Astra Militarum
Recon Element
Detachment Rules
Masters of Camouflage
Enhancements
Guerrilla Honours
25 ptsThis officer is a specialist in covert warfare, their experience ensuring they know exactly when to redeploy their forces and close the jaws of their pre-prepared trap.
- INFANTRY OFFICER* model only. After both players have deployed their armies, if the bearer is on the battlefield, select up to three other ASTRA MILITARUM INFANTRY units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Scare Gas Grenades
5 ptsFilled with powerful hallucinogens, these grenades overwhelm the senses of those who breathe their fumes, causing them to panic and flee their positions.
- ASTRA MILITARUM INFANTRY* model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, select one enemy unit within 8" of the bearer’s unit (excluding MONSTER and VEHICLE units); that unit must take a Battle-shock test.
Survival Gear
5 ptsWhether equipped with climbing gear, machetes or snow shoes, this unit moves swiftly across inhospitable terrain to engage the enemy.
- ASTRA MILITARUM INFANTRY* model only. The bearer has the Scouts 6" ability.
Tripwires
20 ptsCarefully placed tripwires detonate booby traps as the enemy advance, the resulting explosions causing the foe to halt in their tracks.
- ASTRA MILITARUM INFANTRY* model only. Each time an enemy INFANTRY or MOUNTED unit ends a Normal, Advance, Charge or Fall Back move within 9" of the bearer’s unit, roll one D6: on a 4+, until the start of your next turn, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
Stratagems
Your Turn
Crack Shots
1 CPReconnaissance units are often comprised of experienced survivalists and hunters, many of whom are expert marksmen.
Your Shooting phase.
One PLATOON unit from your army that has not been selected to shoot this phase.
Until the end of the phase, ranged weapons equipped by models in your unit have the [PRECISION] ability.
Opponent's Turn
Draw Them Out
1 CPLight infantry utilise harassing fire to draw their enemies into position for an ambush.
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
One PLATOON unit from your army that is within 8" of that enemy unit, and is not within Engagement Range of one or more enemy units.
Your unit can make a Normal move of up to 6".
Scramble Field
1 CPThis unit is equipped with a scramble field generator, a device capable of disrupting teleportation beacons and other homing technology.
Start of your opponent’s Reinforcements step.
One ASTRA MILITARUM INFANTRY unit from your army.
Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit.
Courageous Diversion
1 CPThese soldiers scream blood-curdling battle cries as they rush forwards, emboldening their squad mates and causing the enemy to waver.
Start of your opponent’s Shooting phase.
One ASTRA MILITARUM INFANTRY or ASTRA MILITARUM MOUNTED unit from your army.
Until the end of the phase, your unit has the Feel No Pain 6+ ability, and each time an enemy model makes an attack, if your unit is the closest eligible target, subtract 1 from the hit roll.
Tanglefoot Grenades
1 CPEmployed by skirmishers and recon troops, tanglefoot grenades ensnare advancing infantry, slowing their advance.
Start of your opponent’s Charge phase.
One ASTRA MILITARUM GRENADES unit from your army.
Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls.
Scouting Outriders
1 CPSentinels and cavalry units use their speed and mobility to outflank the foe, ready to strike at the most opportune moment.
End of your opponent’s turn.
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 one or more enemy units.
Remove your unit from the battlefield and place it into Strategic Reserves.