
WHEN: Your Movement phase, right after a Squadron unit from your army Advances. TARGET: That SQUADRON unit. EFFECT: For the rest of the turn, your unit is eligible to shoot even in a turn in which it Advanced.
FINAL HOUR
WHEN: Your Command phase. TARGET: One Squadron unit from your army that is Below Half-strength (other than Officer units). EFFECT: For the rest of the battle round, ranged weapons carried by your unit's models (other than [ONE SHOT] weapons) gain [HAZARDOUS], and each time a model in your unit makes a ranged attack you may ignore any or all modifiers to its Ballistic Skill and to the Hit roll.
TACTICAL WITHDRAWAL
WHEN: Your Movement phase, right after a Squadron unit from your army Falls Back. TARGET: That SQUADRON unit. EFFECT: For the rest of the turn, your unit is eligible to shoot even in a turn in which it Fell Back.
CRASH THROUGH
WHEN: Your Movement phase or your Charge phase. TARGET: One Astra Militarum Vehicle unit from your army not yet chosen to move or charge this phase. EFFECT: For the rest of the phase, each time your unit makes a Normal, Advance or Charge move, it may move horizontally through terrain features as if they weren't there.
ABLATIVE PLATING
WHEN: Your opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One Astra Militarum Vehicle unit from your army chosen as a target of one or more of the attacker's attacks. EFFECT: For the rest of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
Mechanised Assault
Detachment rules
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.
Enhancements
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 it, that marker stays under your control even with no models in range, 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, pick one Transport from your army (other than Aircraft and Titanic units) within 3" of the bearer. For the rest of the phase, each time that TRANSPORT makes an attack, you may 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 it is wholly within 3" of one or more friendly TRANSPORT models.
Vanguard Honours (15 pts): Infantry Officer model only. The bearer's unit may disembark from a Transport after that Transport has Advanced. If it does, it counts as having made a Normal move that phase and cannot declare a charge that turn, but may otherwise act normally for the rest of the turn.
Stratagems
CLEAR AND SECURE
WHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army that disembarked from a Transport this turn and has not yet been chosen to shoot this phase. EFFECT: For the rest of the phase, each time a model in your unit makes an attack targeting a unit within range of an objective marker, you may re-roll the Hit roll and the Wound roll.
SWIFT INTERCEPTION
WHEN: Your opponent's Movement phase, right after an enemy unit finishes a Normal, Advance or Fall Back move. TARGET: One Transport unit from your army (other than AIRCRAFT and TITANIC units) not within Engagement Range of any enemy units and within 9" of the enemy unit that just finished moving. EFFECT: Your TRANSPORT may make a Normal move of up to 6".
HASTY EXTRACTION
WHEN: Your opponent's Charge phase, after an enemy unit has chosen targets for its charge but before it makes a Charge move. TARGET: One Astra Militarum Infantry unit from your army chosen as a target of that charge. EFFECT: If your unit is not within Engagement Range of any enemy units and every model in it is within 3" of an Astra Militarum Transport from your army, it may embark within that TRANSPORT.
RAPID DISPERSAL
WHEN: Your Movement phase. TARGET: One Astra Militarum Infantry unit from your army that disembarked from a Transport this phase. EFFECT: Your INFANTRY unit may make a Normal move of up to D6".
MOVE OUT
WHEN: End of your opponent's turn. TARGET: One ASTRA MILITARUM unit from your army. EFFECT: If your unit is not within Engagement Range of any enemy units and every model in it is within 3" of an Astra Militarum Transport from your army, it may embark within that TRANSPORT.
VOX-RELAY
WHEN: Your Command phase. TARGET: One Infantry Officer unit from your army embarked within a Transport (you may use this on it even though it is embarked). EFFECT: For the rest of the phase, your unit may issue Orders even though it is not on the battlefield, and it may issue Orders to Astra Militarum Transport units from your army (other than TITANIC units) regardless of the distance to and from your unit's TRANSPORT.
Recon Element
Detachment rules
Masters of Camouflage: Astra Militarum Walker and Regiment models in your army have the Benefit of Cover. If such a model already has the Benefit of Cover for any other reason (for example, by being wholly within a RUIN), improve its Save characteristic by 1, up to a maximum of 3+.
Enhancements
Guerrilla Honours (25 pts): Infantry Officer model only. Once both armies are deployed, if the bearer is on the battlefield, choose up to three other Astra Militarum Infantry units from your army and redeploy them. You may place any of those units into Strategic Reserves, no matter how many units are already there.
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: pick one enemy unit within 8" of the bearer's unit (not a MONSTER or VEHICLE); that unit must take a Battle-shock test.
Survival Gear (5 pts): Astra Militarum Infantry model only. The bearer gains the Scouts 6" ability.
Tripwires (20 pts): Astra Militarum Infantry model only. Whenever an enemy INFANTRY or MOUNTED unit finishes a Normal, Advance, Charge or Fall Back move within 9" of the bearer's unit, roll one D6: on a 4+, that enemy unit is stunned until the start of your next turn. While stunned, each model in that unit subtracts 1 from its Hit rolls.
Stratagems
SCOUTING OUTRIDERS
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 any enemy units. EFFECT: Take the unit off the battlefield and put it into Strategic Reserves.
CRACK SHOTS
WHEN: Your Shooting phase. TARGET: One Platoon unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, ranged weapons carried by models in the unit gain the [PRECISION] ability.
DRAW THEM OUT
WHEN: Your opponent's Movement phase, immediately after an enemy unit finishes a Normal, Advance or Fall Back move. TARGET: One Platoon unit from your army within 9" of that enemy unit and not within Engagement Range of any enemy units. EFFECT: The unit may make a Normal move of up to 6".
COURAGEOUS DIVERSION
WHEN: Start of your opponent's Shooting phase. TARGET: One Astra Militarum Infantry or Astra Militarum Mounted unit from your army. EFFECT: For the rest of the phase, the unit gains Feel No Pain 6+, and whenever an enemy model attacks, if your unit is the closest eligible target, subtract 1 from that attack's Hit roll.
SCRAMBLE FIELD
WHEN: Start of your opponent's Reinforcements step. TARGET: One Astra Militarum Infantry unit from your army. EFFECT: For the rest of the phase, enemy Reinforcement units cannot be set up within 12" of your unit.
TANGLEFOOT GRENADES
WHEN: Start of your opponent's Charge phase. TARGET: One Astra Militarum Grenades unit from your army. EFFECT: For the rest of the phase, whenever an enemy unit picks your unit as a charge target, subtract 2 from the Charge roll (this does not stack with any other negative modifier to that Charge roll).
Siege Regiment
Detachment rules
Artillery Support: At the start of the battle round, pick one of the following artillery options. Creeping Barrage: roll one D6 for every enemy unit more than 12" from all of your models on the battlefield; on a 5+, that unit is shaken until the end of the battle round. A shaken unit has its Move characteristic reduced by 2" and subtracts 2 from its Charge rolls. The number of units that can be shaken per battle round is limited by battle size (below). Incendiary Bombardment: choose a number of enemy units more than 12" from all your models on the battlefield; until the end of the battle round those units are scattered and cannot have the Benefit of Cover. The number you may choose depends on battle size (below). Smoke Shells: choose a number of your own units; until the end of the battle round those units gain Stealth. Maximum units by battle size: Incursion 2, Strike Force 3, Onslaught 4.
Enhancements
Eager Advance (20 pts): Infantry Officer model only. While the bearer leads 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 against the bearer's unit.
Legacy Sidearm (10 pts): Infantry Officer model only. Add 2 to the Attacks of the bearer's Pistols.
Stalwart’s Honours (15 pts): Officer model only. While the bearer leads a unit, whenever that unit is issued an Order it is also affected by the Take Cover! Order.
Stratagems
TRENCH FIGHTERS
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One Astra Militarum Infantry unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: For the rest of the phase, whenever a model in your unit is destroyed and has not fought this phase, roll one D6, adding 2 if it is a Regiment model. On a 4+, leave the model in play; it fights after the attacking unit finishes its attacks and is then removed.
CALLOUS SACRIFICE
WHEN: Your Shooting phase. TARGET: One Platoon unit from your army within Engagement Range of one or more enemy units. EFFECT: For the rest of the phase, enemy units do not count as being within Engagement Range of your unit when choosing targets for ranged weapons. Also for the rest of the phase, whenever an enemy model loses a wound while its 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 finishes its attacks.
FURIOUS FUSILLADE
WHEN: Your Shooting phase. TARGET: One Platoon unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, add 1 to the Attacks of ranged weapons carried by models in the unit when targeting an enemy unit within half range.
OVER THE TOP
WHEN: Start of your Command phase. TARGET: One Infantry Officer model from your army. EFFECT: For the rest of the phase, when your model issues the Move! Move! Move! Order, it may issue it to any number of eligible friendly Infantry Regiment units regardless of range.
FLARE BURST
WHEN: Your Shooting phase. TARGET: One Astra Militarum Character unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, whenever your unit attacks a visible enemy unit within 12", you may re-roll the Hit roll.
MINEFIELD
WHEN: Start of your opponent's Charge phase. TARGET: One Platoon unit from your army. EFFECT: For the rest of the phase, whenever an enemy unit finishes a Charge move within Engagement Range of your unit, roll one D6 per model in that enemy unit: for each 5+ it takes 1 mortal wound, up to a maximum of 6 mortal wounds.
Steel Hammer
Detachment rules
Ceaseless Cannonade: Whenever an Astra Militarum Titanic or Astra Militarum Squadron unit from your army is chosen to shoot, its models may target enemy units within Engagement Range of that unit (including with Blast weapons), as long as no other friendly units are also within Engagement Range of that enemy unit. When doing so, those models do not take the Hit roll penalty for being within Engagement Range of enemy units (except for Indirect Fire weapon attacks). In the Muster Armies step you may select one or more ASTRA MILITARUM TITANIC units from your army to gain the CHARACTER keyword (so they can take Enhancements and one can be your WARLORD).
Enhancements
Battalion Commander (30 pts): Astra Militarum Titanic Character model only. The bearer gains the Voice of Command ability and the Officer keyword, and can issue up to 2 Orders to Astra Militarum Titanic and Squadron units.
Titan Killer (20 pts): Astra Militarum Titanic Character model only. Whenever the bearer makes a ranged attack, you may re-roll the Damage roll.
Engine Speaker (15 pts): Astra Militarum Tech-Priest Enginseer model only. Each time the bearer uses its Omnissiah's Blessing ability, add 3" to the Move characteristic of the chosen VEHICLE model until the start of your next Command phase.
Assault Hatches (25 pts): Astra Militarum Titanic Character Transport model only. Whenever a unit disembarks from the bearer after it has made a Normal move, that unit is still allowed to declare a charge this turn.
Stratagems
ACCURACY UNDER PRESSURE
WHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, whenever a model in your unit attacks, you may re-roll the Hit roll.
ENGINE OF WRATH
WHEN: Fight phase. TARGET: One Astra Militarum Titanic unit from your army not yet picked to fight this phase. EFFECT: Pick one enemy unit within Engagement Range of your unit. For the rest of the phase, add 6 to the Attacks of melee weapons carried by models in your unit, improve their Armour Penetration by 2, and each model in your unit may only target that enemy unit when it fights.
WITHERING FIREPOWER
WHEN: Your Shooting phase, right after an Astra Militarum Vehicle unit from your army has shot. TARGET: That ASTRA MILITARUM VEHICLE unit. EFFECT: Choose one enemy unit hit by one or more of those attacks; it must take a Battle-shock test with -1 to the test.
SHATTERING SALVO
WHEN: Your Shooting phase, right after an Astra Militarum Titanic unit from your army has shot. TARGET: That ASTRA MILITARUM TITANIC unit. EFFECT: Choose one enemy unit hit by one or more of those attacks; for the rest of the phase it cannot have the Benefit of Cover.
ADAMANTINE BEHEMOTH
WHEN: Your Movement phase or your Charge phase. TARGET: One Astra Militarum Vehicle unit from your army not yet picked to move or charge this phase. EFFECT: For the rest of the phase, whenever your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
IMPOSING ARRIVAL
WHEN: Reinforcements step of your Movement phase, from the second battle round on. TARGET: One Astra Militarum Titanic unit from your army that is in Reserves. EFFECT: Set the unit up on the battlefield wholly within 8" of a battlefield edge and more than 6" horizontally from all enemy units.
Tempestus Boarding Regiment
Detachment rules
Purge-Sweep Protocols: Whenever a MILITARUM TEMPESTUS unit from your army is chosen to shoot, if one or more of its models are within 1" of an open Hatchway and every model in the unit is on the same side of that Hatchway, pick one enemy unit on the far side of that Hatchway. For the rest of the phase, ranged weapons carried by models in that unit gain the [LETHAL HITS] ability when targeting that enemy unit.
Enhancements
Covert Breach (0 pts): At the start of the first battle round, the bearer's unit may make a Normal move of up to 6".
Elimination Force (0 pts): At the start of the first battle round, choose one enemy unit. Whenever a model in the bearer's unit attacks that enemy unit, if the attack's Strength is lower than that enemy unit's Toughness, add 1 to the Wound roll.
Stratagems
BRUTAL TRAINING
WHEN: Fight phase. TARGET: One MILITARUM TEMPESTUS unit from your army not yet picked to fight this phase. EFFECT: For the rest of the phase, add 1 to the Attacks and Strength of melee weapons carried by models in the unit.
FIRE-PATTERN HURRICANUS
WHEN: Your Shooting phase, right after a MILITARUM TEMPESTUS unit from your army has shot. TARGET: That MILITARUM TEMPESTUS unit. EFFECT: Choose one enemy unit hit by one or more of those attacks; until the start of your next Shooting phase, subtract 2 from the Move characteristic of its models and subtract 2 from its Advance and Charge rolls.
COORDINATED STRIKE
WHEN: Start of your Command phase. TARGET: One OFFICER model from your army. EFFECT: Choose one Order your model can issue. Every ASTRA MILITARUM unit from your army receives that Order (ignoring any keywords normally required). RESTRICTIONS: For the rest of the turn, OFFICER models from your army cannot issue Orders. Usable only once.
LOCKDOWN
WHEN: Your Movement phase. TARGET: One ASTRA MILITARUM unit from your army not yet picked to move this phase. EFFECT: For the rest of the phase, after your unit finishes a move, you may pick one open Hatchway it moved through during that move and close it.