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Astra Militarum

Mechanised Assault

2 CP

Detachment Rules

Armoured Fist

Enhancements

Bold Leadership

25 pts

This officer’s aggressive command style sees them lead the advance personally, planting the regiment’s colours on seized objectives and leaving following troops to defend the ground they have gained.

  • 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 that objective marker, that objective marker remains under you control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Sacred Unguents

10 pts

Regimental Tech-Priests bless the vehicles under their charge with holy prayer and sacred oils.

  • ASTRA MILITARUM TECH-PRIEST ENGINSEER* model only. At the start of your Shooting phase, select one TRANSPORT from your army (excluding AIRCRAFT and TITANIC units) within 3" of the bearer. Until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll.

Smoke Grenades

10 pts

Smoke screens provide cover for the infantry advance and enable troops to disembark safely.

  • INFANTRY OFFICER* model only. The bearer’s unit has the Benefit of Cover and the Stealth ability while the bearer’s unit is wholly within 3" of one or more friendly TRANSPORT models.

Vanguard Honours

15 pts

Decorated veteran officers know when and where to press home the assault, ensuring their squad disembarks in the optimum position.

  • INFANTRY OFFICER* model only. The bearer’s unit can disembark from a TRANSPORT after it has Advanced. If it does, it counts as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Stratagems

Your Turn

Vox-relay

1 CP
Command

This armoured transport has been modified to house a tactical command suite and vox-relay, enabling embarked officers to give orders from relative safety.

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
Movement

Troops trained in mechanised combat disembark swiftly from their transport’s hatches, avoiding incoming fire and advancing on their objectives.

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
Shooting

Mechanised charges rely upon shock, awe and speed to secure ground. Any enemies that block the path must be obliterated swiftly.

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.

Opponent's Turn

Swift Interception

1 CP
Movement

Fast-moving armoured transports allow a commander to react quickly to enemy movements and intercept outflanking opponents.

When:

Your opponent’s movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target:

One TRANSPORT unit from your army (excluding AIRCRAFT and TITANIC units) that is not within Engagement Range of one or more enemy units, and is within 8" of the enemy unit that just ended that move.

Effect:

Your TRANSPORT can make a Normal move of up to 6".

Hasty Extraction

1 CP
Charge

Should the tide turn against them, mechanised forces swiftly re-embark their transports in order to reposition.

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
Fight

High command’s priorities have shifted. Swift embarkation and redeployment is required.

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.