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CodexFactionsAstra Militarum

Astra Militarum

Abhuman Auxiliaries

1 DP

Abhuman Auxiliaries

Force Disposition: TAKE AND HOLD Detachment Points: 1

Enhancements

Exemplar of Duty (Upgrade) (10pts)

Sharp Eyes (Upgrade) (10pts)

Armoured Infantry

2 DP

Armoured Infantry

Force Disposition: TAKE AND HOLD Detachment Points: 2

Enhancements

Exemplary Officer (20pts)

Grand Strategist (25pts)

Master Manoeuvrist (15pts)

Omnissian Unguents (35pts)

Combined Arms

3 DP

Detachment Rule: Born Soldiers

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. 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.

Combined Arms

Force Disposition: TAKE AND HOLD Detachment Points: 3

Enhancements

Death Mask of Ollanius (10pts)

Drill Commander (20pts)

Grand Strategist (15pts)

Reactive Command (15pts)

Stratagems

Designation Force

1 DP

Designation Force

Force Disposition: RECONNAISSANCE Detachment Points: 1

Enhancements

Long-range Scout (Upgrade) (10pts)

Recon Star (Upgrade) (10pts)

Grizzled Company

3 DP

Grizzled Company

Force Disposition: PRIORITY ASSETS Detachment Points: 3

Enhancements

Abhuman Detail (20pts)

Aquilan Eye (20pts)

Laud Hailer (10pts)

Spec Ops Veteran (15pts)

Hammer Of The Emperor

2 DP

Detachment Rule: Iron Tread

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

Hammer Of The Emperor

Force Disposition: PURGE THE FOE Detachment Points: 2

Enhancements

Calm Under Fire (15pts)

Indomitable Steed (15pts)

Regimental Banner (20pts)

Veteran Crew (20pts)

Stratagems

Mechanised Assault

2 DP

Detachment Rule: Armoured Fist

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. 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 .

Mechanised Assault

Force Disposition: PURGE THE FOE Detachment Points: 2

Enhancements

Bold Leadership (25pts)

Sacred Unguents (10pts)

Smoke Grenades (10pts)

Vanguard Honours (15pts)

Stratagems

Recon Element

3 DP

Detachment Rule: Masters of Camouflage

Reconnaissance infantry use face paint, camo-pattern fatigues, ghillie suits 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. 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+).

Recon Element

Force Disposition: RECONNAISSANCE Detachment Points: 3

Enhancements

Guerrilla Honours (25pts)

Scare Gas Grenades (5pts)

Survival Gear (5pts)

Tripwires (20pts)

Stratagems

Siege Regiment

2 DP

Detachment Rule: Artillery Support

Artillery barrages lay the ground for the assault to come. 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. BATTLE SIZE MAXIMUM NUMBER OF UNITS Incursion 2 Strike Force 3 Onslaught 4

Siege Regiment

Force Disposition: DISRUPTION Detachment Points: 2

Enhancements

Eager Advance (20pts)

Flash Grenades (20pts)

Legacy Sidearm (10pts)

Stalwart’s Honours (15pts)

Stratagems

Steel Hammer

2 DP

Steel Hammer

Force Disposition: PURGE THE FOE Detachment Points: 2

Enhancements

Assault Hatches (25pts)

Battalion Commander (30pts)

Engine Speaker (15pts)

Titan Killer (20pts)