← Back to results| Factions› Astra Militarum› Lord Solar Leontus

Lord Solar Leontus

Astra Militarum
MODELMTSVINVWLDOC
Lord Solar Leontus 12" 4 3+ 4 8 6+ 2

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Sol’s Righteous Gaze pistol 12 2 2 8 -2 2
Conquest Melee 6 2 6 -2 2
Konstantin’s hooves extra attacks Melee 2 4 4 0 1

Abilities

[Core]

The Collegiate Astrolex [Datasheet]

After both players have deployed their armies, select up to three ASTRA MILITARUM 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.

The Lord Solar [Datasheet]

At the start of your Command phase, if this model is on the battlefield, you gain 1CP.

[Faction]

ORDERS [Special (правая колонка)]

This OFFICER can issue up to 3 Orders to:

  • Regiment units
  • Squadron units
  • Titanic units

SUPREME COMMANDER [Special (правая колонка)]

If this model is in your army, it must be your WARLORD.

Leader

Unit Composition & Points

1 Lord Solar Leontus – EPIC HERO

1 model 130 pts
KEYWORDS: Character Epic Hero Imperium Lord Solar Leontus Mounted Officer
FACTION KEYWORDS: Astra Militarum
Detachment Abilities (3)

Armoured Infantry →

Squadron Command

Officers in charge of motorised formations are as well versed in armoured combat as in infantry oper
Add Squadron to the list of units each Officer unit from your army can issue Orders to. Add the Order below to those listed in the Voice of Command ability.

ON MY SIGNAL

The most effective commanders know how and when to make use of their armoured fighting vehicles’ speed.

This Order can only be issued to Armoured Skirmisher units (see below). Each time an enemy unit ends a Normal or Advance move within 9" of this unit, this unit can make a Normal move of up to D6". Each unit can only move in this way once per turn.

KEYWORDS
Astra Militarum Squadron units from your army have the ARMOURED SKIRMISHER keyword (excluding Artillery units and units containing one or more models with a Wounds characteristic of 13 or higher).

Grizzled Company →

Ruthless Discipline

The officers of this company are wily, iron-willed veterans both respected and feared by the troops
Add 1 to the number of Orders each Astra Militarum Officer model from your army can issue, as stated on their datasheet.

While an ASTRA MILITARUM unit from your army is affected by an Order, each time a model in that unit makes an attack, re-roll a Hit roll of 1.

Siege Regiment →

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.

Stratagems (234)

General

1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

Armoured Infantry →

1 CP

BURST OF SPEED

Your turn - Movement phase
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".
1 CP

BURST OF SPEED

Your turn - Movement phase
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".
1 CP

BURST OF SPEED

Your turn - Movement phase
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".
1 CP

BURST OF SPEED

Your turn - Movement phase
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".
1 CP

BURST OF SPEED

Your turn - Movement phase
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".
1 CP

BURST OF SPEED

Your turn - Movement phase
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".
1 CP

OPENING SALVO

Your turn - Shooting phase
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.
1 CP

OPENING SALVO

Your turn - Shooting phase
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.
1 CP

OPENING SALVO

Your turn - Shooting phase
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.
1 CP

OPENING SALVO

Your turn - Shooting phase
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.
1 CP

OPENING SALVO

Your turn - Shooting phase
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.
1 CP

OPENING SALVO

Your turn - Shooting phase
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.
1 CP

ORDER THE ADVANCE

Your turn - Movement phase
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.
1 CP

ORDER THE ADVANCE

Your turn - Movement phase
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.
1 CP

ORDER THE ADVANCE

Your turn - Movement phase
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.
1 CP

ORDER THE ADVANCE

Your turn - Movement phase
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.
1 CP

ORDER THE ADVANCE

Your turn - Movement phase
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.
1 CP

ORDER THE ADVANCE

Your turn - Movement phase
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.

Bridgehead Strike →

1 CP

FIRE AND RELOCATE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit (excluding Titanic units) from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.
1 CP

FIRE AND RELOCATE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit (excluding Titanic units) from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.
1 CP

FIRE AND RELOCATE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit (excluding Titanic units) from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.
1 CP

FIRE AND RELOCATE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit (excluding Titanic units) from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.
1 CP

FIRE AND RELOCATE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit (excluding Titanic units) from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.
1 CP

FIRE AND RELOCATE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit (excluding Titanic units) from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.

Combined Arms →

2 CP

FLEXIBLE COMMAND

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Any number of Astra Militarum Officer units from your army.

EFFECT: Until the end of the phase, your Officers can issue Orders to Regiment units and Squadron units.
2 CP

FLEXIBLE COMMAND

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Any number of Astra Militarum Officer units from your army.

EFFECT: Until the end of the phase, your Officers can issue Orders to Regiment units and Squadron units.
2 CP

FLEXIBLE COMMAND

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Any number of Astra Militarum Officer units from your army.

EFFECT: Until the end of the phase, your Officers can issue Orders to Regiment units and Squadron units.
2 CP

FLEXIBLE COMMAND

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Any number of Astra Militarum Officer units from your army.

EFFECT: Until the end of the phase, your Officers can issue Orders to Regiment units and Squadron units.
2 CP

FLEXIBLE COMMAND

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Any number of Astra Militarum Officer units from your army.

EFFECT: Until the end of the phase, your Officers can issue Orders to Regiment units and Squadron units.
2 CP

FLEXIBLE COMMAND

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Any number of Astra Militarum Officer units from your army.

EFFECT: Until the end of the phase, your Officers can issue Orders to Regiment units and Squadron units.
1 CP

INSPIRED COMMAND

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your OFFICER can issue one Order as if it were your Command phase.
1 CP

INSPIRED COMMAND

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your OFFICER can issue one Order as if it were your Command phase.
1 CP

INSPIRED COMMAND

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your OFFICER can issue one Order as if it were your Command phase.
1 CP

INSPIRED COMMAND

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your OFFICER can issue one Order as if it were your Command phase.
1 CP

INSPIRED COMMAND

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your OFFICER can issue one Order as if it were your Command phase.
1 CP

INSPIRED COMMAND

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your OFFICER can issue one Order as if it were your Command phase.

Grizzled Company →

1 CP

ADDITIONAL ARMOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

ADDITIONAL ARMOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

ADDITIONAL ARMOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

ADDITIONAL ARMOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

ADDITIONAL ARMOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

ADDITIONAL ARMOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

NO RETREAT!

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order.

EFFECT: If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase.
1 CP

NO RETREAT!

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order.

EFFECT: If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase.
1 CP

NO RETREAT!

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order.

EFFECT: If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase.
1 CP

NO RETREAT!

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order.

EFFECT: If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase.
1 CP

NO RETREAT!

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order.

EFFECT: If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase.
1 CP

NO RETREAT!

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order.

EFFECT: If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase.
1 CP

PURGING FIRE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase.

EFFECT: If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
1 CP

PURGING FIRE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase.

EFFECT: If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
1 CP

PURGING FIRE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase.

EFFECT: If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
1 CP

PURGING FIRE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase.

EFFECT: If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
1 CP

PURGING FIRE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase.

EFFECT: If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
1 CP

PURGING FIRE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase.

EFFECT: If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
1 CP

SNAP TO IT

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your unit’s OFFICER model can issue 1 Order as if it were your Command phase.
1 CP

SNAP TO IT

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your unit’s OFFICER model can issue 1 Order as if it were your Command phase.
1 CP

SNAP TO IT

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your unit’s OFFICER model can issue 1 Order as if it were your Command phase.
1 CP

SNAP TO IT

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your unit’s OFFICER model can issue 1 Order as if it were your Command phase.
1 CP

SNAP TO IT

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your unit’s OFFICER model can issue 1 Order as if it were your Command phase.
1 CP

SNAP TO IT

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Astra Militarum Officer unit from your army.

EFFECT: Your unit’s OFFICER model can issue 1 Order as if it were your Command phase.
1 CP

VETERAN SHARPSHOOTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
1 CP

VETERAN SHARPSHOOTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
1 CP

VETERAN SHARPSHOOTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
1 CP

VETERAN SHARPSHOOTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
1 CP

VETERAN SHARPSHOOTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
1 CP

VETERAN SHARPSHOOTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.

Recon Element →

1 CP

COURAGEOUS DIVERSION

Opponent’s turn - Shooting phase
WHEN: Start of your opponent’s Shooting phase.

TARGET: One Astra Militarum Infantry or Astra Militarum Mounted unit from your army.

EFFECT: 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.
1 CP

COURAGEOUS DIVERSION

Opponent’s turn - Shooting phase
WHEN: Start of your opponent’s Shooting phase.

TARGET: One Astra Militarum Infantry or Astra Militarum Mounted unit from your army.

EFFECT: 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.
1 CP

COURAGEOUS DIVERSION

Opponent’s turn - Shooting phase
WHEN: Start of your opponent’s Shooting phase.

TARGET: One Astra Militarum Infantry or Astra Militarum Mounted unit from your army.

EFFECT: 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.
1 CP

COURAGEOUS DIVERSION

Opponent’s turn - Shooting phase
WHEN: Start of your opponent’s Shooting phase.

TARGET: One Astra Militarum Infantry or Astra Militarum Mounted unit from your army.

EFFECT: 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.
1 CP

COURAGEOUS DIVERSION

Opponent’s turn - Shooting phase
WHEN: Start of your opponent’s Shooting phase.

TARGET: One Astra Militarum Infantry or Astra Militarum Mounted unit from your army.

EFFECT: 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.
1 CP

COURAGEOUS DIVERSION

Opponent’s turn - Shooting phase
WHEN: Start of your opponent’s Shooting phase.

TARGET: One Astra Militarum Infantry or Astra Militarum Mounted unit from your army.

EFFECT: 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.
1 CP

SCOUTING OUTRIDERS

Opponent’s turn - Any phase
WHEN: End of your opponent’s turn.

TARGET: 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.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

SCOUTING OUTRIDERS

Opponent’s turn - Any phase
WHEN: End of your opponent’s turn.

TARGET: 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.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

SCOUTING OUTRIDERS

Opponent’s turn - Any phase
WHEN: End of your opponent’s turn.

TARGET: 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.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

SCOUTING OUTRIDERS

Opponent’s turn - Any phase
WHEN: End of your opponent’s turn.

TARGET: 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.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

SCOUTING OUTRIDERS

Opponent’s turn - Any phase
WHEN: End of your opponent’s turn.

TARGET: 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.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

SCOUTING OUTRIDERS

Opponent’s turn - Any phase
WHEN: End of your opponent’s turn.

TARGET: 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.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Siege Regiment →

1 CP

FLARE BURST

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Astra Militarum Character unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.
1 CP

FLARE BURST

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Astra Militarum Character unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.
1 CP

FLARE BURST

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Astra Militarum Character unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.
1 CP

FLARE BURST

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Astra Militarum Character unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.
1 CP

FLARE BURST

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Astra Militarum Character unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.
1 CP

FLARE BURST

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Astra Militarum Character unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.

Steel Hammer →

2 CP

ACCURACY UNDER PRESSURE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM 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, you can re-roll the Hit roll.
2 CP

ACCURACY UNDER PRESSURE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM 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, you can re-roll the Hit roll.
2 CP

ACCURACY UNDER PRESSURE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM 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, you can re-roll the Hit roll.
2 CP

ACCURACY UNDER PRESSURE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM 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, you can re-roll the Hit roll.
2 CP

ACCURACY UNDER PRESSURE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM 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, you can re-roll the Hit roll.
2 CP

ACCURACY UNDER PRESSURE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM 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, you can re-roll the Hit roll.