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Astra Militarum Astra Militarum 100 Point(s)

Tactics
Adrenal Shot (Faction: 1Point(s)) Use when a model from your kill team suffers a mortal wound . Roll a D6 for that mortal wound, and any
other mortal wound suffered by that model for the rest of the phase; on a 5+ the mortal wound is ignored and has no effect.
CUNNING STRATEGY (Faction: 2Point(s)) Use this Tactic after your Leader has issued an order. Your Leader may immediately issue an
additional order.
DEFENSIVE STAND (Faction: 2Point(s)) Use this Tactic when a charge is declared against a model from your kill team. When that model fires
Overwatch this phase, they successfully hit on a roll of 5 or 6.
Fight to the Death! (Faction: 1Point(s)) Use before an Injury roll is made for a model from your kill team. Apply a -1 modifier to the Injury
roll.
GET DOWN! (Faction: 1Point(s)) Use this Tactic in your opponent's turn in the Shooting phase when they choose a model from your kill team
as a target, and your model is obscured. Attacks that target that model in this phase suffer an additional -1 penalty to their hit rolls.
Grenadiers (Faction: 1Point(s)) Use when you choose a model from your kill team to shoot in the Shooting phase . You can use a Grenade
weapon that model is equipped with, even if another model from your kill team has already used a Grenade weapon this phase. You can use
this Tactic multiple times in the same phase.
LEAD BY EXAMPLE (Speciality: 1Point(s)) Use this Tactic when you pick a Leader from your kill team to fight in the Fight phase. Choose
another friendly model within 3" of them that is eligible to fight. You can fight with each of these models, in an order of your choice, before
the next player's turn.
Reconnaissance Protocols (Faction: 1Point(s)) Use at the start of the first battle round . Choose a MILITARUM TEMPESTUS model from your
kill team that is on the battlefield; that model can immediately make a normal move as if it were the Movement phase, but instead of moving
up to their Move characteristic they move up to 2D6" instead.
RESERVES OF COURAGE (Faction: 1Point(s)) Use this Tactic at the start of your turn in the Morale phase. Pick a model from your kill team
that is required to take a Nerve test. Roll a D3 for that model rather than a D6 when taking the test.
Sir, Yes Sir! (Faction: 2Point(s)) Use after picking a model from your kill team to be affected by an order . All models from your kill team (
other than your kill team's Leader) within 3" of that model are also affected by the same order. You cannot use this Tactic in the same battle
round as the Cunning Strategy Tactic.
TACTICAL RE-ROLL (General: 1Point(s)) Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll,
saving throw, Injury roll or Nerve test.
Vengeance For Cadia! (Faction: 1Point(s)) Use when you choose a model from your kill team to shoot or fire Overwatch and the target is a
HERETIC ASTARTES model. You can re-roll failed hit and wound rolls for your model against that HERETIC ASTARTES model.

Common abilities throughout faction


Voice of Command : Once per battle round, if your Leader is on the battlefield and not shaken, they can issue an order to other members of
your kill team at the start of the Shooting phase. To issue an order, pick another friendly ASTRA MILITARUM model (other than a shaken
model) within 12" of your Leader and choose which order you wish to issue from the list opposite. A model may only be affected by one
order per battle round.
Order

Take Aim! Re-roll hit rolls of 1 for the ordered model until the end of the phase
Bring it Down! Re-roll wound rolls of 1 for the ordered model until the end of the
phase.
Forwards, for the Emperor! The ordered model can shoot even if it Advanced in the previous
Movement phase.
Get Back in the Fight! The ordered model can shoot this phase, even if it Fell Back in the
Movement phase.
Move! Move! Move! Instead of shooting this phase, the ordered model immediately
makes an Advance move as if it were the Movement phase.
Fix Bayonets! This order can only be issued to a model within 1" of an enemy
model. The ordered model immediately fights as if it were the Fight
phase.
Resourceful : As long as this model is on the battlefield and not shaken, you gain an additional Command Point at the beginning of the battle
round.
Vox-caster : You can re-roll failed Nerve tests for ASTRA MILITARUM models while a friendly model with a voxcaster is on the battlefield
and not shaken.

Guardsman Gunner 8 Point(s) M WS BS S T W A Ld Sv


Guardsman Gunner x1 6" 4+ 4+ 3 3 1 1 6 5+
Weapon Range Type S AP D Abilities
Flamer 8" Assault D6 4 0 1 This weapon automatically hits its
target.
Frag grenade 6" Grenade D6 3 0 1

Abilities :
Special Weapons Gunner 8 Point(s) M WS BS S T W A Ld Sv
Special Weapons Gunner , Special Weapons 6" 4+ 4+ 3 3 1 1 6 5+
Gunner - Copy (1), Special Weapons Gunner 1 x3
Weapon Range Type S AP D Abilities
Frag grenade 6" Grenade D6 3 0 1

Plasma Gun When attacking with this weapon, choose one of the profiles below.
-Supercharge 24" Rapid Fire 1 8 -3 2 On an unmodified hit roll of 1, the
bearer is taken out of action.
-Standard 24" Rapid Fire 1 7 -3 1

Abilities :

Tempestor, Leader 12 Point(s) M WS BS S T W A Ld Sv


Tempestor x1 6" 3+ 3+ 3 3 1 2 7 4+
Weapon Range Type S AP D Abilities
Power sword Melee U -3 1

Krak grenade 6" Grenade 1 6 -1 D3

Frag grenade 6" Grenade D6 3 0 1

Plasma pistol When attacking with this weapon, choose one of the profiles below.
-Standard 12" Pistol 1 7 -3 1

-Supercharge 12" Pistol 1 8 -3 2 On an unmodified hit roll of 1, the


bearer is taken out of action.
Abilities : Resourceful

Special Weapons Guardman 5 Point(s) M WS BS S T W A Ld Sv


Special Weapons Guardman x1 6" 4+ 4+ 3 3 1 1 6 5+
Weapon Range Type S AP D Abilities
Lasgun 24" Rapid Fire 1 3 0 1

Frag grenade 6" Grenade D6 3 0 1

Abilities :

Sergeant 6 Point(s) M WS BS S T W A Ld Sv
Sergeant x1 6" 4+ 4+ 3 3 1 2 7 5+
Weapon Range Type S AP D Abilities
Power sword Melee U -3 1

Bolt pistol 12" Pistol 1 4 0 1

Frag grenade 6" Grenade D6 3 0 1

Abilities :

Guardsman 5 Point(s) M WS BS S T W A Ld Sv
Guardsman, Guardsman 2, Guardsman 3, 6" 4+ 4+ 3 3 1 1 6 5+
Guardsman 4, Guardsman 5, Guardsman 6,
Guardsman 7 x7
Weapon Range Type S AP D Abilities
Lasgun 24" Rapid Fire 1 3 0 1

Frag grenade 6" Grenade D6 3 0 1

Abilities :

Guardsman 10 Point(s) M WS BS S T W A Ld Sv
Guardsman 1 x1 6" 4+ 4+ 3 3 1 1 6 5+
Weapon Range Type S AP D Abilities
Lasgun 24" Rapid Fire 1 3 0 1

Frag grenade 6" Grenade D6 3 0 1

Abilities : Vox-caster

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