Enhancements (4)
25 pts Guerrilla Honours
This officer is a specialist in covert warfare, their experience ensuring they know exactly when to
Infantry Officer model only. After both players have deployed their armies, if the bearer is on the battlefield, select up to three other Astra Militarum Infantry units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
5 pts Scare Gas Grenades
Filled with powerful hallucinogens, these grenades overwhelm the senses of those who breathe their f
Astra Militarum Infantry model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, select one enemy unit within 8" of the bearer’s unit (excluding MONSTER and VEHICLE units); that unit must take a Battle-shock test.
5 pts Survival Gear
Whether equipped with climbing gear, machetes or snow shoes, this unit moves swiftly across inhospit
Astra Militarum Infantry model only. The bearer has the Scouts 6" ability.
20 pts Tripwires
Carefully placed tripwires detonate booby traps as the enemy advance, the resulting explosions causi
Astra Militarum Infantry model only. Each time an enemy INFANTRY or MOUNTED unit ends a Normal, Advance, Charge or Fall Back move within 9" of the bearer’s unit, roll one D6: on a 4+, until the start of your next turn, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
Stratagems (6)
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
CRACK SHOTS
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Platoon 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 [PRECISION] ability.
1 CP
DRAW THEM OUT
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Platoon unit from your army that is within 9" of that enemy unit, and is not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 6".
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
SCRAMBLE FIELD
Opponent’s turn - Movement phase
WHEN: Start of your opponent’s Reinforcements step.
TARGET: One Astra Militarum Infantry unit from your army.
EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit.
1 CP
TANGLEFOOT GRENADES
Opponent’s turn - Charge phase
WHEN: Start of your opponent’s Charge phase.
TARGET: One Astra Militarum Grenades unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).