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Astra Militarum

Armoured Infantry

2 CP

Detachment Rules

Squadron Command

Order

Enhancements

Exemplary Officer

20 pts

Possessed of great initiative and authority, this officer marshals surrounding assets with great efficiency.

  • INFANTRY OFFICER* model only. Each time the bearer issues an Order to its own unit, you can select up to two other PLATOON units within 3" of the bearer’s unit. That Order is also issued to each of those units.

Master Manoeuvrist

15 pts

Academy training and battlefield experience have instilled in this officer a mastery of mobile warfare. At their barked orders, soldiers and armoured vehicles work in well‑drilled unison.

  • INFANTRY OFFICER* model only. At the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units and every model in that unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.

Omnissian Unguents (Aura)

35 pts

Tech‑Priests of the Adeptus Mechanicus bear to battle an array of sanctified oils and tinctures of protection with which to bless the Machine God’s divine works.

  • ASTRA MILITARUM TECH‑PRIEST ENGINSEER* model only. While a friendly ARMOURED SKIRMISHER unit is within 3" of the bearer, that unit has the Feel No Pain 5+ ability.

Grand Strategist

25 pts

Able to see the broader strategic picture, this experienced officer deploys their assets sparingly and with practised precision.

OFFICER model only. After both players have deployed their armies, if the bearer’s unit (or any TRANSPORT it is embarked within) is on the battlefield, select up to two units with the REGIMENT or SQUADRON keywords from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Stratagems

Your Turn

Order the Advance

1 CP

At a barked order, armour and infantry surge forward as one, utilising speed and aggression to close with objectives and the enemy.

When:

Start of your Movement phase.

Target:

One ASTRA MILITARUM OFFICER unit from your army.

Effect:

Select one or more friendly ASTRA MILITARUM units within 6" of your unit; until the end of the phase, you can re‑roll Advance rolls made for those units.

Mobile Firebase

1 CP
Movement

Armoured fighting vehicles and transports keep pace with the infantry, supporting the advance as mobile gun platforms.

When:

Your Movement phase, just after an ARMOURED SKIRMISHER unit from your army Advances or Falls Back.

Target:

That ARMOURED SKIRMISHER unit.

Effect:

Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.

Burst of Speed

1 CP
Movement

Pushing bodies or engines to the limit, these warriors continue their swift advance.

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 can make a Normal move of up to D6".

Supporting Ordnance

1 CP
Shooting

This vehicle’s heavy weapons support lightly equipped infantry, suppressing enemy armour and bringing down lumbering monsters.

When:

Your Shooting phase.

Target:

One ARMOURED SKIRMISHER unit from your army that 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 visible MONSTER or VEHICLE unit, you can re‑roll the Hit roll.

Combined Fire

1 CP
Shooting

Hammering the enemy, this transport’s crew share targeting solutions with nearby allies, allowing for concentrated combined fire to obliterate the foe’s infantry and even erode armour plating.

When:

Your Shooting phase, just after an ARMOURED SKIRMISHER unit from your army has shot.

Target:

That ARMOURED SKIRMISHER unit.

Effect:

Select one enemy unit hit by one or more of those attacks. Until the end 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 that targets that unit, improve the Strength characteristic of that attack by 2.

Opening Salvo

1 CP
Shooting

Emerging from their armoured transports, heavily armed soldiers open fire before enemies can dive for cover or angle their stoutest armour towards the fusillade.

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, add 1 to the Wound roll.